Templates as a Ability score improvement options

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Instead of improving an ability score as a PC normally would when gaining levels, a PC using this option can progress through the stages of some form of transformative template and gain strength there. At the levels you gain the Ability Score Improvement class feature, your may forgo taking that feature to progress one rank in a template. All benefits from a template are gained in the order listed by its progress.
You must meet the prerequisite specified in a template into order to take the template. If you every lose a templates' prerequisite, you can't use that template until you gain them. For example, the Werewolf Bloodline requires you to neither be a lycantrope nor a shifter. If you are polymorphed into a wereboar, you can't benefit from your Werewolf Bloodline until you are no longer a lycantrope.

DEFORMED HERO
Through scarification, self-mutilation, or dark rituals, you intentionally mar your own body in ways to increase your power or horrify your enemies. You sharpen your teeth, stretch your limbs, soften your senses, and scar your flesh into it is as thick as a beast's hide.
Prerequisite: Constitution 15 or higher
Rank 1
  • You have advantage on Charisma (Intimidation) checks that rely on your physical appearance
  • You gain proficiency in Constitution saving throws
  • You gain +1 to AC when not wearing heavy armor.
Rank 2
  • Increase your Constitution or Sanity score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks that rely on smell
  • When you make an Attack action, you can make a bite attack as a bonus action. Your bite attack is a melee weapon which deal 1d6 slashing damage.
Rank 3
  • Increase your Constitution or Sanity score by 1, to a maximum of 20.
  • Before you make an attack with an one handed melee weapon you are proficient in, you can choose to increase your reach by 5 feet. If you do so, melee attacks against you have advantage.

WERERAT BLOODLINE *NEW 8/6/15*
The offspring of an afflicted wererat rarely holds onto the curse. Some remnants of it may linger and strengthened by dark magic or a bite of a normal or giant rat.
Prerequisite: Must not be a lycantrope or a shifter
Rank 1
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks that rely on smell or taste.
  • You have advantage on saving throws to resist curses and diseases
Rank 2

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have darkvision of 30ft or your darkvison increases by 30ft.
  • As an action, you can transform your front teeth into fangs and back again. You are proficient with your fangs which is a melee weapon which deal 1d4 piercing damage.
Rank 3

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your fangs count as magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you hit with your fangs, the target must make a Constitution saving throw or be poisoned until the end of your next turn (the DC is 10 + your proficiency modifier + your Constitution Modifier).



WEREWOLF BLOODLINE
The offspring of an afflicted werewolf might not share the full power of the curse, the bloodline can pass through many generations and be awakened by a special ritual, a rare lunar event, or the reintroduction and removal of the curse. Sometimes a person can be tainted even after resisting the curse bite of a werewolf.
Prerequisite: Must not be a lycantrope or a shifter
Rank 1
  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • You have advantage on saving throws to resist curses and diseases
Rank 2

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Survival) and Wisdom (Survival) checks that rely on hearing or smell.
  • As an action, you can transform your hands into claws and back again. You are proficient with your claws which is a melee weapon which deal 1d8 slashing damage.
Rank 3

  • Increase your Strength score by 1, to a maximum of 20.
  • Your claws count as magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you take the Attack action to attack with a one handed weapon or your claws, you can take a bonus action to attack with your claws.

More to come (Daywalker, Dragon Disciple, Greenwood).
 
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I really like this concept. I'm not sure about Deformed Rank 3 bite though. 1d6 seems high for a humanoid mouth, but 1d4 seems low for a 12th level bonus (or 8th for fighters).
 

I really like this concept. I'm not sure about Deformed Rank 3 bite though. 1d6 seems high for a humanoid mouth, but 1d4 seems low for a 12th level bonus (or 8th for fighters).

I was having trouble with this also. But I just rationalized it as sharpened teeth.


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WERERAT BLOODLINE
The offspring of an afflicted wererat rarely holds onto the curse. Some remnants of it may linger and strengthened by dark magic or a bite of a normal or giant rat.
Prerequisite: Must not be a lycantrope or a shifter
Rank 1
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) checks that rely on smell or taste.
  • You have advantage on saving throws to resist curses and diseases
Rank 2

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have darkvision of 30ft or your darkvison increases by 30ft.
  • As an action, you can transform your front teeth into fangs and back again. You are proficient with your fangs which is a melee weapon which deal 1d4 piercing damage.
Rank 3

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your fangs count as magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you hit with your fangs, the target must make a Constitution saving throw or be poisoned until the end of your next turn (the DC is 10 + your proficiency modifier + your Constitution Modifier).
 

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