Malegorian+by+DM+Tuz (1)
Malegorian+by+DM+Tuz (1)
Malegorian Traits
Carrying the curse of Malegor, you possess innate traits and
capabilities.
Ability Score Increase. Increase one ability score by 2 and
increase a different one by 1, or increase three different ability
scores by 1.
Age. You mature at the age in your late teens and live for
over two centuries.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, and
another language of your choice.
Darkvision. You have bestial senses and can see in the dark.
You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Bestial Instincts. You are proficient in one of the follow-
ing skills: Perception, Stealth, or Survival. Artwork by Daihnon
Beastkin. If you are not proficient in the skill, add your pro-
ficiency bonus to any Animal Handling, Insight or Intimidation
check you make when interacting with a Beast or Monstrosity.
Healing Factor. Whenever you finish a Short Rest, you re- Alternate Flavour:
gain hit points equal to your character level and whenever you Because the original Malegorian lore is very specific,
finish a Long Rest you reduce your Exhaustion by one addition- here are some setting-neutral ideas for a Malegorian
al level and regain additional hit dice equal to your Proficiency player character:
Bonus. • You are inflicted with a parasite which causes mons-
Therion Manifestation. You can use a bonus action to trous mutations that you can manifest on a whim.
manifest your therion nature for one minute. You can use this • You were cursed with a unique form of lycanthropy
bonus action a number of times equal to your Proficiency Bo- which allows only partial transformation.
nus, and you regain all expended uses when you finish a Long • You descend from a long line of demon worshippers
Rest. Once you use your Therion manifestation you can’t use it loyal to a demon prince of beasts.
again until 10 minutes have passed. When you use this bonus
• You were injected by the accursed blood of an elder
action choose one of the manifestations from the therion man-
being which causes your form to become unstable.
ifestation list.
PATREON |DMTUZ
Therion Manifestations:
Claws. You manifest powerful claws that you can use as natu-
ral weapons and to climb. For the duration of the manifestation
you have a climbing speed equal to your movement speed and
you can use your claws to make unarmed strikes, dealing slash-
ing damage equal to 1d4 + your Strength or Dexterity modifier.
While you manifest your claws, you can attack with your claws
as a bonus action and you do not need a free hand to make these
attacks. When you use this manifestation, you can make a sin-
gle attack with your claws as part of the same bonus action.
Jaw. You manifest a mighty jaw that you can use to maul
and hold. For the duration of the manifestation you gain a bite
attack to make unarmed strikes that deal piercing damage equal
to 1d6 + your Strength or Dexterity modifier. If the bite attack
hits you can grapple the target. For the duration of the grapple
you can’t use your bite attack against another creature. When
you use this manifestation you can make a bite attack as part of
the same bonus action.
Larynx. You manifest the voice of a mighty beast. For the
duration of the manifestation you can use an action to unleash a
bestial scream that is audible within 2 miles. When you scream,
each creature within 10 ft. of you must succeed a Constitution
saving throw or be deafened until the end of your next turn. A
creature that is deafened this way can’t use reactions. The DC of
the saving throw is equal to 8 + your Proficiency Bonus + your
Constitution Modifier. When you use this manifestation you
can scream as part of the same bonus action.
Limbs. You manifest the powerful bestial limbs that enhance
your mobility. For the duration of the manifestation your walk- Artwork by Daihnon
ing speed increases by 5 feet and your jumping distance is dou-
bled. When you use this manifestation, you can dash as part of
the same bonus action. Accursed Renegades
Those few souls who slipped through the gates before Male-
gore’s fall to the bestial blight didn’t escape unscathed. Now
separated from the origin of the curse, the survivors still carry
the blight within their bodies unseen, though some weren’t so
lucky. While appearing completely humanoid on the surface,
the monstrous beast within aches for release. Most survivors
know the world would not accept them if they give in to such
temptation and allowed the bestial curse inside to see the light
of day.
Descendants of the original defectors know very little about
their true origin, only that they, too, are cursed as their ances-
tors were by a vile queen of a long forgotten kingdom. They
tend to stick to their own, forming tightly knit communities.
Such communities have adapted two strategies to avoid the rest
of the world - either by never settling down in one place or by
staying hidden deep within the wilds.
A centerpiece of their culture is managing the delicate balanc-
ing act between their human and bestial halves. Instead of sup-
pressing their monstrous side, they learned to harness its power
for their own survival while roaming at the edges of society.
Not only did this allow them to survive, they thrived. Howev-
er, such rich power comes at a cost: Those afflicted must tame
Artwork by Daihnon their inner beast during moments of heightened emotion, lest
they hurt friend and foe alike...
PATREON |DMTUZ
Created by Dungeon Master Tuz
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PATREON |DMTUZ