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## Gnoll *Trying to talk to a gnoll is the quickest path to its stomach.* --Volothamp Geddarm ###### Gnolls remind the world of the horrors posed by the hordes of the Abyss, and the damage that even the briefest demonic incursion can inflict on the world. Created by Yeenoghu, the Lord of Savagery, gnolls are creatures of savage blood lust, extensions of the demon lord's will. Their connection with Yeenoghu leaves gnolls with an unquenchable, supernatural hunger, both for violence and for flesh. A gnoll feels a constant, gnawing demand for blood and destruction that abates only when it kills and eats intelligent creatures. While incredibly rare, it is possible for this bond to be broken, leaving the gnoll independent and isolated, an outcast in their own pack. In these cases, setting out into the world is often the only way for them to survive. ### Gnoll Names As befits creatures with a language that is little more than whines, growls, and shrieks, most gnolls lack a name and would have little use for one. Gnolls that have become separated from Yeenoghu and their pack often simply adopt whatever nickname or title they are given by anyone actually willing to speak to them.
\columnbreak ### Gnoll Traits Your Gnoll character has the following traits. ***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1. ***Age.*** Gnolls are typically created through fiendish magic and appear fully matured. When naturally birthed, they reach adulthood within 6 months. They can live up to 40 years, although most do not survive that long. ***Alignment.*** Gnolls are savage, frenzied creatures that have difficulties putting aside their destructive tendencies. Even if they may escape the evil nature of their god, they are still typically chaotic. ***Size.*** Gnolls are between 7 and 8 feet tall and weigh between 280 and 320 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. ***Wild Instincts.*** You have proficiency in your choice of one of the following skills: Intimidation, Perception, Stealth, Survival. ***Bite.*** Your bone-crunching maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. ***Rampage.*** When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack. ***Languages.*** You can speak, read, and write Common, Gnoll, and Abyssal.
PART 1 | GNOLL RACE
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PART 2 | SLAUGHTER DOMAIN
## Divine Domain ### Slaughter Domain Some gods want nothing more than slaughter and senseless destruction. These gods take pleasure in causing fear before death, and sow sorrow and despair through destroying beloved things. They instill in their followers an unquenchable, supernatural hunger, a gnawing demand for blood and destruction. Deities of this domain include Bhaal, Erythnul, Iuz, Ares, Set, and Yeenoghu. Clerics of these deities are their instruments and tools, pursuing a horrid, apocalyptic vision of a world transformed into a barren, empty ruin, with only the decaying corpses of the last few survivors to mark its passing. ##### Slaughter Domain Features ###### | Cleric Level | Feature | |:------------:|:--------| | 1st | Domain Spells, Bonus Proficiency, Vengeful Strike | | 2nd | Channel Divinity: Inspire Bloodlust | | 6th | Insatiable Hunger | 8th | Divine Strike (1d8) |14th | Divine Strike (2d8) |17th | Aura of Devastation #### Domain Spells You gain domain spells at the cleric levels listed in the Slaughter Domain Spells table. See the Divine Domain class feature for how domain spells work. ##### Slaughter Domain Spells ###### | Cleric Level | Spells | |:------------:|:-------| | 1ST | *cause fear, inflict wounds* | 3rd | *crown of madness, phantasmal force* | 5th | *fear, vampiric touch* | 7th | *blight, phantasmal killer* | 9th | *contagion, destructive wave* #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with martial weapons. #### Vengeful Strike Also at 1st level, you can retaliate against your attackers with a supernaturally vicious force. Violence drives you and getting wounded only makes you more ferocious. When a creature within 5 feet of you hits you with an attack, you can choose to add half the damage taken to one melee attack against them before the end of your next turn. The additional damage dealt in this way is necrotic damage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Channel Divinity: Inspire Bloodlust Starting at 2nd level, you can use your Channel Divinity to incite a savage, bloodthirsty rampage in others. As a bonus action, you recite a prayer over your holy symbol and begin to exude an unholy aura. For the next minute, whenever a friendly creature within 15 feet of you hits with a melee attack, they deal additional necrotic damage equal to your Cleric level. The aura dissipates early if you become incapacitated, or if you dismiss it using an action. #### Insatiable Hunger At 6th level, when you deal necrotic damage to a creature, you can choose to gain temporary hit points equal to half the necrotic damage dealt (rounded down). You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Aura of Devastation Starting at 17th level, the radius of the aura created by your Inspire Bloodlust feature increases from 15 feet to 30 feet. When Inspire Bloodlust is active and you drop a creature to 0 hit points, every friendly creature within 30 feet of you can immediately use their reaction to make a melee attack.
Created by /u/frombrad2worse [(Brad Heisler)](https://goldenmonkey.threadless.com) \ Art from **Wizards of the Coast**'s *Monster Manual* and *Volo's Guide to Monsters*.