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JNAProductions
2017-11-27, 10:13 PM
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod

PROFICIENCIES
Armor: Light Natural Armor
Weapons: Natural Weapons
Tools: None

Saving Throws: Dexterity and Strength
Skills: Any two physical skills

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Light Carapace (Leather Armor)

Gaunt


Level
Proficiency Bonus
Features


1st
+2
Gaunt Type, Racial Traits


2nd
+2
Fighting Style


3rd
+2
Biomorph I


4th
+2
Ability Score Improvement


5th
+3
Extra Attack


6th
+3
Type Feature, Magic Attacks


7th
+3
Bestial Action


8th
+3
Ability Score Improvement


9th
+4
Type Feature


10th
+4
Biomorph II


11th
+4
Hungering Swarm


12th
+4
Ability Score Improvement


13th
+5
Type Feature


14th
+5
Biomorph III


15th
+5
Evasion


16th
+5
Ability Score Improvement


17th
+6
Extra Attack II


18th
+6
Biomorph IV


19th
+6
Ability Score Improvement


20th
+6
Gaunt Prime



Gaunt Type-At level one, you must choose whether you were made a Hormagaunt, or a Termagant.

Racial Traits-At level one as well, you gain the Gaunt race. This replaces any former race, or, more likely, you simply started as a Gaunt. This grants the following traits:
-Ability Score Increase: +2 Dexterity
-Speed: Base speed is 30'
-Size: Size is small
-Synapse: You have resistance to psychic damage
-Nimble: You gain proficiency in Acrobatics

Fighting Style-At level two, you may gain the Defensive, Archery, or Two-Weapon Fighting fighting style.

Biomorphs-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then subsequently on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Light Carapace: Your natural carapace now gives you an AC of 12+Dex mod.
-Improved Extended Light Carapace: Your natural carapace now gives you an AC of 13+Dex mod.

Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.

Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.

Magic Attacks-At level six, your weapons now count as magical.

Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.

Hungering Swarm-At level eleven, your very blades and bullets hunger for the blood of your foes. You may add your proficiency bonus to your damage rolls and may choose to, when attacking with advantage, make two attack rolls without advantage instead.

Evasion-At level fifteen, when making a save against an effect that allows a Dexterity save for half damage, you take half damage on a failed save and no damage on a successful one.

Gaunt Prime-At level twenty, you are a pinnacle of Gaunthood. Increase your current and max Dexterity by 4, to a max of 30, and increase the die size of all natural attacks by one step.

Weapon Morph (Gaunt)-At level one, you gain a set of nasty retractable claws called Scything Talons. These are light, finesse weapons that deal 1d8 points of slashing damage.

Subrace (Gaunt)-You gain the following additional racial traits:
-Ability Score Increase: Constitution increases by 1
-High Jumper: You may use Dexterity instead of Strength for jump distances

Bounding Leap-At level six, you are under a constant, non-magical Jump effect. In addition, you may add your Dexterity and Strength scores together to see how far you can jump, rather than just Strength.

Rending Claws-At level nine, your talons become Rending Claws. Increase their damage to 1d10.

Acid Maw-At level thirteen, you may replace one attack per turn with an Acid Maw attack. The Acid Maw is a light, finesse weapon that deals 2d6 piercing damage and 1d8 acid damage.

Weapon Morph (Gant)-At level one, you gain a Fleshborer or Spike Rifle, integrated into your body. The Fleshborer is a ranged (50'/200') weapon that deals 1d10 piercing damage, and the Spike Rifle is a ranged (100'/400') weapon that deals 1d8 piercing damage. In addition, you gain a bite, which is a finesse weapon that deals 1d4 piercing damage.

Subrace (Gant)-You gain the following additional racial traits:
-Ability Score Incrase: Any two mental stats increase by 1
-Darkvision: You gain Darkvision out to 30'

Weapon Morph (Gant II)-At level six, you also gain the gun you didn't pick at level one.

Devourer-At level nine, you gain a Devourer, a fast-firing gun. It is ranged (75') and makes two attacks per regular attack, but all of its attacks are made at a disadvantage.

Strangleweb-At level thirteen, you gain something akin to a net launcher built into yourself. This works pretty much exactly like a net, except it has a range of 30'/120', a break DC of 8+your proficiency+your Con mod, and has HP equal to one-fifth your own. You may launch this once per short rest.



HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12+Con mod
Hit Points at Higher Levels: 1d12 (7)+Con mod

PROFICIENCIES
Armor: All natural armor
Weapons: All natural weapons
Tools: None

Saving Throws: Strength, Constitution
Skills: Any two physical

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Heavy Carapace (Chain Mail)

Guard


Level
Proficiency Bonus
Features


1st
+2
Guard Type, Racial Traits


2nd
+2
Fighting Style


3rd
+2
Biomorph I


4th
+2
Ability Score Improvement


5th
+3
Extra Attack


6th
+3
Type Feature, Magic Attacks


7th
+3
Bestial Action


8th
+3
Ability Score Improvement


9th
+4
Type Feature


10th
+4
Biomorph II


11th
+4
Crushing Blows


12th
+4
Ability Score Improvement


13th
+5
Type Feature


14th
+5
Biomorph III


15th
+5
Mettle


16th
+5
Ability Score Improvement


17th
+6
Smash


18th
+6
Biomorph IV


19th
+6
Ability Score Improvement


20th
+6
Lord Of The Guard



Guard Type-At level one, choose whether you wish to be a Tyrant Guard or a Hive Guard.

Racial Traits-At level one, you gain the following racial traits:
-Ability Score Increase: +2 Strength
-Speed: Base speed is 30'
-Size: Size is medium
-Synapse: You have resistance to psychic damage
-Brawny: You are treated as large when it would be advantageous for you, though your space and reach remain 5'

Fighting Style-Choose Archery, Great Weapon Fighting, Dueling, or Defense fighting styles.

Biomorph-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Heavy Carapace: Your natural carapace now gives you an AC of 18.
-Improved Extended Heavy Carapace: Your natural carapace now gives you an AC of 19.

Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.

Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.

Magic Attacks-At level six, your weapons now count as magical.

Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.

Crushing Blows-At level eleven, your attacks now deal double the dice in damage.

Mettle-At level eleven, whenever you are subjected to a saving throw besides Dexterity that allows a save for partial effect, you instead suffer no ill effects on a success.

Smash-At level seventeen, you may make attacks without your proficiency bonus, in which case, you add twice that to your damage rolls.

Lord Of The Guard-At level twenty, you are a supreme Guard. Increase your current and max Strength and Constitution by 4, to a max of 30.

Weapon Morph (Tyrant)-At level one, you gain Crushing Claws, a Bonesword and Boneshield, or a Lash Whip and Boneshield. The Boneshield is a shield. The Lash Whip is a whip with a d6 damage die. The Bonesword is a longsword with a d10 (versatile d12) damage die. And the Crushing Claws are a two-handed, heavy weapon with a 2d8 damage die.

Subrace (Tyrant)-You gain the additional following racial traits:
-Ability Score Increase: Your Constitution increases by 1
-Protection: As a reaction, you may interpose yourself between an adjacent ally and an attack. You and the ally switch places, and you take the full brunt of the attack, sparing the ally.

Weapon Morph (Tyrant II)-At level six, you gain one additional choice of weapons.

Blind Rampage-At level nine, if you witness an ally die or be knocked out, you may make one additional attack as a bonus action until either the ally recovers or you take a rest.

Powerful Limbs-At level thirteen, you gain a burrow speed of 10'.

Weapon Morph (Hive)-At level one, you gain an Impaler Cannon or a Shock Cannon. These heavy weapons cannot be effectively on the move-you must either spend a bonus action to stabilize them, or not move in order to fire them without disadvantage. In addition, despite being ranged weapons, they rely on your Strength score. The Impaler Cannon deals 1d12 points of piercing damage with a range of 200'/800', and treats cover as one step lower (half to none, 3/4ths to half, total to 3/4ths-though note that you still require a way to know the target is there to target someone with full cover). The Shock Cannon deals 1d8 points of piercing and 1d8 points of lightning damage with a range of 120'/480'. In addition, your massive limbs grant you unarmed strikes dealing 1d6 damage.

Subrace (Hive)-You gain the additional following racial traits:
-Ability Score Increase: Your Wisdom increase by 1
-Deadeye: You gain Darkvision out to 30'

Weapon Morph (Hive II)-At level six, you gain the other weapon.

Stable Platform-At level nine, you may move up to half speed and still fire your weapons without disadvantage.

Climbing Spurs-At level thirteen, you gain a climb speed equal to your land speed.



HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con mod
Hit Points at Higher Levels: 1d10 (6)+Con mod

PROFICIENCIES
Armor: Light and Medium natural armor
Weapons: Natural weapons
Tools: None

Saving Throws: Wisdom and Charisma
Skills: Any three

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Light Carapace (Leather Armor) or Medium Carapace (Scale Mail)

Warrior


Level
Proficiency Bonus
Features
Synaptic Burst


1st
+2
Warrior Type, Racial Traits
-


2nd
+2
Synapse, Synaptic Burst
2


3rd
+2
Biomorph I
3


4th
+2
Ability Score Improvement
4


5th
+3
Extra Attack
5


6th
+3
Type Feature, Magic Attacks
6


7th
+3
Bestial Action
7


8th
+3
Ability Score Improvement
8


9th
+4
Type Feature
9


10th
+4
Biomorph II
10


11th
+4
Synaptic Overload
11


12th
+4
Ability Score Improvement
12


13th
+5
Type Feature
13


14th
+5
Biomorph III
14


15th
+5
Eternal Warrior
15


16th
+5
Ability Score Improvement
16


17th
+6
Continual Overload
17


18th
+6
Biomorph IV
18


19th
+6
Ability Score Improvement
19


20th
+6
Warrior Prime
20



Warrior Type-At level one, you must choose to be a Warrior or a Shrike.

Racial Traits-At level one, you gain the following racial traits:
-Ability Score Increase: Intelligence and Charisma +1
-Speed: Base speed is 30'
-Size: Size is medium
-Synapse: You have resistance to psychic damage
-Darkvision: You have Darkvision out to 60'. Unlike other Darkvision, you still see in color.

Synapse-At level two, you gain access to the Hive Mind's synaptic field. This allows you to greatly increase your allies' abilities so long as they remain within range. Anyone with the Synapse racial trait is is eligible for this bonus. At the level you get this, they are able to see what you see, allowing them to operate in darkness without having Darkvision of their own. At level five, they may add your Intelligence modifier to their damage rolls. At level eleven, they may add your Wisdom modifier to their saving throws. At level seventeen, they may add your Charisma modifier to their skill checks. Range is either 30', or your class levels times five feet.

Synaptic Burst-At level two, you are able to temporarily overload your Synapse field for various bonuses, costing a number of Synaptic Burst points. The abilities take a bonus action to manifest, unless otherwise stated. You have are the following abilities:
-Focused Attack (2 Points): Until the start of your next turn, all allies within your Synapse range gain your proficiency bonus to their attack rolls. After this, your Synapse field fades for 1d4 rounds, as the strain catches up.
-Improved Focused Attack (5 Points): As Focused Attack, but it does not cause your Synapse field to fail.
-Durability (3 Points): All allies within your Synapse range gain your level plus your Intelligence modifier as THP.
-Improved Durability (9 Points): Your allies within Synapse range regain your proficiency bonus HP every turn for the next ten turns at the start of their round.
-Killing Strike (1 Point): Until the start of your next turn, all allies within your Synapse range gain your proficiency modifier to their damage rolls.

Biomorph-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then subsequently on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Light Carapace: Your natural carapace now gives you an AC of 12+Dex mod.
-Improved Extended Light Carapace: Your natural carapace now gives you an AC of 13+Dex mod.
-Extended Medium Carapace: Your natural carapace now gives you an AC of 15+Dex mod (max 2).
-Improved Extended Medium Carapace: Your natural carapace now gives you an AC of 16+Dex mod (max 3).
-Eyes Of The Night: Your Darkvision now extends 120'
-Improved Eyes Of The Night: Your Darkvision can now penetrate magical darkness, and you gain Blindsight out to 10'

Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.

Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.

Magic Attacks-At level six, your weapons now count as magical.

Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.

Synaptic Overload-At level eleven, you may temporarily overload your Synaptic field as a bonus action. Double all bonuses granted by it for three plus 1d3 rounds. After that, it fails until you take a short rest.

Eternal Warrior-At level fifteen, the might of the Hive Mind keeps you going when lesser warriors would fall. You can never die due to massive damage or insta-kill spells. Only failing death saving throws can kill you. (Power Word Kill is now changed to drop you to 0 HP, rather than killing you outright.) In addition, you can act normally while making death saving throws, must fail six of them to die, and have advantage on them.

Continual Overload-At level seventeen, your Synaptic Overload can be maintained after it would usually end. For each turn you maintain it, you take 2d10 damage that may not be resisted or ignored in any way. In addition, your Synaptic field returns after two minutes of rest, rather than a short rest. You may only enter a state of Synaptic Overload once per short rest, though.

Warrior Prime-At level twenty, you gain +2 to all current stats and maximum stats.

Weapon Morph (Warrior)-At level one, you gain a set of Scything Talons (light, finesse, 1d8 slashing weapons) and a Fleshborer (ranged 50'/200' 1d10 piercing) or a Spike Rifle (ranged 100'/400' 1d8 piercing).

Subrace (Warrior)-At level one, you gain the following racial traits:
-Ability Score Increase: Any two stats of your choice increase by 1, but you may not increase any stat already increased by your main racial traits
-Tough: You gain an extra 1 HP per level

Improved Weapon Morph-At level six, you gain a Venom Cannon (1d8 bludgeoning and 1d8 poison damage at range 200'/800', requires either a bonus action to stabilize or not to move to fire without disadvantage) or a Barbed Strangler (1d10 slashing damage in a 10' burst centered on any point within range, requires a DC 8+Proficiency modifier+Dexterity modifier Dexterity save to take full damage, half on success, with advantage on the save if made from long range, range 200'/800') and any two from Lash Whip (whip with 1d6 damage die), Bonesword (longsword with d10 (d12 versatile)), and Boneshield (shield).

Bonus Biomorph-At level nine, you gain one additional biomorph.

Synapse Range Increase-At level thirteen, you may increase your Synapse range by 50%.

Weapon Morph (Shrike)-At level one, you gain a set of Scything Talons (light, finesse, 1d8 slashing weapons) and a Fleshborer (ranged 50'/200' 1d10 piercing) or a Spike Rifle (ranged 100'/400' 1d8 piercing).

Subrace (Shrike)-At level one, you gain the following racial traits:
-Ability Score Increase: Dexterity increases by 2
-Gliding Wings: You are under a constant Feather Fall effect so long as you can spread your wings, and may move horizontally 3' for every 1' you fall by gliding.

Improved Wings-At level six, you can fly for up to one minute at a time with a speed equal to your base land speed. After flying in this manner, you must rest for at least ten minutes before flying again.

True Flight-At level nine, you can fly at a speed equal to your base land speed without needing to rest any more than normal.

Speedy Flight-At level thirteen, your flight speed doubles.

nickl_2000
2017-11-28, 07:57 AM
Gaunt
Armor Proficiency: Should have a comma between Light and Natural Armor (I'm assuming that you don't mean Light Natural Armor)

Biomorphs:
I was worried about the Flesh hooks being overpowered, but considering that you are size small, you should be okay there.

Bestial Action - Is the Shove and Grapple action at disadvantage, or only the bonus attack?

Termangant: It appears that they have no options for close up combat at all since they can't use simple weapons. Is it worth considering allowing them to have a 1d4 melee bite attack (or something similar) so they don't have to take the crossbow expert feat? Or does that go completely against the feel of the race? I guess you could plan for this and take the flesh hooks and just grapple is anyone get to close.


Will edit to give opinions on Guards in a few hours when I have a free moment.

JNAProductions
2017-11-28, 08:56 AM
Gaunt
Armor Proficiency: Should have a comma between Light and Natural Armor (I'm assuming that you don't mean Light Natural Armor)

Biomorphs:
I was worried about the Flesh hooks being overpowered, but considering that you are size small, you should be okay there.

Bestial Action - Is the Shove and Grapple action at disadvantage, or only the bonus attack?

Termangant: It appears that they have no options for close up combat at all since they can't use simple weapons. Is it worth considering allowing them to have a 1d4 melee bite attack (or something similar) so they don't have to take the crossbow expert feat? Or does that go completely against the feel of the race? I guess you could plan for this and take the flesh hooks and just grapple is anyone get to close.


Will edit to give opinions on Guards in a few hours when I have a free moment.

Added a bite to Gants, and a better unarmed strike to Hive Guard.

nickl_2000
2017-11-28, 09:30 AM
Guard
This race/class would be AMAZING as a grappler class.

Treated as large for the sake of grappling
At level 3 you do 2d4 slashing on the start of a grapple
Continued damage each turn during a grapple, plus you can attack


At level 10
Round 1:Bonus action grapple for 2d8 damage, attack twice at 1d8+strength with bonesword
Round 2:free 2d8 damage from current grapple, attack twice at 1d8+str with bonesword, attack once with disadvantage for 1d8+str. Alternately, dash to move 30 feet dragging the grappled person away from their allies..

So you are looking at a huge potential damage availability and also grapple at the same time. I don't think it is overpowered, but the level of excitement at playing it as a grappler seems like it may be a sign that it may be. I would love to see how it plays in a game.


Outside of the potential grappling abuse, I don't see anything that I think need to be changed. These are some unique class/race combos and would have an interesting impact on the game.

JNAProductions
2017-11-28, 09:38 AM
Guard
This race/class would be AMAZING as a grappler class.

Treated as large for the sake of grappling
At level 3 you do 2d4 slashing on the start of a grapple
Continued damage each turn during a grapple, plus you can attack


At level 10
Round 1:Bonus action grapple for 2d8 damage, attack twice at 1d8+strength with bonesword
Round 2:free 2d8 damage from current grapple, attack twice at 1d8+str with bonesword, attack once with disadvantage for 1d8+str. Alternately, dash to move 30 feet dragging the grappled person away from their allies..

So you are looking at a huge potential damage availability and also grapple at the same time. I don't think it is overpowered, but the level of excitement at playing it as a grappler seems like it may be a sign that it may be. I would love to see how it plays in a game.


Outside of the potential grappling abuse, I don't see anything that I think need to be changed. These are some unique class/race combos and would have an interesting impact on the game.

Comes with all the regular grappling issues. Admittedly, being treated as large lets you grapple more than you usually could, but you're still not grappling Big T, for instance.

If you feel it's too powerful, though, what die size should I drop it down to?

nickl_2000
2017-11-28, 09:54 AM
Comes with all the regular grappling issues. Admittedly, being treated as large lets you grapple more than you usually could, but you're still not grappling Big T, for instance.

If you feel it's too powerful, though, what die size should I drop it down to?

Oddly enough, I would play a Hive Guard Grappler. You can do 1d6+strength damage while grappling with your arms, and when something it to large to grapple, attack it from a distance with your cannon. It would be a very effective class. In fact, I want to play one of these right now :)

Actually I don't think it's an issue of the die size. If you made the extra damage on the continuation of a grapple be a bonus action it would still give the feel, but it would limit it a little more.





Also, as a side note, am I actually helping here with my comments on your race/classs? I don't want to be annoying to you if I don't seem to be actually helpful.

JNAProductions
2017-11-28, 12:56 PM
Oddly enough, I would play a Hive Guard Grappler. You can do 1d6+strength damage while grappling with your arms, and when something it to large to grapple, attack it from a distance with your cannon. It would be a very effective class. In fact, I want to play one of these right now :)

Actually I don't think it's an issue of the die size. If you made the extra damage on the continuation of a grapple be a bonus action it would still give the feel, but it would limit it a little more.





Also, as a side note, am I actually helping here with my comments on your race/classs? I don't want to be annoying to you if I don't seem to be actually helpful.

I’m happy to get feedback. On the phone right now, but I think I’ll make that adjustment when I get home.

JNAProductions
2017-11-29, 12:57 PM
Added Warriors to the classes.

Scaileanna
2017-12-01, 03:41 AM
so toxin sacs doubles the damage of a crit and makes half poison? ex. get 5 on roll doubles to 10 and then doubles to 20 but 10 of it is poison?
or toxin sacs makes half the damage of a crit poison? ex. get 5 on roll doubles to 10 but 5 is poison?
wording makes it seem like the former but i think you mean the latter?

JNAProductions
2017-12-01, 11:31 AM
so toxin sacs doubles the damage of a crit and makes half poison? ex. get 5 on roll doubles to 10 and then doubles to 20 but 10 of it is poison?
or toxin sacs makes half the damage of a crit poison? ex. get 5 on roll doubles to 10 but 5 is poison?
wording makes it seem like the former but i think you mean the latter?

It is most DEFINITELY the former. The latter would be nerfing yourself with a class feature.

If you're rolling, say, 1d10+4 normally, but get a crit, you then roll 2d10+4. If you have Toxin Sacs, you'd roll 2d10+4 regular damage AND 2d10+4 poison damage.

Sir Brett Nortj
2017-12-19, 03:59 AM
I think this is awesome! Well done.

Primal Fury
2017-12-22, 06:17 PM
Are you planning on doing a genestealer class?