Devourer Guild
Devourer Guild
Folk in Etharis do not always speak highly of monster hunters, and many consider them to be just as depraved and inhuman as the evils they are sent to vanquish. Many of the appalling tales told about monster hunters can be attributed to the Devourer Guild, accused of being monstrous cannibals themselves.
The truth is barely any better. Devourer’s have spent their days consuming the flesh and vitae of the monsters they have slain, and over time their metabolism has changed to tolerate this disgusting practice. Devourers adopt mutations shortly after consuming the substance their prey is made from.
Transmutating Metabolism
When you choose this guild at 3rd level, you gain the ability to consume portions from monster remains which cause your body to adopt powerful and frightening new mutations.
Salvaging Portions. A single portion can be salvaged from the physical remains of any creature. Unless it is consumed a portion lasts for 24 hours, before it either rots or its innate magic dissipates, and it no longer has any effect.
Consuming Portions. Whenever you spend a bonus action to consume a portion, you magically gain a benefit depending on the creature’s type. You can consume a number of portions up to 1 + your Constitution modifier (minimum of 1). Each portion you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume portions. You can benefit from multiple portions at the same time but consuming more than one portion from the same monster type provides no additional effects.
If a portion effect enables you to cast a spell, Intelligence becomes your spellcasting ability.
Portion Effects
Aberrations. For the next hour you can speak telepathically to any creature you are aware of within 60 feet of you. Additionally, during that time you have resistance to psychic damage.
Beasts. You regain hit points equal to 2d8 + your monster hunter level.
Celestials. For the next hour you automatically know whenever you are being lied to. Additionally, once during that same period you can cast the branding smite spell innately.
Constructs. For the next ten minutes, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks not made with adamantine weapons.
Dragons. For the next ten minutes, you grow leathery wings from your back which give you a flying speed of 50 feet.
Elementals. Choose one of the following damage types: acid, cold, fire, lightning, thunder. For the next minute whenever you take damage of that type, instead of losing hit points you instead gain hit points equal to the amount of damage that would be taken.
Fey. Once within the next ten minutes you can innately cast the invisibility spell requiring no material components.
Fiends. Once within the next ten minutes you can innately cast the charm person spell or the suggestion spell requiring no material components. This effect ends once you have cast either of these spells.
Giants. For the next minute you gain advantage on all Strength based ability checks and saving throws. You also add your Strength score to the damage twice for any Strength based weapon attacks you make.
Humanoids (Shape Changer). For the next hour you can magically polymorph your physical appearance. This functions similarly to the disguise self spell but with two key differences. Firstly, you cannot change the appearance of your clothing, weapons, or equipment. However, your disguise is physical in nature and stands up to physical inspection.
Monstrosities. For the next hour you gain natural weapons such as claws and fangs. Whenever you make an unarmed strike, you deal 1d6 slashing damage instead of the normal amount. You can also make an unarmed strike as a bonus action on each of your turns.
Oozes. For the next hour you can move through any space wide enough for a creature one size smaller than you without squeezing. Additionally, during that same period you can choose to deal acid damage with any weapon attack you make as your saliva and blood become corrosive to others.
Plants. For the next ten minutes you can innately cast the spike growth spell requiring no material components.
Undead. For the next minute whenever you inflict damage to a creature with a weapon attack, you gain temporary hit points equal to half the damage dealt.
Inherent Mutation
When you reach 7th level, your body begins to grow new permanent mutations because of your continued consumption of monsters. Choose two of the following mutations that become permanent for you.
Metabolized Constitution. You have advantage on saving throws against poison, and you have resistance against poison damage. If you already have or gain a similar ability due to another magic item, class, or racial trait (such as Dwarvern Resilience) you instead become immune to poison damage and immune to the poisoned condition.
Obsessive Consumption. You can now consume a number of portions up to 2 + your Constitution modifier (minimum of 2) before taking any levels of exhaustion.
Permanent Scales. When you are not wearing armor, your AC equals 13 + your Dexterity modifier.
Preternatural Reflexes. You can take the Dash or Disengage action as a bonus action on your turn.
Rapid Recovery. You can use your action to spend a single Hit Dice, recovering hit points equal to the result + your Constitution modifier.
Terrifying Appearance. Your appearance becomes frightening to others to behold. You gain proficiency in the Intimidation skill. If you are already proficient in this skill you instead gain expertise, doubling your proficiency bonus whenever you make a Charisma (Intimidation) check.
Wall Crawler. You have a climbing speed equal to your movement speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Wolfen Senses. You have advantage on Intelligence (Investigation) checks and Wisdom (Perception) checks that rely on hearing or smell.
Alchemical Decoctions
At 10th level, you gain proficiency with Alchemist’s supplies.
You can spend 1 hour and 20 silver pieces worth of alchemical ingredients (such as special herbs or monster salvage) to use your Alchemist’s supplies to convert a single portion into a decoction.
A decoction is a magic potion that functions exactly like a portion but has no limit on how long it lasts.
Creatures other than you can consume 1 decoction, gaining a level of exhaustion for each additional decoction they consume after that. After finishing a long rest, a creature regains the ability to safely consume a single decoction.
If a decoction enables a creature other than you to cast a spell, they may use their own spellcasting ability or use Constitution if they do not already have the ability to cast a spell.
Monstrous Gluttony
When you reach 15th level you have become so ravenous for the power monsters give you that you are willing to feast on their still living flesh. You may spend one use of Grave Strike to instead make a special melee weapon attack using either Strength or Dexterity. The attack deals 1d6 piercing damage plus 1d8 force damage times your Intelligence modifier (minimum 1d8).
If this attack is successful, after dealing damage you instantly count as having consumed a portion of the same creature type as the target of the attack.
Acquired Taste
At 18th level your hunger for monster portions has increased as has your capacity to safely devour them. You can now consume 1 additional portion or decoction before gaining a level of exhaustion between long rests.
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