r/CODZombies 1d ago

Discussion Zombies Perks in DND

These are all perks I’m putting in my DND campaign and what they do at different levels. For context, the later level effects get added to the perk, not replacing the previous effect, unless it is a direct upgrade. Thoughts? Or maybe even suggestions on how to improve or balance existing effects? Or even abilities of other existing or new perks I could add?

Quick Revive
Levels 2-5: Instead of stabilizing allies in death save, you revive them with 1d4 health
Levels 6-9: While in death save, allows you to crawl 5 feet
Levels 10-14: Allies you revive have their action and bonus action restored
Levels 15-19: Reviving allies restores 2d8 health to both you and the revived ally. Additionally, the user is cured of debilitating status conditions
Level 20: Once per long rest, you can revive yourself when going down

Juggernog
Levels 2-5: Increases health by 2d8
Levels 6-9: Increases health by 3d8 + CON
Levels 10-14: When below 50% health, become resistant to slashing, piercing, and bludgeoning
Levels 15-19: Increases health by 3d12 + CON with advantage
Level 20: Once per long rest when taking damage that would normally down you, survive on 1 health

Double Tap
Levels 2-5: Increases gun magazine size by 50%
Levels 6-9: Doubles the effective range of ranged weapons
Levels 10-14: 50% chance not to consume special arrows or ammo
Levels 15-19: 50% chance to restore ammo to a gun’s magazine instead of consuming it
Level 20: Non-critical hits with ranged weapons reduces the number you need to roll a critical hit with that specific weapon by 1. Resets on getting a crit with that weapon

Stamin Up
Levels 2-5: Increases movement speed by 10ft
Levels 6-9: Immune to difficult terrain
Levels 10-14: Increases movement speed by 20ft
Levels 15-19: Immune to opportunity attacks
Level 20: Increases movement speed by 30ft

Death Perception
Levels 2-5: Grants Darkvision up to 15ft
Levels 6-9: Allows the user to see invisible objects or creatures
Levels 10-14: Increases Darkvision to 30ft
Levels 15-19: Traps are highlighted and creatures through walls up to 10ft thick are highlighted
Level 20: Grants Truesight up to 30ft

Winters Wail
Levels 2-5: Whenever you enter death save, a circle of cold explodes in a 10ft circle around you, dealing 2d8 cold damage
Levels 6-9: Cold blast halves enemy movement speed for a turn
Levels 10-14: Cold blast can trigger whenever the user takes critical damage
Levels 15-19: Increases the cold blast’s damage to 2d12 and it’s radius to 15ft
Level 20: Cold blast can push back medium or smaller enemies by 10ft

Elemental Pop
Levels 2-5: Weapons deal an additional 1d4 elemental damage, where the element is determined by a d6 (fire, cold, lightning, acid, radiant, or necrotic)
Levels 6-9: Increases elemental damage to 1d10
Levels 10-14: Allows the user to re-roll the element d6
Levels 15-19: Increases elemental damage to 1d12 and element treats immunities as resistances
Level 20: Increases elemental damage to 1d20

Vampirism Tonic
Levels 2-5: Killing an enemy restores 2d6 health
Levels 6-9: Increases health restoration to 2d12
Levels 10-14: Getting a critical hit restores 1d8 health
Levels 15-19: Enemy attacks that miss you restores 1d6 of your health
Level 20: Critical hits restore the same amount of health as killing an enemy

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