Homebrew Clothbound Gaseous Species Details
The Clothbound Gaseous is a race of magical beings taking the form of smoke and gasses. In order to stay intact, they must forever remain underneath a cloth, woven by their own kind to keep the gasses contained. Due to being a race of gas, they are not restrained by physical properties and are able to create minions out of their own gas. But be careful when dealing with physical attacks, for they cannot hurt them, but they will tear the cloth, leaking their gas until they are little more than a vapor.
Clothbound Gaseous Traits
Clothbounds have the ability to use their gasses for powerful purposes.Gaseous Lifeforce
Normal attacks will not directly damage the Clothbound Gaseous, but will tear its cloth. For each tear in its cloth, it loses 1d6 HP per round. The clothbound can have multiple tears at a time, up to five. Magical attacks deal their normal damage, plus an additional 1d6 damage, but cannot tear the cloth.
Clothbound Division
The clothbound is able to split its gas between multiple smaller gaseous servants. It takes at least 20 gas and an extra cloth to create a clothbound servant. The clothbound servant has a max HP equal to the gas expended to create it. It shares the original's modifiers, attacks, spell list, and spell slots. It takes it's turn on the same turn of the original. An additional clothbound servant is earned on character levels 3, 7, 10, and 15.
Expendable Gas Attacks.
Expending X amount of gas grants the next attack Y. You may use multiple on a single attack. Expending gas does not tear your Gaseous Cloth.
- 5 - Advantage
- 10 - +1d8 Damage
- 15 - Success = Nat 20
- 20 - One extra target in radius
- 30 - Guaranteed Hit
Clothbound Mount
Each mount requires 35 gas (HP), and a Gaseous Cloth. You may choose one of these mounts at level 10, 12, and 15. Note: Versatile Types require a DC 12 Animal Handling check to summon, as well as an additional Gaseous Cloth.
|
Clothbound Mounts |
Terrestrial |
Aquatic |
Aerial |
|
Strength Type For when things could get nasty |
Wolf HP: 40 AC: 16 W-SPD: 40 Claw Swipe: Range=10ft, 2d8+4 Slashing Pounce: Range=20ft, 2d6+6 Piercing |
Shark HP: 35 AC 18 S-SPD: 40 Bite: Range=10ft, 2d8+6 Piercing Tail Spin: Range=20ft AOE, 2d6+4 Bludgeoning, DEX save or prone. Must be summoned in water, advantage while in water. |
Bat HP:30 AC 17 F-SPD: 40 Screech: Range=60ft, 2d8 Thunder Dive Bomb: Range=30ft, 2d8 Slashing, Disengage afterwards. |
|
Speed Type For crossing huge distances |
Buffalo HP: 45 AC: 16 W-SPD: 60 Basic Melee: 2d6 Bludgeoning |
Lizard HP: 40 AC: 18 S-SPD: 60 Basic Melee: 2d6 Bludgeoning |
Eagle HP: 35 AC: 17 F-SPD: 60 Basic Melee: 2d6 Slashing, Disengage. |
|
Versatile Type For when you have a trick up your sleeve |
Owlbear HP: 45 AC: 16 W-SPD: 40 Claw Swipe: Range=10ft, 2d8+4 Slashing Pounce: Range=20ft, 2d6+6 Piercing Roar: When summoned, all adversaries must make a WIS saving throw or be frightened for one minute. This creature may make an opportunity attack against each one, no matter the distance. |
Sea Serpent HP: 40 AC 18 S-SPD: 40 Bite: Range=20ft, 2d8+6 Piercing Tail Spin: Range=30ft AOE, 2d6+4 Bludgeoning, DEX save or prone. Advantage while in water. Frost Breath: Each attack, even if it misses, deals 1d8 Cold damage. |
Dragon HP:40 AC 17 F-SPD: 40 Screech: Range=100ft, 2d8 Thunder Dive Bomb: Range=40ft, 2d8 Slashing, Disengage afterwards. Scorching Presence: Each round, everything within 20 feet of this creature takes 1d4 Fire damage. Each attack deals an additional 1d8 Fire damage. |
Alternate Death Saves
When the Clothbound Gaseous hits 0 HP, its Gaseous Cloth is considered to be torn beyond repair, and all the gas has escaped. When this happens, the Clothbound Gaseous is not incapacitated, but is at its weakest point. It cannot interact with any of its equipment or items, but it can take a movement action, and only a movement action, per turn. Additionally, you may take the Dodge reaction once per round. While in this form, the Clothbound is immune to all physical attacks, but any magical attack that hits will kill it, take no death saves. However, a party member can pick up a Gaseous Cloth that was in your inventory before your cloth was torn, or a cloth that was given to them beforehand, and give it to you, gradually restoring hit points.
Single-player or Last in TPK circumstances: If you are playing a Clothbound Gaseous in a single-player game, or were the last one alive during a TPK, your DM may require you to survive 5 rounds of combat, ending the fifth round on the square you died (considering you had a Gaseous Cloth in your inventory), to equip the Gaseous Cloth. Ten rounds of combat without a Gaseous Cloth will cost you your movement action, likely costing your life.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/8/2023 12:44:07 AM
|
10
|
1
|
A
|
Coming Soon
|
|
|
8/11/2023 9:36:16 PM
|
17
|
1
|
B
|
Coming Soon
|
Comments