Various and Sundered Items

GLOG Class: Thief's Judgement (Mimic)

You tried to steal a powerful magic item from a trapped dungeon, which in hindsight was a terrible idea. You escaped with your life - the last spell that struck you seems to have whiffed.

Starting Equipment: As Thief.

Starting Skill: As Thief.

For each template of Thief’s Judgement you have, gain +1 Stealth.

A: Cursed, Dungeon Compulsion, Sticky

B: Hidden Maw, Stubby

C: Pseudopod, Chameleon

D: Dungeon-born, Mimic, Treasure Guardian

Cursed

The last spell didn’t whiff - it’s functioning exactly as intended. You detect as if you are cursed, but the only way to break the curse is to swear off adventuring, stealing, and looting forever. Hard sell.

Dungeon Compulsion

You are drawn to dank, dark, and uncivilized places like a moth to flame. You weren’t like this before, maybe. You can only get good rest in these places (your dreams elsewhere are disturbed with scenes of treasure turning into meat), but you can safely digest the unsavory kinds of meat found in them no problem: zombie flesh, giant rat haunch, adventurer. When you spend at least 24 hours in such an environment, you acclimate, negating the penalty to attacks from the ambient dungeon lighting conditions.

Sticky

Ugh. Since when were you so sticky all the time? When you successfully hit someone with an unarmed attack or natural attack, you grapple them. Weapons that strike you are disarmed if the wielder tries to leave your melee reach that turn (impossible for natural weapon users, larger creatures may attempt to drag you). You can free any number of stuck items with a thought.

Hidden Maw

It isn’t apparent when your mouth is closed, but you can unhinge your jaw like the lid on chest. Your mouth is full of fangs and your tongue is long and lolling. Your bite deals 1d10 damage and has a +2 to hit whenever you have some sort of situational advantage.

Stubby

You are widening out and becoming more boxy, like the difference between a human and a dwarf but more so. You have -1 to speed but +2 on saves vs injuries to your limbs per template of Thief’s Judgement. Your armor must be specially fitted.

Pseudopod

Your limbs are getting really short but you can kind of push a little nub out from anywhere on your body that can grab stuff. The nub is very strong, and can hold onto things with Strength 20 or drag you around at your normal speed. You can only have one nub extended at a time.

Chameleon

Your flesh is taking on a sort of nondescript furniture look. You can hide in plain sight wherever furniture isn’t surprising. You are almost as wooden as you appear, and have defense as plate.

Dungeon-born

You don’t get bored of waiting for food, and you can go for up to a year without eating as long as you don’t do much thinking or quick moving.

Mimic

The transformation is complete. You are no longer cursed; you are a Mimic now. You have no arms or legs or neck and move using your pseudopod, you can disguise yourself to look exactly like any mid-sized vaguely box-like thing (bed, door, chest, crate, armoire), and your bite does 1d12 damage and has advantage on damage rolls versus creatures affected by your stickiness. Also, your giant tongue is long and strong enough to serve as a second pseudopod, though using it probably compromises your disguise.

Treasure Guardian

Your tongue can give off whatever kind of magic aura you want as long as it isn’t strong enough to be debilitating to observers. This can make it look like you have magic treasure inside you or hide the auras of items in your mouth. Your inventory space is in your mouth, and you can drop any number of items held with an action by vomiting them up.

#Class #GLOG #Homebrew