PhoenixPhyre
2021-12-13, 04:01 PM
Full class with formatting: https://docs.google.com/document/d/1Fg1gNCKdt5EqTFwiQihMY5usjPxVHr_PqqltysnaoGQ/edit?usp=sharing
I've got a player who will be playtesting the following class (which I wrote for a contest a long time ago) in a few weeks. Before that, I'd like to clean up any last glaring issues and (possibly) get ideas for more mutations. Your help in doing so would be very much appreciated. The player will be taking the Skulking Venom subclass. Multiclassing (for the purposes of the playtest) is not allowed.
Protean
A gang of ruffians chase a heavy-set man down an alleyway. As they turn a corner, he disappears into the shadows. They pile on past; he pours himself from a crack between buildings much too small to fit his frame. Grinning, he reshapes his legs and jumps to the top of the 30-foot-tall building and vanishes into the night.
A slender woman and her team fight a group of ogres that tower over them. Suddenly, her frame expands to twice its prior size and she grabs one of the ogres in a massive fist. With a grunt and a swing, she sends it flying dozens of feet into another ogre threatening her comrade.
A wood elf fights on a ship’s deck, bare-handed except for gleaming claws that jut from his fists. When allies are dragged under the waves by sahuagin warriors, he dives under the waves, growing fins and gills to come to the rescue.
Warlocks strike pacts and cast spells. Theirs is a power drawn from study, from bargains, and from spells. Not so with the protean. Her power comes from the pits of chaos, as unpredictable and wild as the inhabitants of that plane. That power reshapes her flesh, forming it to whatever shape she needs.
Wild Wanderers, Feared Mutants
Proteans are rare. Most who encounter beings of Chaos die outright; the few who survive the initial encounter but are infected with the Strain are converted into chaotic beings that must be put down for the safety of others. Only a tiny minority are able to master the strain and use its power.
Proteans are often looked at as aberrations, as monsters. Those that show their mutations are rarely welcome in the more superstitious areas and are often driven out. They are welcomed by the criminal underworld’s denizens, who take a more pragmatic view of the power conferred on the protean. Venomites are especially welcome with their flexibility and stealth. Ichorites find work as bruisers or bouncers, where physical strength and fearsome mien are valued commodities. Those that don’t join underworld organizations often wander, taking jobs as they find them.
Some proteans find strength in rituals and routines and become highly ordered individuals, believing that only through focus and discipline can control be maintained. Others embrace the chaotic nature of their power and take pleasure in drifting with the wind, doing whatever they feel appropriate.
Questions to Consider
How did you get infected with your Chaos Strain? Are you trying to suppress it and live a normal life? Do you glory in the power it gives you? How did your fellows look at you once you were infected and started showing mutations? How do you feel about the creatures that infected you? Do you wish to join them in Chaos or do you despise them? Or something else entirely?
Quick Build
To quickly build a protean, follow these suggestions. If you want to focus on nimbleness and natural weapons, choose the Skulking Venom Chaos Strain and make Dexterity your highest attribute, with Constitution second. Choose Acrobatics as one of your skill proficiencies. If instead you want to be a durable grappler, choose the Brutish Ichor Chaos Strain and make Strength your highest attribute with Constitution a close second. Choose Athletics as one of your skill proficiencies.
Class Features
As a protean, you gain the following features.
Hit Points
Hit Dice: 1d8 per protean level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per protean level after 1st.
Proficiencies
Armor: none
Weapons: simple weapons
Tools: none
Saving Throws: none (see Chaos Strain)
Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Nature, Perception, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
any simple weapon
(a) two javelins or (b) two daggers
leather armor (if proficient)
(a) a burglar’s pack or (b) an explorer’s pack
Level
Proficiency
Features
Mutation Die
Simultaneous Mutations
1
2
Chaotic Strain
1d4
-- (other than the one granted by the subclass)
2
2
Mutations
1d4
1
3
2
Strain Feature
1d4
1
4
2
Ability Score Increase
1d4
1
5
3
Extra Attack
1d6
1
6
3
Instinctive Adaptation
1d6
1
7
3
Strain Feature
1d6
1
8
3
Ability Score Increase
1d6
1
9
4
Greater Mutations
1d6
1
10
4
Persistent Mutation
1d6
2
11
4
Strain Feature
1d8
2
12
4
Ability Score Increase
1d8
2
13
5
Aberrant Physiology
1d8
2
14
5
Perfected Mutations
1d8
2
15
5
Strain Feature
1d8
2
16
Ability Score Increase
5
1d8
2
17
6
Shapechanger
1d10
2
18
6
Persistent Mutation (2)
1d10
2
19
6
Ability Score Increase
1d10
2
20
6
Master of Mutations
1d10
2
Chaotic Strain
As a protean, your powers stem from the effect of a rare strain of disease known as a Chaos Strain. While most who are contaminated fall under its influence become ravening monsters, you have learned to draw power from that contaminant and bend its twisted energy to your own purposes.
These strains come in countless varieties. At first level you are infected by one strain of your choice. Two common strains, Brutish Ichor and Skulking Venom, are detailed at the end of this class description. Each strain grants features when you choose it at 1st level and then again at 3rd, 7th, 11th, 15th, and 18th level.
Mutations
The destabilizing influence of chaos alters the bodies of those it infects. They become plastic and responsive, altering to fit the needs of the moment. These alterations are called mutations. Each mutation alters a specific body part. No two mutations can alter the same body part at the same time. Mutations that provide random effects use your Mutation Die, which is 1d4. As you progress in the class, the strength of these mutations grows in several ways. First, the size of your mutation die increases as shown in the Mutation Die column of the protean table. Second, you unlock new tiers of effects at higher levels--Greater Mutations at 9th level and Perfected Mutations at 14th level. The effects of higher tiers are cumulative with the lower ones.
At 2nd level you can only maintain one mutation at a time other than the one granted by your Chaos Strain. At higher levels you can sustain more mutations at the same time, as shown in the Simultaneous Mutations column of the protean table. You know all the mutations on the list presented at the end of this class description but can only manifest up to your limit at any one time. Each mutation specifies the action requirement to manifest that mutation. If activating a new mutation would put you over your limit, you can choose what other mutation gets suppressed. Active mutations are permanent until switched out for another mutation.
Some mutations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Mutation save DC = 8 + your proficiency bonus + your Constitution modifier
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Instinctive Adaptation
Starting at 6th level, your body adapts to changing conditions immediately. You can breathe both air and water and gain a swim speed equal to your walking speed.
Since your body adapts so fast, you are also immune to disease.
Persistent Mutation
Starting at 10th level, you can keep one mutation active even after you switch it out for another, as long as the body slot is not used by the new mutation. This persisted mutation does not count against your active mutation limit, but you do not gain the Greater or Perfected benefit from a mutation persisted in this way. Starting at 18th level you can persist two mutations in this way.
Aberrant Physiology
Starting at 13th level, you count as an aberration instead of a humanoid when determining legal targets of spells. You also gain immunity to poison as well as magical effects that change your shape.
Shapechanger
Starting at 17th level, you can assume the form of another creature for one hour. The new form can be of any aberration or monstrosity with a challenge rating equal to your level or lower. You must have seen this sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. All the other requirements are as the shapechange spell. Once you use this feature, you must complete a long rest before you can use it again.
Master of Mutations
At level 20, activating mutations no longer requires an action. Once you mutate a body part however, you cannot change that mutation until the beginning of your next turn, and two mutations that share a body part cannot be active simultaneously.
In addition, you can unleash the chaos strain’s power as an action on your turn, mutating every body part simultaneously at full power for one minute (ignoring your usual active mutation limit). Once you use this feature in this way, you cannot use it again until you finish a long rest.
I've got a player who will be playtesting the following class (which I wrote for a contest a long time ago) in a few weeks. Before that, I'd like to clean up any last glaring issues and (possibly) get ideas for more mutations. Your help in doing so would be very much appreciated. The player will be taking the Skulking Venom subclass. Multiclassing (for the purposes of the playtest) is not allowed.
Protean
A gang of ruffians chase a heavy-set man down an alleyway. As they turn a corner, he disappears into the shadows. They pile on past; he pours himself from a crack between buildings much too small to fit his frame. Grinning, he reshapes his legs and jumps to the top of the 30-foot-tall building and vanishes into the night.
A slender woman and her team fight a group of ogres that tower over them. Suddenly, her frame expands to twice its prior size and she grabs one of the ogres in a massive fist. With a grunt and a swing, she sends it flying dozens of feet into another ogre threatening her comrade.
A wood elf fights on a ship’s deck, bare-handed except for gleaming claws that jut from his fists. When allies are dragged under the waves by sahuagin warriors, he dives under the waves, growing fins and gills to come to the rescue.
Warlocks strike pacts and cast spells. Theirs is a power drawn from study, from bargains, and from spells. Not so with the protean. Her power comes from the pits of chaos, as unpredictable and wild as the inhabitants of that plane. That power reshapes her flesh, forming it to whatever shape she needs.
Wild Wanderers, Feared Mutants
Proteans are rare. Most who encounter beings of Chaos die outright; the few who survive the initial encounter but are infected with the Strain are converted into chaotic beings that must be put down for the safety of others. Only a tiny minority are able to master the strain and use its power.
Proteans are often looked at as aberrations, as monsters. Those that show their mutations are rarely welcome in the more superstitious areas and are often driven out. They are welcomed by the criminal underworld’s denizens, who take a more pragmatic view of the power conferred on the protean. Venomites are especially welcome with their flexibility and stealth. Ichorites find work as bruisers or bouncers, where physical strength and fearsome mien are valued commodities. Those that don’t join underworld organizations often wander, taking jobs as they find them.
Some proteans find strength in rituals and routines and become highly ordered individuals, believing that only through focus and discipline can control be maintained. Others embrace the chaotic nature of their power and take pleasure in drifting with the wind, doing whatever they feel appropriate.
Questions to Consider
How did you get infected with your Chaos Strain? Are you trying to suppress it and live a normal life? Do you glory in the power it gives you? How did your fellows look at you once you were infected and started showing mutations? How do you feel about the creatures that infected you? Do you wish to join them in Chaos or do you despise them? Or something else entirely?
Quick Build
To quickly build a protean, follow these suggestions. If you want to focus on nimbleness and natural weapons, choose the Skulking Venom Chaos Strain and make Dexterity your highest attribute, with Constitution second. Choose Acrobatics as one of your skill proficiencies. If instead you want to be a durable grappler, choose the Brutish Ichor Chaos Strain and make Strength your highest attribute with Constitution a close second. Choose Athletics as one of your skill proficiencies.
Class Features
As a protean, you gain the following features.
Hit Points
Hit Dice: 1d8 per protean level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per protean level after 1st.
Proficiencies
Armor: none
Weapons: simple weapons
Tools: none
Saving Throws: none (see Chaos Strain)
Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Nature, Perception, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
any simple weapon
(a) two javelins or (b) two daggers
leather armor (if proficient)
(a) a burglar’s pack or (b) an explorer’s pack
Level
Proficiency
Features
Mutation Die
Simultaneous Mutations
1
2
Chaotic Strain
1d4
-- (other than the one granted by the subclass)
2
2
Mutations
1d4
1
3
2
Strain Feature
1d4
1
4
2
Ability Score Increase
1d4
1
5
3
Extra Attack
1d6
1
6
3
Instinctive Adaptation
1d6
1
7
3
Strain Feature
1d6
1
8
3
Ability Score Increase
1d6
1
9
4
Greater Mutations
1d6
1
10
4
Persistent Mutation
1d6
2
11
4
Strain Feature
1d8
2
12
4
Ability Score Increase
1d8
2
13
5
Aberrant Physiology
1d8
2
14
5
Perfected Mutations
1d8
2
15
5
Strain Feature
1d8
2
16
Ability Score Increase
5
1d8
2
17
6
Shapechanger
1d10
2
18
6
Persistent Mutation (2)
1d10
2
19
6
Ability Score Increase
1d10
2
20
6
Master of Mutations
1d10
2
Chaotic Strain
As a protean, your powers stem from the effect of a rare strain of disease known as a Chaos Strain. While most who are contaminated fall under its influence become ravening monsters, you have learned to draw power from that contaminant and bend its twisted energy to your own purposes.
These strains come in countless varieties. At first level you are infected by one strain of your choice. Two common strains, Brutish Ichor and Skulking Venom, are detailed at the end of this class description. Each strain grants features when you choose it at 1st level and then again at 3rd, 7th, 11th, 15th, and 18th level.
Mutations
The destabilizing influence of chaos alters the bodies of those it infects. They become plastic and responsive, altering to fit the needs of the moment. These alterations are called mutations. Each mutation alters a specific body part. No two mutations can alter the same body part at the same time. Mutations that provide random effects use your Mutation Die, which is 1d4. As you progress in the class, the strength of these mutations grows in several ways. First, the size of your mutation die increases as shown in the Mutation Die column of the protean table. Second, you unlock new tiers of effects at higher levels--Greater Mutations at 9th level and Perfected Mutations at 14th level. The effects of higher tiers are cumulative with the lower ones.
At 2nd level you can only maintain one mutation at a time other than the one granted by your Chaos Strain. At higher levels you can sustain more mutations at the same time, as shown in the Simultaneous Mutations column of the protean table. You know all the mutations on the list presented at the end of this class description but can only manifest up to your limit at any one time. Each mutation specifies the action requirement to manifest that mutation. If activating a new mutation would put you over your limit, you can choose what other mutation gets suppressed. Active mutations are permanent until switched out for another mutation.
Some mutations require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Mutation save DC = 8 + your proficiency bonus + your Constitution modifier
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Instinctive Adaptation
Starting at 6th level, your body adapts to changing conditions immediately. You can breathe both air and water and gain a swim speed equal to your walking speed.
Since your body adapts so fast, you are also immune to disease.
Persistent Mutation
Starting at 10th level, you can keep one mutation active even after you switch it out for another, as long as the body slot is not used by the new mutation. This persisted mutation does not count against your active mutation limit, but you do not gain the Greater or Perfected benefit from a mutation persisted in this way. Starting at 18th level you can persist two mutations in this way.
Aberrant Physiology
Starting at 13th level, you count as an aberration instead of a humanoid when determining legal targets of spells. You also gain immunity to poison as well as magical effects that change your shape.
Shapechanger
Starting at 17th level, you can assume the form of another creature for one hour. The new form can be of any aberration or monstrosity with a challenge rating equal to your level or lower. You must have seen this sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. All the other requirements are as the shapechange spell. Once you use this feature, you must complete a long rest before you can use it again.
Master of Mutations
At level 20, activating mutations no longer requires an action. Once you mutate a body part however, you cannot change that mutation until the beginning of your next turn, and two mutations that share a body part cannot be active simultaneously.
In addition, you can unleash the chaos strain’s power as an action on your turn, mutating every body part simultaneously at full power for one minute (ignoring your usual active mutation limit). Once you use this feature in this way, you cannot use it again until you finish a long rest.