Mascot Class Archetypes, for 5e
Yesterday we laid out the concept and framework for the Mascot class for 5e, so now it’s time to begin deliver into some specifics.
At 1st level you choose a Mascot Archetype. This defines what KIND of mascot you are, and will impact your character’s options and play style as you gain more levels. In a full version of this class we’d likely want at least 3 Mascot Archetypes, but for blog posts I think we can just do two. (If there’s a huge demand for more, we can always circle back ‘around to it. 🙂 )
We’ll start with the Domestic Creature.
(Art by Kajenna)
At 1st level, you choose an archetype that defines what kind of mascot you are, and gives you some idea how other PCs and NPCs are likely to see and treat your character. You can choose from the Domestic Creature or Torchbearer archetypes.
The archetype you choose grants you features at 1st level and again at 7th, 10th, 15th, and 18th level.
Regardless of what species you choose (human, elf, dwarf, and so-on), you are actually a Small or Tiny creature that appears to be a pet or companion. You may be a common pert, such as a cat or dog, or may be a more supernatural kind of noncombat companion. You have lived with the species you took for your character enough that you count as them for purposes of spells and prerequisites (and get all the appropriate traits), but are truly some different kind of creature.
Beginning at first level when you take this archetype you are treated as one size smaller, can only express concepts as long as five words, look like a domestic pet of some kind, and can only use one hand worth of equipment (held in your mouth, or talons, or flippers as appropriate). A creature of your size or larger can carry you in 1 arm (if you are willing) without worrying about your weight. A creature at least 2 sizes larger than you can carry you in a pocket with ease.
You also gain two of the following of your choice, as part of your domestic creature nature — darkvision, a 20 foot fly speed (but you cannot carry anyone unless they are smaller than you), 1 30 foot fly speed, the ability to breath on land and in water, a finesse attack that does 1d4 + Strength damage and does bludgeoning,slashing, or peircing damage (your choice), advantage on one category of saves of your choice, advantage on one of the following skills of your choice — Acrobatics, Animal Handling, Athletics, Insight, Perception, or Stealth.
Domestic Creature Advances
At 7th level, and again at 10th, 15th, and 18th, you select one of the advances listed below. You cannot select a greater version of an advance until you have selected the standard version.
Cute Creature: As a bonus action when an ally adjacent to you makes a Charisma (Deception, Performance, or Persuasion) check, you grant them advantage.
Cute Creature, Greater: You can be so cute, creatures are stupified by how adorable you are. this acts as hypnotic pattern, but affects only one creature.
Distracting Creature: As an action you can make an attack or Charisma (Intimidate) check against a target within 30 feet. If successful rather than your normal effect, the target suffers disadvantage on all attacks for 1 round, and anyone that is forced to make a saving throw against your targets spells or effects during that round gain advantage on the save.
Distracting Creature, Greater: You can use distracting creature against all foes within a 10-foot cube at a range of 60 feet.
Guard Creature: You take no penalties to Perception when asleep, and if you successfully perceive a threat you can wake all allies within 60 feet as a bonus action. As a bonus action when an ally adjacent to you makes a Wisdom (Perception) check, you grant them advantage.
Guard Creature, Greater: As a bonus action when an ally adjacent to you is attacked, you give the attack disadvantage.
Support Creature: As a bonus action when an ally adjacent to you makes a Wisdom or Charisma saving throw, you give the save advantage.
Support Creature: You can cast calm emotions at will.
We’ll look at our other archetype, torchbearer, tomorrow!
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