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Goth


Hit Points

Hit Dice: d8 per Goth level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per goth level after 1st

Proficiences

Armor: Light armor
Weapons:
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Intimidation, Medicine, Nature, Religion, or Stealth

Overview & Creation

Goths are the moody, brooding kids of the school. All black everything from their clothes to their makeup.


Class Features

You have disadvantage on any strength checks.


Starting Equipment

You start with the following equipment:
(a) Crystals or (b) Ritual candles
(a) A healer's kit or (b) herbalism kit
A backpack with equipment of your choice that fits your class (to be approved by DM).


Subclass Options

Ecogoth
It's a thing. It was in scooby doo. The hex girls? Eco goths. You have advantage on any nature and medicine checks. You also get fake fangs just because I said so. However people don't trust you so you have a disadvantage on persuasion and deception checks.
Wiccan
The only class able to cast magic. You can cast any ritual spell as long as you have the materials however you can only have a certain amount of spells known per level, similar to a sorcerer.


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