These classes
aren't really intended to be for full player character. Instead, they
are more like minor classes for secondary characters like animal
companions, or for quick replacement PCs with a relatively low power
level. Each one has a maximum level of 4 with the same XP
requirements as a normal class. Additionally, treat their maximum AC
as their base AC, as they don't usually wear armor beyond their
natural fur and other protection.
However, unlike
normal classes these animals only get XP for treasure spent directly
on them. Buying them a solid gold collar, feeding them decadent
treats, paying the wages of a falconer for your Witch Owls and so on.
These classes are also just animals, just very smart and loyal ones.
As such they cannot speak unless otherwise noted, but can understand
human speech and follow orders. Treat their loyalty as a normal
hireling +1 for their owner, with another +2 if they were raised from
birth by that person.
To pick a random
animal class, roll a 1d8.
Art @Ovopack, as usual. |
[1] Witch Owl
HD-
d3
Max AC-
13 / Minimum Hit-Points-
2
You're a wise,
magical owl. Witch Owls cannot speak, but can still 'hoo' in response
to words and answer questions this way. They can also learn to cast
spells, not requiring to speak magical incantations to do so. They
gain spell slots according to the table below.
Additionally;
Witch Owl's can fly. Being able to fly has some great advantages.
Plus your talons act as instant death for any tiny 0 HD creatures
like rats or tiny pixies that you catch, but only deal 1d2 damage to
normal creatures if you try to scratch their eyes out.
Character Level
|
1st Level Spells
|
2nd Level Spells
|
1
|
1
|
|
2
|
2
|
|
3
|
2
|
1
|
4
|
2
|
2
|
[2] Raccoon Burglar
HD- d4
Max AC- 14
/ Minimum Hit-Points-
3
You're a cute
little raccoon. You're sneaky and are good enough with your little
paws to pick locks. Treat your lockpicking skill as a 0 level Thief
at 1st level. Once you are 2nd level, treat
yourself as a 1st level thief, and then at 4th
level, treat yourself as a 3rd level thief.
As a raccoon,
you're also sneaky and can blend in in urban environments. Gain +1 to
sneak and stealth rolls at 1st and 3rd levels.
You can also scavenge enough food to survive in a city or town and
don't get sick from eating it, obviously.
[3] Tiny Giant Spider
HD- d4
Max AC- 13
/ Minimum Hit-Points-
2
You're a very
small giant spider. Big enough to be held in both hands like a cat,
but not so big as to be a monster. Spiders of this size and breed can
actually be trained pretty well, but you freak people out with your
huge unblinking creepy eyes and just from being a spider.
At
1st
level you can shot web as the spell Web
once per day. At 2nd
and 3rd
level you can an extra shot. Finally at 4th
level your ability progresses and you can now perform large feats of
construction like making a net to catch someone else who is falling
down or create some simple cloth from spiderweb.
[4]
Bat Guide
HD-
d3
Max AC- 12
/ Minimum Hit-Points- 2
You're a big old
ugly bat. You can fly, but more importantly you can navigate and
“see” in total darkness using echolocation. You're a bit weak
with fragile bones and no fur or scales to protect you, especially in
enclosed spaces where you'll be most useful.
You can't hurt
people at all with your physical body, your teeth are too small and
claws too weak. At 2nd level, you get +1 to your Max AC.
At 3rd level, you can do a power screech that kills small
creatures with 0 HD or breaks small glass objects. Finally at 4th
level, you grow retractable vampire fangs and can bite things for 1d2
damage. Every point of damage you do with this bite is also healed,
as long as you are drinking the blood from a healthy living creature.
[5]
Python Assassin
HD-
d6
Max AC-
12 / Minimum Hit-Points-
4
You're a large,
fat snake that kills people. You don't have any venom, you do it by
constriction. You can climb pretty well, starting at 2nd
level, and can slither up walls and steep slopes better then a
person. You sneak attack people by falling on them or hiding in
baskets to leap out. Your bite is weak and only useful for swallowing
helpless prey; you can only hurt things by squeezing them, either a
full body constriction or around the throat. You can only squeeze things as big as a man or smaller with a Strength modifier of +2 or less, as anything stronger can just rip you off.
Whenever you
constrict someone, they must make a saving throw minus your level. If
they fail, they either cannot act this round or take 1d6 suffocating
damage. If they succeed this saving throw, then they mark one check
against you. If they get a number of checks equal to your level+1,
they can slip out of your grasp. Once a person has been constricted,
you can't constrict them again until you sneak up on them a second
time.
[6]
Octopus
HD-
d4
Max AC-
12 / Minimum Hit-Points- 2
You
are an octopus. You are unrealistically strong and capable on land,
but still need to be kept moist or else you will slowly dry out and
die. You also have 8 limbs, but not all of them are useful right
away. You are surprisingly intelligent, can slip into small spaces,
and can change color to camouflage, giving you advantage on sneak
rolls made while stationary. You can still wear up to 8 magic rings,
which makes you exactly as overpowered as you think it does. You can also swim really fast and breath underwater; but you need to use all your limbs to swim.
You
have soft skin. Unlike the other animals, you treat your base AC as
8. You gain your AC by wielding shields and weapons. Add your level
to your grapple rolls or saves. Finally, you get to use multiple
arms. The number of arms you can use usefully is equal to your
levelx2. “Useful” arms include using weapons or shields. You
still need at least the same number of arms holding weapons or
shields as arms dedicated to motion to crawl around on land, else
you're stuck in place.
[7]
Brutal Stag
HD-
d8
Max AC- 16
/ Minimum Hit-Points-
6
You're
a spirit of nature. But not the peaceful or nurturing kind, you
represent the brutality of nature. You have a dark brown coat that
becomes black at night, and your eyes can turn red or glow bright
white as the moon. Your impressive antlers are both a target for
overzealous hunters and also a symbol of your power; they are an ill
omen. Roll on the table below every time you appear.
Brutal
Stag Horn Table- Roll
1d8
- Dripping with blood, constantly.
- Several venomous snakes wrapped around your horns, trying to mate with them
- Human heart, suspended above both your antlers, floating in midair.
- Antlers have a clod of dirt stuck to them, grass growing on them.
- Supernaturally large, a cold wind chimes as it blows through them.
- Shrike has built its nest here. Several corpses of small rodents have been flung and impaled on your antlers, the shrike a spirit in your honor.
- Several skulls of smaller animals, placed atop the tips of your antlers with ritualistic intent. They can cackle and whisper spell incantations to friendly witches.
- Has a rival, lesser stag's head stuck on your antlers. You can fling it off and the severed head will scream at people.
You
have a hoof attack at
1d4+1 and a gore attack at 1d8+1, impaling people on your horns. Each
level past the 1st,
gain +1 to hit with your attacks. Whenever you roll your hit points,
reroll 1s.
[8]
Donkey-Corn
HD-
d8
Max AC-
15 / Minimum Hit-Points-
6
You look like a
big dumb donkey with a blunt, gray horn on your head. You're the more
pedestrian, less magical, and less cool kind of unicorn. For extra
jokes, make your horn an actual carrot or a stick just tied to your
head. You're bigger then the other animal classes and at the very
least get a 1d4 hoof attack. You can also carry a smallish person on
your back and carry a decent amount of gear strapped to you.
At 2nd
level you can use your horn as a holy symbol, letting you turn undead
once per day. At 4th level you can touch someone with your
horn once per day and heal them 1d6 hit points.
Art @PerryBibleFellowship (occasional NSFW) |