Unearthed Arcana - Gothic Heroes


4th Edition


A link to the latest UA article.

Overall, I thought the options provided here were pretty cool. My favorite was the Revenant race. They were one of my favorites in 4e, simply because of the cool story potential. A revenant monk especially looks like they'd be unstoppable. If you die, you just come back, and as a monk you need no weapons to continue your undying quest for vengeance.


The Revenant does look cool, I agree.

The "investigative" seems like an odd name for an archetype, as it's an adjective, not a noun, but that's clearly Rudolph van Richten's class.


The Monster Hunter is brutal. Talk about a DPR class... that 7th level critical hit would take down almost anything.

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The Monster Hunter feels like a step above Champion, though still more basic than Battle Master or EK. An introduction to Superiority Dice, without the more complex uses for them.

Edit: It is a little strange that Fey are monsters, but Dragons are not.


It's very steeped in Gothic horror - where there are not really any dragons but you have shapechangers, lycans, undead, abominations, etc. It's also why the Monster Hunter can find the monsters among us, and is more suited for urban campaigns and not so much wilderness ones.

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That makes sense, it just seemed like a vanilla archetype so I removed the UA theme from consideration, but with that context, fey makes sense.


I would take it over champion - boosts to saves, true damage dealing focus, a very helpful magic ability... It's really not terrible at all for a vanilla damage dealing fighter -especially since finding and using magical items is built into the class and the fighter chassis is so fun.

Sovereign Court

I agree too, if you look at things like the Midgard setting and a lot of the dangerous aspects of fey mythology (Nucklaevee and such) tends to deviate a lot from the frolicky view of fey held by most.

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Nuckelavee:

This is a homebrew monster I ran for our St. Patrick's Day session

Nuckelavee

This centaur-like creature has a massive head with a single burning red eye, fin-like hooves, and massive claws that reach the ground. A foul vapor spills from its fang-filled pig-like snout. It lacks skin, and black blood is visible pumping through its yellow veins.

Chaotic Evil Large Fey

AC: 17 (natural armor)
HP: 114 (12d10 + 48)
Speed: 60 ft., Swim 60 ft.

STR: 21 (+5), DEX: 16 (+3), CON: 19 (+4), INT: 6 (-2), WIS: 11 (+0), CHA: 8 (-1)

Saving Throws: Con +7, Wis +3
Skills: Athletics +8, Perception +3
Damage Resistance: bludgeoning, piercing, and slashing damage from non-magical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Senses: passive Perception 13
Languages: Abyssal, Aquan
Challenge: 7

Special Abilities:

Amphibious: The Nuckelavee can breathe air and water.

Famine Maker: The Nuckelavee exudes an aura that acts as control weather, always reducing the precipitation in the area of effect. Plants subjected to the aura for a week produce no flowers, fruit, or seeds for 1 year unless subjected to a plant growth spell. Beasts subjected to the aura must make a DC 11 Constitution save at the end of each long rest or gain one level of exhaustion.

Horrific Appearance: Any humanoid that starts its turn within 30 feet of the Nuckelavee and can see the Nuckelavee must make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Nuckelavee is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Nuckelavee’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the Nuckelavee’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the Nuckelavee.

Storm Wrath: The Nucelavee hates the rain. If caught in the open during the rain, it has disadvantage on ability checks, attack rolls, and saving throws.

Underwater Transformation: When the Nuckelavee is submerged underwater, it transforms into another form, even more horrific than the form it assumes on land. It retains all of its base form’s abilities and statistics, except creatures subjected to its Horrific Appearance ability save with disadvantage. Creatures that view the submerged Nuckelavee must also make a DC 20 Intelligence saving throw or forget what the Nuckelavee’s submerged form looks like.

ACTIONS_______________________________

Multiattack: The Nuckelavee makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 9 (2d8) poison damage.

Claw: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Flaming Eye: Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Poison Breath (Recharge 5–6): The Nuckelavee exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw also gain the poisoned condition for 1 minute. Plants in the area of the Nuckelavee’s breath weapon wither and do not bear flowers, fruit, or seeds for 1 year unless targeted with a plant growth spell.

Rampaging Plague: 1/day, the Nuckelavee can cast contagion, with a melee spell attack bonus of +6 and a Constitution saving throw DC of 15. Anyone who touches a creature infected by the Nuckelavee’s contagion spell must also succeed on a DC 15 Constitution saving throw or be infected too.

LEGENDARY ACTIONS________________________________

The Nuckelavee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Nuckelavee regains spent legendary actions at the start of its turn.

• Flaming Eye: The Nuckelavee can target one creature within 120 ft. of it with its Flaming Eye ability.
• Gallop: The Nuckelavee moves up to 60 ft.
• Poison Breath (Costs 2 Actions): If the Nuckelavee has an available use of it, the Nuckelavee uses its Poison Breath ability.


Good to see some free gothicky stuff out there for 5e. ;)

Sovereign Court

Excellent write up. I especially like the Horrific Appearance ability (and that it gives disadvantage on subsequent saving throws if the target if the Nuckelavee is within line of sight).

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Thanks! I think it's a pretty standard write up for Horrific Appearance.

I'd never heard of it (The Nuck) before you mentioned it on that other thread.

Sovereign Court

I think I was going off of frightful presence, but they should both be the same.

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I've heard it both ways! ;-)

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