Homebrew Aftermath Ghoul Species Details
While they were once human, the bombardment of not only solar radiation but also nuclear weapon's based energies left the people strong enough to survive, changed. The bodies of the survivors were left horribly scarred and changed. They gained the ability to metabolize the very radiation that changed them and it gave their bodies immense healing capabilities. Where a normal human of the new wasteland would become poisoned and potentially die from exposure to the Ghoul's own medical treatments, the radioactive material they have come to use in their daily lives and maintenance of their health has become the basis of the Ghoul's survival.
Depending on the location of the exposure, many different variants of Ghouls have been observed but they all have certain traits in common.
*They are unnaturally hardy at the price of their once pristine skin and voices.
*Radiation does them no harm, in fact, it heals them.
*Like humans before them, Ghouls still require food and drink if only half.
*They live significantly longer than humans in terms of age.
Aftermath Ghoul Traits
As listed above, the basics of becoming a Ghoul are as follows:Unnatural Vitality
You gain a +2 to constitution and a -2 to charisma scores.
In addition to this, when a ghoul regains Hp by any means, it becomes temporary Hp. Due to the limits of your original human shape, this extra Temporary Hp cannot exceed your constitution score however. (Normal Temporary Hp can exceed this value and doesn't count against the limit for this ability)
You can also regrow arms, legs, and other limbs (except for your head) if you have access to Radioactive materials. This regrowing process takes 1d4 days of rest, if the time of rest is interrupted, the limb does not regrow.
Everlasting
You do not age but can only live for 200-300 years. After you die of age, your body becomes feral and you lose all regenerative qualities. You lose all control of yourself and attack indiscriminately until you rot away or are killed.
You must also still eat and drink water to survive but you only need a significant meal and amount of water half as often as a human would.
Radiation Therapy
You are immune to all radiation damage, in addition, when exposed to benign radiation (In the environment or otherwise not utilized by weapons) you may regain 1d8 hp. You can regain this Hp an amount of times equal to your constitution mod and must take a long rest to regain use of this ability.
Brawler Variant
The Brawler variant Ghouls are said to have had great strength in life and have become unnaturally strong. Where other Ghouls have withered bodies and their muscles seem to have atrophied, the Brawler is exactly the opposite. Brawlers retain the mass of their original bodies which has been further modified by the radiation that caused their transformation. Where a normal Ghoul is quite hardy, the Brawler takes that ability to another level, capable of growing muscle mass at a freakish rate as well as modifying the fibers of their bodies, they are living tank engines that remain quite formidable to anyone under prepared to face one.
Brawlers also gain:
*+1 to Strength
*Melee attacks, both unarmed and with melee weapons, deal an additional 1d4 damage
*You can use heavy armor
Muscle Adaptation
You expend Hp up to your level. When you do this you gain advantage on your next melee attack and that attack deals additional damage equal to the Hp sacrificed this way.
Hawk Variant
The Hawk Variant ghoul tends to be more gifted when it comes to ocular prowess. Many of these Ghouls have integrated back into society due to the usefulness of their abilities and they can typically be seen as mercenary leaders or even investigators, showing their worth through combat prowess, especially with firearms and thrown weapons. Given their innate talents, the Hawk variants gain the following bonuses:
*+1 to Dexterity
*While you have clear line of sight, you gain advantage on all perception rolls that involve sight or tracking.
*+1 to AC while wearing light or no armor
Hawkeyed
When gaining Hp from Radioactive Therapy, you can forgo the regained Hp in favor of gaining a +1 to ranged attacks and dark vision.
Each time you repeat this process, your gift increases as follows: (Effects are present until a long rest is taken or you suffer exhaustion)
2 times: an extra +1 to ranged attacks and +2 to perception checks.
3 times: +1 to AC and +2 to ranged spell attack bonus
4 times: Ranged attacks deal 2d6 extra damage.
5 times: all ranged attacks' critical ranges increase by 1
6 times+: All attacks become brutal 1 and range of all weapons increases by 50 feet
Necros Variant
The Ghouls of Necros have given into their undead nature and appearance. While not technically undead, they exhibit similar qualities and behaviors. It is thought these Ghouls were near graves or even "cursed" items that caused the radiation to make them appear with such a deathly aura.
*You gain a +1 to Wisdom
*You no longer need to breath and can eat corpses that haven't fully withered for nourishment.
*You have resistance to necrotic damage
Mastery of Undeath
When using any spells that raise dead, the undead you control have advantage against creatures that are also undead in nature or are of a lower level than your raised dead.
In addition to this, you have the uncanny ability to attempt to take control of other raised dead, effectively assuming them under your own command. When doing this, you must make a spell attack roll against the master of the risen dead's spell save DC. It doesn't matter what level the opposing caster is that raised the dead. You may use this ability as many times per long rest equal to your Wisdom mod.
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Posted Dec 26, 2019Interesting race. I like it:)