Anda di halaman 1dari 5

19/03/2019 The Homebrewery - NaturalCrit

The Claymore

T
hey appear to be fully human, save for their Claymores seem to go by only their first names they had
silver eyes and unusually light-colored hair. before ingesting Yoma, with some having nicknames due to
Certain individuals may have elf-like ears a personality trait, appearance, exceptional physical ability,
The most common hair colors are varying fighting style, or special technique.
shades of blonde or very light brown; silvery-
white is also occasionally seen. "Failed Female Names: “Teresa of the Faint Smile", "Quicksword
creations" may retain very noticeable traces Irene", "Muscular Sophia", "Stormwind Noel", "Phantom
of their natural hair color; however, this is due to faulty Miria", "Rippling Ophelia", "God's Eye Galatea",
hybridization, which also results in a lack of power. Darker "Windcutter Flora", "Twin Sword Undine", "Alicia/Beth the
hair therefore is a quality that is looked down upon and Black", "Winged Anastasia", "Tracker Dietrich", "Red Wall
ridiculed by more fair-haired warriors. . Violet", "Sand Cloud Abigail", "Beheader Letitia", "Hysteria
the Elegant", "Roxanne of Love and Hate", “Cassandra the
Stigma Dust-Eater", "Sistina the Divine Oracle", "Universal
Lutecia", "Heavy-Bladed Chloe", "Three-Armed Licht",
A Claymore's upper body also bears a stigma, a hideous "Empress Riful of the West", "Priscilla, the One-Horned
deformation that frightens most people who see it. This is Monster", "Fresh Blood Agatha", "Europa the Lazy", "Wild
said to be a result of taking Yoma flesh into their bodies. Horse Octavia", "Drill Sword Jean", "Shadow Hunter Nina",
The stigma itself takes the form of a large vertical incision "Blood Eye Miata or Soul Link Miata"
extending from the neck all the way down to the groin and,
without the aid of sutures, would burst open, causing the Claymore Traits
warrior's organs to spill out. once the Yoma flesh and blood
are placed inside, the claymore gains the ability to heal Ability Score Increase Your Strength score increases by 2
rapidly and, in the case of defensive warriors, regenerate Age They age at the same rate as humans but upon
whole limbs and organs. However, this particular wound reaching adulthood, Claymores cease to age, maintaining
would never heal. The Organization has tried numerous lifelong youth.
other methods other than crudely sewing the wound shut, Alignment Being monster hunters, Claymores tend to lean
but all efforts have been futile towards lawful neutral. However, they are not one to
disregard the fact that cruel acts sometimes deserve
Demonic appetite cruel punishment and their training under the
organization can break some members minds.
Claymores can survive on minimal amounts of food, Size Claymores tend to be slender, elegant, and taller than
needing only to consume a very small portion once every average, usually around approximately 5'7” to 6'1” in
couple of days, and can easily go a week without water or height for females. Your size is medium
nourishment. This loss of appetite appears to be a result of Speed Your base walking speed is 30 feet.
taking in Yoma flesh; Yoma are capable of staving off Born to be a Claymore The claymore Race can only be a
hunger for up to two weeks on end claymore class and nothing else.
Languages You can speak, read, and write Common and
Demonic Eye no other language.
Claymores' eyes are the only visible characteristic that Subrace Two main Types of Claymores populate the
undoubtedly sets them apart from regular humans. The worlds of D&D: Offensive and Defensive. Choose one of
irises are normally silver in color, but shift to gold when at these Types, they also serve as your class type.
least 10% of a Claymore's yoki is released. Blood toxin management You can control the amount of
toxins your body filters out. You can choose to become
intoxicated but unless otherwise incapacitated you are
Organization Uniform resistant to poison and other bloodborne toxins.
Claymores wear a Roman army-like uniform,
stylized in an Art Deco manner. It consists of a
light gray two-piece suit, When a Claymore is
deemed ready by the Organization, she is given a
rank and symbol. Each Claymore's symbol is
unique and serves as an identification marker.
Some Claymores are known only by their ranks
and symbols, rather than their appearances. Over
top of this, several pieces of plate armor are
worn: shin-high, slightly heeled metal boots
(sabatons), large wrist-guards (vambraces),
shoulder pieces (pauldrons) and a partial skirt
(fauld). Certain Claymores may have
modifications to their overall uniform to help
compensate for unique abilities.

Claymore Names

https://homebrewery.naturalcrit.com/print/BkW9y76CwE?dialog=true 1/5
19/03/2019 The Homebrewery - NaturalCrit

Claymore Class

C
laymores are their own set of race and class
together. To be one is to be the other. Named
after the Great swords they wield, they are half- Claymore Class
human, half-Yoma hybrid warriors of the Proficiency Yoki
Organization. Normally, Claymores don't call Level Bonus Features Points
each other by the name "Claymore"; instead,
the humans gave them this name, alternatively 1st +2 ─ ─
referring to them as "silver-eyed witches/slayers." 2nd +2 Yoki Powers 8
3rd +2 ─ 10
Class features 4th +2 Ability Score Improvement 14
hit dice: based on claymore type 5th +3 Yoki Managment 14
hitpoints at 1st level: based on claymore type. 6th +3 Ability Score Improvement 16
hitpoints at higher levels: based on claymore type.
7th +3 Extra Attack 16
Proficiencies
Armor: you also gain proficiency with light and medium 8th +3 Ability Score Improvement 20
armor. 9th +4 ─ 20
Weapons: you gain proficiency with simple and martial 10th +4 Malefic Chemist 24
melee weapons.
Tools: none 11th +4 ─ 24
Saving Throws: constitution, strength 12th +4 Ability Score Improvement, 28
Skills: Choose two from athletics, perception, survival, Rampant Yoki
insight, acrobatics, deception. 13th +5 ─ 28
Equipment 14th +5 Ability Score Improvement 32
You start with the following Equipment. In addition to the 15th +5 ─ 32
equipment granted by your background:
16th +5 Ability Score Improvement, 36
You choose your Claymore carved with your mark at the Conviction
base of the blade. It has one of the following properties: 17th +6 ─ 36
Claymore 100 gp 1d10 8lbs versatile(1d12)
Claymore 100 gp 1d10 8lbs finesse 18th +6 ─ 40
Your Claymore Armor. While wearing it your 19th +6 Ability Score Improvement 40
AC=13+Dex/Str Modifier(player choice) 15lbs 20th +6 Controlled Awakening 44
(a) a dungeoneer’s pack or (b) an explorer’s pack
Black Card-By sending this to a creature, it marks you
for death. Any attack the creature makes on you has
advantage.
Yoki Powers
Starting at 2nd level you gain access to your Yoki Powers.
Your points are listed on the Class chart, You expend Yoki Awakened Beings
points in order to utilize Yoki techniques detailed near the Former Claymores who went over their 80%
end of this section. Should you go over your yoki Limit with limit and Awakened. Their forms vary greatly and,
a technique, you must make a Wisdom Saving throw. The similar to Yoma, have a desire to eat humans.
base DC=12, raising by 1 every consecutive point used over Even so, they are much stronger than Yoma, who
limit. Should you fail, Your characters gives themselves into are often reduced to working for Awakened
their baser desires and transforms into an awakened being Beings as expendable drones. Awakened Beings,
described in the awakening section. You regain all officially, are known to humans as Voracious
expended yoki points after a long rest. Eaters, and are explained as simply being Yoma
that have simply lived too long and as a result
have become more powerful. This lie was made
up in order to cover up the fact that it is actually
Claymores themselves who become this bigger,
stronger type of Yoma.

part 2 | boring stuff


https://homebrewery.naturalcrit.com/print/BkW9y76CwE?dialog=true 2/5
19/03/2019 The Homebrewery - NaturalCrit

Ability score improvement Claymore Types


When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Defensive Claymore
by 2, or you can increase two ability scores of your choice While noy physically strong as their offensive counterparts,
by 1. As normal, you can’t increase an ability score above 20 defensive types possess remarkable self-healing abilities.
using this feature. Regenerated limbs are equal in strength to the originals.
An extreme example of a defensive type Claymore is able to
Yoki Management regenerate lost limbs and heal from non-fatal injuries
Starting at 5th level, you have greater control over your within minutes, even during a fight. While defensive types
Yoki. During a short rest, you may choose to expend and can heal more quickly and from more serious wounds than
roll one of your hit die and regain yoki points equal to half their offensive counterparts, certain injuries can still be
the hit die rounded up plus your wisdom modifier with a fatal or remain permanent should they remain unattended
minimum of 1. over a long period of time. for instance, One cannot regain
a limb lost years ago. Healing also stems from the
Extra Attack Claymore's individual skill, thus, unskilled defensive types
are unable to regenerate much faster than offensive types
At 7th level you gain access to extra attack. Whenever you without outside assistance.
take an attack action on your turn, you may also make an
extra attack Ability Score Increase Your constitution score increases
by 1.
Rampant Yoki Regenerative cells: Focusing your yoki on wounds, you
can speed up your regeneration. You can spend a bonus
Starting at 12th level, Whenever you are immobilized or action to directly trade your Yoki points in exchange for
controlled by magical means, you can trigger your dormant health points.
yoki for a brief moment causing your body to break free in Hit Die 1d12
a spasm of musculature. You can not use this again until Hitpoints at 1st level: 1d10+constitution modifier.
after a short or long rest. Hitpoints at higher levels: 1d10 + your Constitution
modifier per Claymore level after 1st
Conviction
Offensive Claymore
Starting at 16th level, your mastery of yoki grants you
proficiency in all saving throws. Additionally, whenever you Offensive types are capable of more powerful attacks than
make a saving throw and fail, you can spend 1 yoki point to defensive types, but at the cost of significantly reduced
reroll it and take the second result regenerative ability. Offensive types are typically much
slower and weaker to recover from serious injuries than
Controlled Awakening defensive types and regenerated limbs are only equivalent
in power to that of normal humans. However, they can
Starting at 20th level, as an action you can expend all of reattach recently severed limbs, including those of another
your Yoki points in one go(must be ALL of them) in order to Claymore. In spite of their limited healing capabilities,
voluntarily awaken. While Awakened in this fashion you offensive types are still able to recover from injuries that
retain full control of your new body for 10 hours. You can would unquestionably kill a normal human being. The
transform back to normal as a bonus action. When you degree of healing depends on the severity of injury and the
transform back you have disadvantage on all saving throws, individual Claymore's ability of Yoki control.
and ability checks until you take a long rest. You regain use
of this ability after 2 long rest. Ability Score Increase: Your strength score increases by
1.
Quick sword: You gain access to the quick sword
technique, focus Yoki into your arms and attack with a
supernatural speed. When attacking you can spend 4
yoki points to strikes 3 times on the enemy. The number
of strikes can be increased by spending 1 more yoki
point per strike. This can only be done while wielding
your claymore in one hand.
Hit Die: 1d10
Hitpoints at 1st level: 1d10+constitution modifier.
Hitpoints at higher levels: 1d10 + your Constitution
modifier per Claymore level after 1st

https://homebrewery.naturalcrit.com/print/BkW9y76CwE?dialog=true 3/5
19/03/2019 The Homebrewery - NaturalCrit
Windcutter-When you take an attack of opportunity, you
Yoki Techniques can spend 2 Yoki points in order to attack again. The cost
Shadow chaser-you spend a bonus action on your turn and multiplies itself by 2 for subsequent uses. For example, if
2 yoki points to pinpoint a target enemies yoki. All you use windcutter once to attack twice during an attack
subsequent attacks against that target made by you are of opportunity, it will cost 2 points. To use it twice on one
made with advantage. You also gain an attack of attack of opportunity causes it to cost 4 yoki points, three
opportunity even should the target disengage. Every time times causes it to cost 8 points and so on.
you attack, spend a yoki point. Dust-eater-Spending yoki points when you make an attack,
Phantom Step-You focus your yoki for an extreme burst of you sweep your entire body at an unnaturally low height,
speed. When you are attacked by an enemy you can your opponent must make a strength or dexterity saving
spend a yoki point and use your reaction to impose throw(their choice) if failed they are knocked prone. The
disadvantage on the attack. DC is equal to 5+(your strength or dex mod)+(yoki Points
Hysterias Elegance-if the attack misses you can then spent).
spend another 2 Yoki points to counterattack in a burst Yoki Link- You can spend an action to link with a creatures
of speed. yoki energy. You can then take one of these bonus actions
Muscle Enhancement-You focus your yoki into your at a time.
muscle structure, As a bonus action you can enhance Sensory Control- You can spend 3 yoki points to take over
your muscles for an extended time after spending 3 yoki the opponent's senses. They must make a wisdom saving
points. Gain one of the two effects throw(DC=15) and take 1d6 psychic damage. If they fail
Stormwind movement- add 1d10 to your base walking you can then confuse the senses by causing them to see
speed(round up) and take no attacks of opportunity. a simple illusion as if it is actually there.
Spending more yoki points can increase the walking Aided Healing-You can spend extra yoki points to aid in an
speed by 1d6 for each extra yoki point spent. allies regeneration. While linked you can increase their
Muscle Gain-You gain 1d4 in temporary hit points and healing by 1d4 per yoki points spent.
an additional +2 damage on hit. You can spend more Strong Sword-When you make an attack you can spend
Yoki points to increase the temporary hit points by 1d4 your yoki points and a bonus actions to anchor your
per extra yoki point spent. sword in the ground. When your next attack hits an
Ripple Sword-You spend 2 yoki points. By focusing Yoki in enemy it does an additional 1d4 damage. You can spend
your arm and making small, undulating movements, your extra yoki points in order to increase the damage by 1d4
sword appears to ripple In the air. You can use the per points spent.*possible offensive
bizarre movements to maneuver around the enemy's Gentle Sword-when an opponent makes an attack against
guard. Your next attack against an enemy is made with you. You may spend a reaction and yoki points to deflect
advantage. if they are using a shield, you ignore the the attack with surprising gentleness. If it hits you may
Bonus AC. decrease the attacks damage by 1d10, this can be
Limb Extension-By using your Yoki in a very precise way, increased by 1d8 by spending extra yoki points. If the
as a bonus action, you can extend the musculature of two attack misses you can then deflect the attack towards a
of your limbs in order to extend your reach for one target within the initial attacks range, even back at the
attack. Spending 3 points your reach extends up to 30 attacker.*possible defensive
feet. You also gain use of the drill sword technique. Sixth Sense-Unlocked at level 18. You spend an action to
Drill Sword-After using Limb Extension,You can spend completely dull your yoki senses and focus purely on
an action and a bonus yoki point to contort your your physical senses, causing you to enter a heightened
extended limbs in a screw like fashion, you forgo the state. While in this state you can not use any other Yoki
range given by extended limbs but the next attack made Techniques. But gain access to the following boost. You
by you does an additional 2d6 piercing damage. The gain proficiency in survival, perception and investigative
damage can be increased by 1d6 by spending more yoki checks. You can not be surprised. Any attacks made
points and spending more actions revving up the attack. against you have disadvantage. Any attacks made against
Yoki detection-As an action, you focus your senses you provoke an attack of opportunity. On top of any other
outward. You spend 1 yoki point, gaining advantage on all attacks of opportunity you may take.
perception checks for creatures or living entities. Yoki Tracking-By spending a short rest concentrating, you
Yoki Prediction- you spend a bonus action reading the yoki can extend your yoki detection vast distances to track a
of the enemies around you, by spending 3 yoki points, for certain yoki signature. You can pinpoint the Yoki of any
the next 10 minutes all attacks made against you AND all enemy you have encountered before and can easily track
attacks you make have disadvantage. them within 5 miles. While locked on to them you can
Rafael’s yoki cloak-By spending an Extra 7 yoki Points spend extra yoki points(based on distance, 1 mile = 1
you can remove the disadvantage imposed on you by yoki yoki point) to Briefly sense the yoki surrounding your
Prediction and instead changed so that you have target and learn of any number of creatures around him.
advantage on subsequent attacks on the same target. Any Sword throwing- you can spend 2 yoki points and a bonus
dexterity saving throws you make are changed so that if action to take aim at an enemy. You can then spend your
you succeed you take no damage and if you fail you take next attack action to launch your sword at them with
half damage. supernatural accuracy. Your claymore gains ranged
Yoki copy-after spending at least a short rest observing an properties and you gain proficiency with it. Its range is
individual, you can then spend 1 yoki point in order to 50/150.
completely mimic any physical technique or movements
of theirs.

https://homebrewery.naturalcrit.com/print/BkW9y76CwE?dialog=true 4/5
19/03/2019 The Homebrewery - NaturalCrit

Awakening Defensive Awakening


All Claymores are capable of undergoing a process known Armor plating Type- You take the form of a Large
as awakening whenever they surpass their limits in battle. Humonoid with armor plating your entire body. You can
When this happens, they lose controls of their bodies and project hard, bone like poles from your body to subdue and
become deadly monsters known for voracious need to damage enemies.
consume innards. The type of claymore you are changes
your awakened form.
If your awakening is not voluntary, The DM gains control Defensive Awakening
of your character until you are returned to normal through Large monstrosity, Chaotic Evil
magical means or die. If your character dies in it's
awakened form, they die in their normal claymore form Armor Class 20
aswell. Hit Points 155(20d10 + 30)
Speed 20ft.
Offensive awakened form
Whip Type- You take the giant form of a Kneeling, STR DEX CON INT WIS CHA
elongated humanoid form. Wing-like arms and hair expand 21 (+5) 13 (0) 21 (+5) 10 (0) 8 (-1) 3 (-3)
into hundreds of tentacles from your body. They are your
main form of offensive. Condition Immunities Charmed, Exhaustion,
Frightened
Senses yoki sense, passive Perception 18
Offensive Awakening Languages Claymores known Languages
Challenge 10 (5,900 XP)
Large monstrosity, Chaotic Evil

Armor Class 15 Armor Plating This form comes equpiped with


Hit Points 140(18d10 + 30) natural armor in the form of chitinous plating
Speed 25ft. coving your entire body. You have few weak
points, if an attack would hit by being on or 1
point above your AC, you can choose to ignore
STR DEX CON INT WIS CHA the damage if it is peircing, slashing or
bludgeoning damage.
21 (+5) 20 (+5) 15 (+2) 10 (0) 8 (-1) 3 (-3)

Condition Immunities Charmed, Exhaustion,


Actions
Frightened Pole Launch ranged (30/80) the Awakened Being
Senses yoki sense, passive Perception 18 Launches a Large yoki rod from either its hands
Languages Claymores known Languages or Mouth, these poles disrupt senses where they
Challenge 10 (5,900 XP) land, giving disadvantage on perception and
wisdom checks and saving throws in a 30ft
Moving body. This forms size is only a tactic. The radius. if a launched pole comes into contact with
main body remains human sized and moves a physical object or person, it deals 3d10
around constantly, either in one of the arms, the bludgeoning damage to it. if it's a medium or
torso, head or legs. The controller decides where smaller creature, they must pass a dexterity
it is at any given moment, but it cannot remain in saving throw(DC=15) or be carried with the pole
the same place for more than 3 turns. All damage to it's destination and be pinned there with it.
not to the main body is halfed. You can remove yourself from the pole as an
action.
Actions the Awakened Being can also use the larger poles
Area Clear. the awakened one spin their massive as a large staff.
tentacles in a massive area around itself, crushing
people and stone alike, dealing 6d8 damage. All Multi Attack The Awakened Being Can attack
creatures within a 50ft radius around you must three times with its' Fist, or once with its fist and
make a DC=15 dexterity saving throw. On a pass once with it's pole.
they take half damage, on a fail, they take full Punch, Melee Weapon Attack: +9 to hit, reach
damage and are knocked to the edge of the 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning
radius in a random direction. and are knocked damage.
prone.
pole attack Melee Weapon Attack: +9 to hit, reach
Multi Attack The Awakened Being Can attack 15ft, one target. hit: 20(3d6 + 5) Bludgeoning
three times with its' tentacles. damage.
Tentacle Attack Melee Weapon Attack: +9 to hit,
reach 30ft., one target. Hit: 12 (2d6 + 5)
bludgeoning damage.

https://homebrewery.naturalcrit.com/print/BkW9y76CwE?dialog=true 5/5

Anda mungkin juga menyukai