CoS 1/Garth

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Yog's Resilience

  • Changes: You gain some weight, height and your gait receives an unconscious swagger. You can't help but feel quite proud of your powerful presence.
  • Enduring Resilience:
    • Gain +1 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 1.
    • Following a Long Rest, make a flat DC 10 check. If you succeed, you permanently gain +1 HP (max: +20).
  • Armor of Yog: While you have any temporary hit points you gain +1 bonus to AC and you are resistant to all damage except fall damage, bludgeoning, slashing and piercing.
  • Summon Bulk: As an action you gain advantage on Constitution checks and saves for one hour and you gain 2d6 temporary hit points. This ability recharges on a long or short rest.
  • Second Wind: Gain the Second Wind Fighter class feature with your character level in place of Fighter levels. If you already had it or get it from a Fighter level replace it with this and gain one extra d10.
  • Relentless Endurance: Gain the Half-Orc race feature Relentless Endurance. (When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.)


Yog's Toughness

  • Changes: Your weight and height further increases. Your ears increase in size. Your eyes grow darker and your brow thicker, hair starts to grow more aggressively on your chest and back. Your voice deepens with a strange organ-like resonance. Your left eye is getting boss-eyed. It's an ongoing struggle to not comment on how small others are.
  • Enduring Resilience:
    • Gain +2 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 2. (Total of +3/+3)
    • Following a Long Rest you automatically gain +1 hit point and there is no longer a cap.
  • Hand of Yog: While your are under an effect that reduce your ability to take actions (i.e. unable to take actions, a reaction or having to choose between movement and action) your body is enveloped in a dark silvery shimmer that increases your AC by +5 and grants you resistance to all damage until the action-reducing effect passes. Every hit that does land makes you feel like you are being hurt inside your soul instead of your physical body.
  • Summon Bulk: You may Summon Bulk as a bonus action or as a reaction when taking damage and it gives advantage to strength checks and saves in addition to constitution. It may be used an additional time before a long or short rest.
  • Shake it off: As an action, spend Hit Dice equal to a third of your level (round down) to refresh abilities that refresh on a short rest. If your next rest is a short rest, it refreshes abilities that normally only refresh on a long rest, except for spell slots or psionics.
  • Innate Spellcasting: You may cast one of Shield, Shield of Faith, or Stoneskin without material components twice. This ability recharges after a long or short rest.


Yog's Carapace

  • Changes: Your weight and height further increase and you become larger. Your skin has a slight brown-ish metallic shine at some angles and hair growth increases at the back of your hands/arms, legs and both sides of your torso. Your voice further gains an otherworldly tone, similar to a deep voice spoken in an echoing cathedral. The weakness of individuals around you annoys you and you almost have to concentrate to push down impulses to just pop their pointless little lives out from your presence; they are not even worthy being near real power such as your own.
  • Size Increase: Your growth increases your size by one category e.g. from Medium to Large. If there isn't enough room you for the full transformation, you stop growing but when room becomes available you continue to grow until you attain your full size. You now weigh 8 times as much as before you received your first gift. Your reach is increased by 5 feet and any weapon or unarmed attack you make deal an additional 1d4 damage.
  • Enduring Resilience:
    • Gain +2 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 2. (Total of +5/+5 now.)
  • Power Bank:
    • Whenever you receive temporary hit points from any source, they cumulate with any other temporary hit points you have and don't expire unless removed by damage.
    • As an action, reduce your current hit point total by 2d6 and gain 1d6 temporary hit points.
  • Summon Carapace:
    • As an action, a chitin carapace with thousands of tiny hooking appendages envelops you as a heavy armor that you are considered proficient with, making your armor class 18 + Dex. If you already wore armor, the chitin pieces envelop and strengthen it, instead giving you a +2 bonus to AC that doesn't stack with other magic AC bonuses.
    • The sight of the carapace is visually quite sickening, and some of the appendages sometimes randomly move, adding to the effect, giving you advantage on intimidation checks and disadvantage on persuasion checks as well as scaring some people off entirely.
    • Once per turn if you are in grapple with a creature or every time you hit them with an unarmed strike, the hooks clamp on to the target dealing 1d6 piercing damage to them and you gain that many temporary hit points, cumulating with any temporary hit points you already possess.
    • While the carapace is active you can make unarmed attacks with it using fists, arms or legs dealing 1d6+Strength bonus piercing damage like when grappling. You can make one such attack as a Bonus action.
    • The carapace can be dismissed as an action. This ability recharges after a long or short rest.
  • Innate Spellcasting: You can cast Globe of Invulnerability, Invulnerability and Regeneration without material components as a bonus action. Each spell is slowly recharging separately and only returns after two long rests.