Pumpkin Lord

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The Pumpkin Lord

E
nvoys of Nature's Wrath, or Restless spirits Hit Points at 1st Level: 10 + your Constitution modifier
walking the material plane in vessels of Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
thorns, vines, and humanoid form, modifier per pumpkin lord level after 1st
Pumpkin Lords are terrifying warriors who Proficiencies
possess a kinship with nature in a twisted
and wicked way. A pumpkin lord can be a Armor: Light armor, Medium armor, Shields
humanoid who has been born of plantlife Weapons: Simple weapons
transmuted by a vengful nature deity, or the magic of the Tools: None
feywild, or possibly nature itself. Alternatively their birth may Saving Throws: Constitution, Charisma
be the product of the consumption of a witch cursed fruit, or Skills: Choose two from Stealth, Intimidation, Sleight of
magical assistance from a spellcaster through floral means. Hand, Medicine, Survival, Perception, Nature
However a Pumpkin Lord has come to be, their very mind
has the ideals of Nature's superiority to fleshbound creatures Equipment
burned into it, like the flickering flames of a gourd lantern. You start with the following equipment, in addition to the
equipment granted by your background:
(a) a Simple weapon and a shield or (b) two simple
The Pumpkin Lord weapons
an adventurer's pack
Level
Proficiency
Bonus Features
Seeds of
Dispair
(a) chainmail or (b) scalemail
1st +2 Born of the Patch, Wicked - Born of the Patch
Vessel, Vine Whip
Regardless of your race, your creature type becomes Plant
2nd +2 Seeds of Dispair, Lantern's 3 instead of Humanoid or whatever else your creature type is.
Sight
3rd +2 Siphoning Vines 3 Wicked Vessel
4th +2 Ability Score Improvement 3 Starting at first level, you choose the type of magical power
5th +3 Extra Attack 3
that has brought you to existence, the nature of the magic
flowing through your blood will determine the features you
6th +3 Vessel Feature 4 get at 1st, 6th, 10th, 14th, and 20th level.
7th +3 Endurance 4 Choose between the Ghastly vessel, the Wonderous Vessel,
or the Rider's Vessel, each detailed at the end of this
8th +3 Ability Score Improvement 4 suppliment.
9th +4 Thorns 4
10th +4 Vessel Feature 4 Vine Whip
11th +4 Fertile Lands 5 Also at 1st level, When you take the Attack action on your
turn, you can forgo one of your attacks to create a long, vine-
12th +4 Ability Score Improvement 5 like whip covered in thorns that lashes out at your command
13th +5 Improved Thorns 5 toward a creature of your choice. You are proficient in the
14th +5 Vessel Feature 5
vine which has a 30 feet reach and has the Finesse property,
and is treated as a simple melee weapon. On a hit, the vine
15th +5 Will of the Earth 5 deals 1d6 magical piercing damage. If the target is a Large or
16th +5 Ability Score Improvement 6 smaller creature, it is also pulled up to 10 feet closer to you.
This attack’s damage increases by 1d6 when you reach 5th
17th +6 Harvest of Dispair 6 level in this class (2d6), and again at 11th level (3d6), and
18th +6 Combusting Field 6 17th level of this class (4d6).
19th +6 Ability Score Improvement 6
Seeds of Dispair
20th +6 Vessel Feature 6
At 2nd level, you can sow the seeds of dispair into your
enemies with your terrifying blows. Once per round
whenever you deal damage to a creature with a weapon
attack, you apply to them one point of Seeds of Dispair.
Class Features Enemies who have Seeds of Dispair on them suffer a -1
penalty on their attack and damage rolls per Seed point.
As a pumpkin lord, you gain the following class features
Hit Points
Hit Dice: 1d10 per pumpkin lord level
If the creature has 2 Seeds of Dispair on them, the penalty Beginning at 7th level, you can endure the afflicted harm of
becomes a -1d4 instead, if they have 3 or more it becomes certain effects, such as a white dragon's Icy breath or a
-1d6 instead. Contagion spell.
These points last until the end of combat, a creature When you are subjected to an effect that allows you to
affected by the seeds can choose to spend its action to make a Constitution saving throw to take only half damage,
steel its nerves, making a wisdom saving throw and you instead take no damage if you succeed on the saving
removing the seeds points off itself on a successful save, if throw, and only half damage if you fail. If the roll is against
the creature is frightened they roll the wisdom save with recieving the Poisoned condition you gain the Poisoned
disadvantage. Condition on a failed save only until the end of your next turn
instead of the initial duration.
the maximum number of seed points a creature can have
is shown in the Seeds of Dispair column of the class table Thorns
As an Action you can spend 1 of the seed points on a At 9th level, your vines grow venomous thorns that rend
creature within 60 feet of you, that creature must make a through even the most healthy of targets. Whenever you deal
Wisdom Saving throw, on a failed save they are Poison damage, you treat Immunity to poison as Resistance
Frightened of you for 1 minute, they can repeat the saving instead, you additionally get the following reaction option:
throw at the end of their turn, ending the frightened whenever you are attacked with a melee attack, you can
condition early on a success. use a reaction to grow thorns, the attacker must make a
dexterity saving throw, taking 2d6 Poison damage on a
Your Saving throw DC for Seeds of Dispair and other failed save or half as much on a successful save, or make a
features in this class that use a saving throw equals to 8 + constitution saving throw, on a failed save they become
your Proficiency Bonus + your Constitution Modifier. Poisoned until the end of their next round (your choice.)
Lantern's Sight At 13th level the damage on Dex save increases to 2d8
and the failed constitution save ignores the attacker's
Also at 2nd level, your eyes burn with a briliant flame orange immunity to the poisoned condition.
glow, granting you darkvision of 90 feet, or extending your
darkvision by 30 feet if you already have it.
Fertile Lands
Siphoning Vines At 11th level, your very magic seeps into the land around you.
At 3rd level, You can target a creature you see to impale with Whenever you roll your Hit Die to restore Hit Points, you
vines, tethering you to them and draining their vitality from treat the dice rolled as if you rolled the maximum amount
them. As an Action you can target one creature you can see possible.
withing 60 feet of you, shooting out vines from your palm to
tether to the target. The target must make a constitution You can imbue your essense into the land around you as if
saving throw, on a failed save the target takes damage equal you have cast the Plant Growth Spell, you can do so a
to your Vine Whip feature's Damage, or half as much on a number of times a day equal to your constitution modifier,
successful save, and you restore hit points equal to half the regaining spent uses at the end of a long rest, you are
damage dealt. unaffected by the difficult terrain caused by this feature.
If the target has Seeds of Dispair points on them you can
spend all Seed points applied on them, you gain 1d10 + your Will of the Earth
Pumpkin Lord Levels as temporary hit points until the end of
your next turn. At 15th level, the very will of nature and the earth steels your
You can use this feature a number of times equal to your resolve, you gain proficiency in Wisdom Saving throws.
Proficiency bonus per short or long rest.
Harvest of Dispair
Ability Score Improvement At 17th level, you can now apply a point of Seeds of Dispair
When you reach 4th level, and again at 8th, 12th, 16th, and on each successful attack you make instead of once per
19th level, you can increase one ability score of your choice round. When you roll initiative, you gain a temporary use of
by 2, or you can increase two ability scores of your choice by your siphoning vines. this use does not count against your
1. As normal, you can't increase an ability score above 20 regular number of syphoning vines used, and dissapears after
using this feature. 1 minute or after you use it.

Extra Attack Combusting Fields


Beginning at 5th level, you can attack twice, instead of once, At 18th level, you can conjure a patch of volatile pumpkins
whenever you take the Attack action on your turn. within a 30 feet sphere centered around you as an action,
these pumpkins glow with hellfire within them.
Endurance
The Pumpkin combust, causing all creatures within the area Shunned by the Afterlife
except you to make a dexterity saving throw, on a failed save
they take 5d6 fire damage and 5d6 necrotic damage, or half At 20th level, your nature is foreign and shunned by both the
as much on a successful save. This damage ignores a upper and lower planes, you become resistant to all damage
creature's resistance to fire damage and treats their immunity dealt by Celestials and Fiends, have advantage on saving
to it as resistance instead. throws against their spells and magical effects.
If the creature has Seeds of Dispair points on them when Once per 1d4 Long rests, you have expertise on all death
they take this damage they lose all points, and must make a saving throws when you are reduced to 0 hit points.
constitution saving throw on the start of their next three
turns, on a failed save they take an additional 1d10 of fire The Wonderous Vessel
damage.
Once you use this feature you cant use it again until the Your vessel was once a normal patch of flora within a forest,
next day. however it was exposed to magic from the feywild which has
caused it to transmute into the appearance of a humanoid
race. The Wonderous Vessel always possesses a unique
The Ghastly Vessel quality to their appearance such as a very floral coloration
You are a damned spirit that haunts the material plane (Like grass green skin or hair, flowers growing in their hair,
through your vessel. Either a past hero reborn anew to glistening sparkly eyes colored like wild berries), gourd like
resolve unfinished business, or a creature of the shadowfell texture to their skin, or the scent of flowers accompanying
reincarnated into the material plane to do as you please with them no matter how fowl the enviroment they have been
your new life, the Ghastly Vessels always possess a exposed to recently.
somewhat exhausted and deathly look on their face and in
their eyes as though they know what death itself feels like. Spellcasting
at 1st level when you choose this Vessel, you tap into your
Bonus Proficiencies inner Fey Magic and gain the ability to cast spells. The
When you first choose this Wicked Vessel at 1st level, you chaotic Nature of your magic makes it hard to tame, allowing
gain proficiency in the Thief's tools and the Rapier. you to only cast cantrips until the 3rd level in this class,
however by the time you reach 3rd level you should have
Devilish Charm gotten a good grasp of it to preform spells of 1st level or
higher.
beginning at 1st level when you choose this vessel, your
tongue becomes as sharp as the thorns across your vines. Cantrips
when you make a charisma (persuasion) or a charisma You learn two cantrips of your choice from the Sorcerer spell
(deception) skill check, you can add 1d4 to the check's total. list. You learn an additional Sorcerer cantrip of your choice at
you can use this feature a number of times equal to your 10th level.
charisma modifier, afterwards you must finish a long rest
before you use this feature again. Spell Slots
Additionally you can spend your reaction when you fail a The Wonderous Vessel Spellcasting table shows how many
charisma saving throw to treat it as a success instead. You spell slots you have to cast your spells of 1st level and higher.
can use this feature a number of times equal to your To cast one of these spells, you must expend a slot of the
charisma modifier per long rest. spell's level or higher. You regain all expended spell slots
when you finish a long rest.
Phantom Wanderer For example, if you know the 1st-level spell Jump and have
a 1st-level and a 2nd-level spell slot available, you can cast
At 6th level, you can teleport to one point you can see within Jump using either slot.
60 feet of you as a bonus action as long as that point is within
dim light or darkness. When you do so, you gain advantage Spells Known of 1st level and Higher
on your next Stealth check until the end of your next turn. You know three 1st-level Sorcerer spells of your choice, two
You can spend 2 Seeds of Dispair points off of a creature of which you must choose from the evocation and
within 30 feet of you to extend the teleport range by 20 feet. transmutation spells on the Sorcerer spells list.
The Spells Known column of the Wonderous Vessel
Incorporeal Movement Spellcasting table shows when you learn more Sorcerer
At 10th level, you can move through other creatures and spells of 1st level or higher.
objects as if they were difficult terrain. If you end your turn Each of these spells must be an evocation or transmutation
inside of an object or person, you are shunt out of the object spell of your choice, and must be of a level for which you have
or person into the nearest empty space in a direction of your spell slots. For instance, when you reach 7th level in this
choice. class, you can learn one new spell of 1st or 2nd level.

Silvered Tongue
Starting at 14th level, whenever you roll a Charisma saving
throw or skill check, your rolls of 9 or less are treated as if
you rolled a 10.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.
Whenever you gain a level in this class, you can replace one Wonderous Vessel Spellcasting Table
of the Sorcerer spells you know with another spell of your Pumkin Lord Cantrips Spells
choice from the Sorcerer spell list. The new spell must be of Level Known Known 1st 2nd 3rd 4th
a level for which you have spell slots, and it must be an
evocation or transmutation spell, unless you're replacing the 1st 2 - - - - -
spell you gained at 3rd, 8th, 14th, or 20th level from any 2nd 2 - - - - -
school of magic. 3rd 2 3 2 - - -
Spellcasting Ability 4th 2 4 3 - - -
Charisma is your spellcasting ability for your Sorcerer Spells. 5th 2 4 3 - - -
In addition, you use your Charisma modifier when setting the
saving throw DC for a Sorcerer spell you cast and when 6th 2 4 3 - - -
making an attack roll with one. 7th 2 5 4 2 - -
Spell Save DC = 8 + your Proficiency Bonus + your
Charisma Modifier 8th 2 6 4 2 - -
Spell Attack Modifier = Your Proficiency Bonus + your 9th 2 6 4 2 - -
Charisma Modifier 10th 3 7 4 3 - -
Wild Magic Surge 11th 3 8 4 3 - -
At 1st level when you choose this vessel, your spellcasting can 12th 3 8 4 3 - -
unleash surges of untamed magic. Immediately after you cast 13th 3 9 4 3 2 -
a sorcerer spell, the DM can have you roll a d20. If you roll a 14th 3 10 4 3 2 -
1, roll on the Wild Magic Surge table (from the Wild Magic
sorcerer subclass) to create a random magical effect. 15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
Maliable Fate 17th 3 11 4 3 3 -
Starting at 6th level, you have the ability to twist fate using 18th 3 11 4 3 3 -
your wild magic. When another creature you can see makes
an attack roll, an ability check, or a saving throw, you can use 19th 3 12 4 3 3 1
your reaction to roll 1d4 and apply the number rolled as a 20th 3 13 4 3 3 1
bonus or penalty (your choice) to the creature's roll. You can
do so after the creature rolls but before any effects of the roll
occur. As part of the same Reaction you can choose to spend
3 points of Seeds of Dispair off the target, turning the 1d4
into a 1d6.
The Rider's Vessel
War Magic You are an envoy of death, Pestilence, and Famine, a terror
Beginning at 10th level, when you use your action to cast a born to wield the blade and mount the saddle in the name of
cantrip, you can make one weapon attack as a bonus action. Vengeance for all the wrongs nature had to endure. The
Rider's Vessel possesses a fiery gleam of malice in their eyes,
Chaos of the Feywild or a toxic green sheen to their skin or hair, and their skin is
always roughly textured to the touch like grains of sand or a
At 14th level, you gain a modicum of control over the surges gravel path.
of your wild magic. Whenever you roll on the Wild Magic
Surge table, you can roll twice and use either number. Bonus Proficiencies
Lantern's Flame When you first choose this Wicked Vessel at 1st level, you
gain proficiency in Martial Weapons and Heavy Armor.
Beginning at 20th level, You can add double your Charisma
Modifier to the damage rolls of spells that deal Fire damage. Rider's Tool
Your Spells that deal Fire damage ignore all Resistance
and Immunity to Fire Damage. Also at 1st level when you choose this Wicked Vessel, Death,
Harvester of souls, crafts you a special variant of a weapon of
your choice, that will serve as your tool to reap souls.
Choose a Melee weapon that you are proficient in to be
your Rider's tool, whenever you take the attack action on your
turn with your Rider's Tool, you can make a ranged weapon
attack with the melee weapon, as if you made an attack roll
with the Hand Crossbow, as long as you have sufficient
ammunition for it.
You use the same attack modifier for both melee and ranged Your Rider's Tool becomes a magical weapon, and can be
attack with your Rider's Tool. treated as a one handed light weapon for the purpose of two
If you lose your Rider's tool, you can preform a 1 hour weapon fighting.
ritual to be gifted a new one, destroying the old one if it still Additionally ranged weapon attacks with your Harvester's
exists and isnt destroyed. tool use a d8 instead of a d6
During a long rest if you possess a magic melee weapon,
you can preform a 1 hour ritual to transform it into your Pestilent Rider
Rider's tool. Any bonuses to the weapon that doesnt require At 14th level, Your Reaper's Poisons grow in potency, all 1d4
your attack or damage roll to be made with specifically a penalties grow to 1d6, and the 1d6 bonus damage from
melee weapon attack carries over to the Ranged weapon Wraithberry Poison grows to a 1d8.
attack, such as bonuses to attack rolls and damage rolls.
Reaper's Collection Galloping Terror
At 6th level, You gain access to the Rider's collection of At 20th level, whenever you roll for initiative choose a number
poisons and Ailments to lace your weapons with. You have a of creatures you can see up to your Proficiency Bonus, they
pool of Toxic power that replenishes when you take a long must make a wisdom saving throw against your Pumpkin
rest equal to your Pumpkin Lord Level x 5. Whenever you Lord Save DC, Receiving 3 point of Seeds of Dispair and the
make a weapon attack, you can expend an amount from the Frightened Condition on a failed save, or 1 seed of dispair
pool equal to up to three times your Constitution modifier, point and the Frightened condition on a successful one. The
you add that amount to your damage roll as Poison Damage. targets can repeat the save at the end of their turn to end the
Additionally you can spend an additional 5 points after Frightened condition early, otherwise it ends after 1 minute.
dealing the poison damage to apply your choice of the Additionally you can replicate the effects of the Find
following poisons. Greater Steed spell a number of times equal to your
Constitution Modifier per day. The steed conjured this way
Ashbloom Nectar: Pain grips the target's mind, and its has a ghostly appearance to it. If you roll for initiative while
eyes turn milky white. The target deducts a 1d4 from its mounted on your steed, then all creatures forced to make the
Wisdom Checks and Wisdom Saving Throws and is saving throw fail on their saving throw and their next attempt
Blinded until the start of its next turn. at it to end the frightened condition early.
You regain spent uses at the end of a long rest.
Eldritch Ivy: A raging fever sweeps through the target's
body. The target deducts a 1d4 from their next Strength
Check, Strength Saving Throw, or Attack Roll that use
Strength.
Wraithberry Poison: The target's flesh decays. The target
deducts 1d4 from Charisma Checks and takes an
additional 1d6 damage until the start of its next turn.
Lichbane: The target's mind becomes feverish. The target
deducts 1d4 from Intelligence Checks and Intelligence
Saving Throws, and the target behaves as if under the
Effects of the Confusion spell during Combat until the end
of it's next turn.
Bonefeeder's Venom: The target is overcome with
shaking. The target deducts 1d4 from their next Dexterity
Check, Dexterity Saving Throw, or Attack Roll that use
Dexterity.
Concentrated Black Pudding: The target begins to bleed
uncontrollably. The target deducts 1d4 from Constitution
Checks and Constitution Saving Throws until the start of
their next turn, and the next attack that hits them
restraints them until the end of their next turn.
The Save DC for these poisons is your Pumpkin Lord Save
DC, and you can increase the save by 1 if the target has seeds
of dispair on them (up to 3, spending seed points equal to the
amount you increased the DC by in the process).
Arcane Upgrades
At 10th level, your Rider's tool gets a significant upgrade from
the Harvester themselves.
Multiclassing Prerequisits V.7.0
To multiclass out of or into a Pumpkin Lord you must have at Thorns extra Vine Whip damage removed.
least a 13 in Constitution and your choice of Strength or Thorns Reaction split between damage and poison.
Dexterity. Thorns Reaction Damage changed from piercing to
poison.
cleaned up Fertile Lands wording.
Changelog Harvest of Dispair wording cleanup.
V.1.0 Devilish Charm wording cleanup.
The Pumpkin Lord was created. Phantom Wanderer removed.
V.2.0 Shadow Step renamed to Phantom wanderer and
Vine Whip changed from the Thorn Whip Cantrip moved to 6th level.
to an alternate weapon attack. Incorporeal movement moved to 10th level.
Seeds of Dispair wording clear up. Silver Tongued added at 14th level.
Seeds of Dispair only reduce Strength evey 2 Chaos of the Feywild moved to 14th level.
stacks instead of Strength or Dexterity (your Lantern's Flame moved to 20th level, and now
Choice). allows fire spells to ignore fire resistance and
V.3.0 immunity regardless of attack roll and saving throw.
Added Changelog. Galloping Terror increased from 1 point on a failed
Vine Whip Clear Up. save to 3.
Seeds of Dispair debuff rework, no longer reduces Galloping Terror now applies 1 point on a
Ability Scores, now applies penalty to both Attack successful save along with the frightened condition.
and Damage rolls, and penalty changes from flat Galloping Terror now replicates the Find Greater
numbers to 1d4 at 3-4 stacks, and 1d6 at 5-6 Steed spell instead of the Phantom Steed spell.
stacks. Galloping Terror now causes creatures to fail the
Siphoning Vine damage scales with Vine Whip first two saving throws automatically if you roll
Damage now instead of flat 3d8 damage. initiative while mounted on your Greater Steed.
Pumpkin Lord Save DC added. V.8.0
Evasion moved from 9th level to 7th level. Vine Whip damage scales with class level, no longer
Thorns moved from 7th level to 9th level. scales with character level.
Fertile Lands reworked, now gives maximized Hit War Magic weapon attack now a bonus action
Die healing and Innate magical effect that instead of part of the same action.
replicates the effects of the Plant Growth spell.
Will of the Earth moved to 15th level.
Improved Fertile lands removed.
Harvest of Dispair added.
Maliable Fate wording cleared up.
Lord of the Flame renamed to Lantern's Flame,
wording cleared up.
Added Spellcasting table to the Wonderous Vessel.
V.4.0
Seeds of Dispair debuff upgrade changed from 1d4
at 3 and 4 seeds and 1d6 at 5 and 6 seeds to 1d4 at
2 seeds and 1d6 at 3 seeds or more.
Evasion has been replaced with Endurance
V.5.0
Vine Whip wording cleanup
Seeds of Dispair now once per round instead of
once per turn.
Thorns reaction damage reduced to d6 from d8,
now also has a Dexterity Save to half the damage.
The Harvester Wicked Vessel option added.
V.6.0
Class table Cleanup.
removed "your creature type is both humanoid and
plant" from Wicked Vessel.
added the "Born of the Patch" feature.

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