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Zanders Guide To Zombie Hunting

The document outlines features and abilities for two character classes in a tabletop role-playing game: the Barbarian Path of the Hidewalker and the Wizard Necrotic Fleshgraft. The Barbarian gains skills related to disguising as undead and enhancing combat abilities, while the Wizard focuses on necromancy and augmenting their body with undead flesh for magical benefits. Additionally, it introduces a creature called the Zombie Shark, detailing its characteristics and potential loot for players who defeat it.

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0% found this document useful (0 votes)
941 views7 pages

Zanders Guide To Zombie Hunting

The document outlines features and abilities for two character classes in a tabletop role-playing game: the Barbarian Path of the Hidewalker and the Wizard Necrotic Fleshgraft. The Barbarian gains skills related to disguising as undead and enhancing combat abilities, while the Wizard focuses on necromancy and augmenting their body with undead flesh for magical benefits. Additionally, it introduces a creature called the Zombie Shark, detailing its characteristics and potential loot for players who defeat it.

Uploaded by

cam1945
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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2 ZANDER’S GUIDE TO ZOMBIE HUNTING


that makes you look like the walking dead. This feature
grants you proficiency with leatherworker’s tools and
disguise kits. As part of a short rest or long rest, if you
have access to the corpse of a slain aberra�on, beast,
fiend, monstrosity, or undead creature of Small size or
larger, you can create a disguise that makes you appear
to be undead, as if using a disguise kit. This disguise is
your deathly shroud, and its magic imposes
disadvantage on ability checks to penetrate the
disguise. While you are raging, wearing It also grants
you resistance to necro�c and psychic damage.
Your deathly shroud lasts un�l you make a new one.
While you wear it, undead creatures that believe you
are also undead are not hos�le towards you unless you
give them a specific reason to become hos�le.
When you wear your deathly shroud while within 5
feet of another living creature (not a construct or
undead), if an undead creature a�acks you or someone
within 5 feet of you, you can use your reac�on to force
that undead to make an Intelligence saving throw. On a
failed save, the creature must either choose a new
target for the a�ack or forfeit targe�ng anyone,
poten�ally was�ng the a�ack.

FEED THE SHROUD


Star�ng at 3rd level, you can awaken the undying
hunger within the mys�cal shroud you wear to influence
your foes. While you wear a disguise created with your
Deathly Shroud feature, you can spend one Hit Die
when your a�ack roll hits a creature within your reach.
When you do so, instead of regaining hit points, you roll
BARBARIAN: PATH OF the Hit Die and add half the result to the a�ack’s
damage roll (minimum 1) and the creature you hit must
THE HIDEWALKER roll a Wisdom saving throw. If the creature fails, choose
You wear the hides of your most vile foes to claim their one of the following effects:
dark power, allowing you to scout out places infested
■ Un�l the end of your next turn, the creature is
with the walking dead by passing yourself off as one of
marked by you. While a creature is marked by you,
them. This primal path teaches you how to cra� a
whenever it makes an a�ack that does not target
necro�c disguise from the skin of the fallen and infuse it
you, the creature makes that a�ack at disadvantage
with a primal essence that protects you. While in this
if it is within 5 feet of you.
raiment, you can perfectly impersonate such undead
■ The creature suffers disadvantage on the next a�ack
and even walk safely alongside zombie hordes. Yet
roll it makes before the end of your next turn.
when the �me comes to face such creatures in ba�le,
you can also draw upon the mys�cal hunger within your
shroud, unleashing its power to fearsome effect. HUNTER’S EDGE
Saving Throw DCs. Some features of this primal path Star�ng at 6th level, a spirit of insa�able hunger
force a target to make a saving throw. The DC for such sharpens your senses when you rouse it by le�ng it
saving throws equals 8 + your proficiency bonus + your feed on your own life energies. You have advantage on
Cons�tu�on or Wisdom modifier (your choice). saving throws against being frightened, and whenever
you make a Wisdom check or Wisdom saving throw,
you can spend one Hit Die. Instead of regaining hit
DEATHLY SHROUD points, you add the number rolled on the Hit Die to
At 3rd level, you can use the skin of certain dead
your ability check.
creatures to create a deathly shroud, a mys�cal disguise

BARBARIAN: PATH OF THE HIDEWALKER 3


SEARING RAGE
Star�ng at 10th level, your rage embodies the wild
energies of life itself, protec�ng your health and
punishing foes who threaten to kill you. While you are
raging, you gain two added benefits:
■ Whenever a creature within 5 feet of you damages
you, it takes radiant damage equal to your
proficiency bonus.
■ You automa�cally succeed on saving throws against
contrac�ng any disease, mundane or magical.

STEADFAST METTLE
At 14th level, you are immune to the frightened
condi�on and you have advantage on death saving
throws. Also, you would take damage from an a�ack
while raging, if you are wearing your deathly shroud,
you can use your reac�on to gain temporary hit
points equal to your proficiency bonus before the
damage is dealt.

WIZARD: NECROTIC
FLESHGRAFT
You have made a detailed study of the physiology of
undeath, learning to augment your magical prowess
by gra�ing the flesh of the walking dead onto your
own living body. You not only partake of the
anima�ng power and macabre resilience that sustain
undead creatures, but learn to channel their undying
hunger to harvest life energies from your foes.
Fleshgra�ers like you have a reputa�on as reckless
experimenters, but you grow your knowledge via a
methodical, ra�onal research process. Though you
may find yourself stereotyped as a “mad scien�st,”
and some more tradi�onal wizards mock or shun your
work, surely someday your advancements will show
them all.

GIFTS OF DARKNESS
At 2nd level when you choose this Arcane Tradi�on,
you choose a part of your body and replace it with
undead flesh. When you do so, you choose one
Eldritch Invoca�on op�on from those listed for the
warlock class, which is granted to you by the new gra�
wizard levels as well as any warlock levels you may
of undead �ssue. When you reach 6th level, 11th level,
have to determine if you fulfill that prerequisite. You
and 17th level, you replace another body part with an
can learn an invoca�on at the same �me that you
undead gra�, and at each of those levels the new gra�
meet its prerequisites. Whenever you gain a level in
grants you an addi�onal Eldritch Invoca�on.
this class, you can choose one of the invoca�ons you
Your spellcas�ng ability for invoca�ons gained from
know and replace it with another invoca�on which
this feature is Intelligence. If an invoca�on has
you can gain with this feature.
prerequisites, you must meet them to learn it. When
a prerequisite refers to your level, you count your

4 ZANDER’S GUIDE TO ZOMBIE HUNTING


UNORTHODOX RESEARCH MILITES
When you gain this feature at 2nd level, and again at Milites are the inven�on of industrious, resourceful
4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th necromancers keen to make the most of their
level, you can choose one necromancy or minions. These zombies have had weapons and
transmuta�on spell from any class’s spell list and add armor bolted to their decaying frames, which are
it to your spellbook as a wizard spell for free. then augmented in grim necroman�c rituals. This
process is labor-intensive for a prospec�ve
DRAIN LIFE necromancer and requires a ready supply of weapons
At 6th level, the necroman�c hunger of your undead and armor; as such, most pass the work off to
flesh drains life force from those you harm with your appren�ces.
magic. Once per turn, when you deal damage to a This crea�on process creates zombies that are
creature with a wizard spell of 1st level or higher, you more durable and lethal than their common fellows.
can spend a Hit Die. You regain hit points just as if The necroman�c energy surging through their form
you’d spent the Hit Die at the end of a short rest, but allows necromancers to implant reflexive commands
you can subs�tute your Intelligence modifier for your into Milites, bypassing their lack of intelligence. As a
Cons�tu�on modifier when determining how many pleasant side effect, the surging energies also make
hit points you gain. their blows more lethal.

NECROTIC RESILIENCE BRUTES


Beginning at 10th level, the unique energies you have Brutes are an a�empt at repurposing damaged and
sown into your own form allow you to adapt to the monstrous corpses not fit for tradi�onal necromancy.
decaying energies of death magic. You have These s�tched-together amalgama�ons are draped in
resistance to necro�c damage, and your hit point chain and leather armor, with ba�ering rams and
maximum can’t be reduced. whirling grapnels welded to their many arms. A
tradi�onal brute is between ten and fi�een feet tall,
ELDRITCH REPRISAL approximately fi�een hundred pounds, and has three
to four arms.
At 14th level, when you are hit by an a�ack or you
The crea�on of brutes is considered par�cularly
fail a saving throw, you can use your reac�on to
unpleasant and generally ends with the necromancer
choose up to three creatures that you can see within
covered in ro�ng filth and necro�c ectoplasm. As
60 feet of you. Each takes necro�c damage equal to
such, it’s given out to unruly appren�ces or captured
half your wizard level + your Intelligence modifier
mages as a punishment detail.
(minimum 1).
In ba�le, they are used as living siege engines at
When you use this feature, if at least one of the
the front of undead assaults, ba�ering down
creatures you target has resistance or immunity to
for�fica�ons, sca�ering defenders, and pulling
necro�c damage, you gain temporary hit points equal
vic�ms into the wai�ng maws of the undead horde.
to half your wizard level.
Their implanted reflexes are primi�ve compared to
You can use this feature a number of �mes equal to
their smaller counterparts, le�ng brutes respond to
1 + your proficiency bonus, regaining expended uses
a�acks in kind as they charge.
when you finish a long rest.

WIZARD: NECROTIC FLESHGRAFT 5


6 ZANDER’S GUIDE TO ZOMBIE HUNTING
ZOMBIE SHARK
A ghastly reanima�on of a once-majes�c predator, the
zombie shark roams the underwater graveyards, driven
by the same insa�able hunger for blood that mo�vated
it in life. Freed from the need for self-preserva�on, this
undead terror is filled with weapons and trinkets once
wielded by its prey.
Adventurers who defeat these monsters o�en recover
all manner of objects that have been swallowed by the
zombie shark, from trinkets to magic items. You can use
the Zombie Shark Trinket table to determine what—if
anything—is recovered from the corpse.

ZOMBIE SHARK TRINKET


D12 Zombie Shark Contents

1 A cracked spyglass with a poem inscribed on the side.

2 A wooden carving of a grinning shark

3 A waterlogged sailor’s boot

4 A rusty rapier

5 A pair of snow shoes

6 A vial holding a po�on of water breathing

7 A broom of flying

8 A bag of tricks

9 - 12 Nothing

ZOMBIE SHARK 7

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