View Single Post

Thread: Ozodrin (5E Conversion, PEACH)

  1. - Top - End - #1
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Ozodrin (5E Conversion, PEACH)

    Ozodrin
    The wolf's fangs dig deeper into his side. No matter. The dwarf's own fangs, stronger and ever more numerous, tore faster and even deeper into his erstwhile foe. He had yet to lose an eating contest, for survival or otherwise.
    _The elf emerges from the party, her hidden eyes quickly scouting in all directions for any onlookers. She smiles - the balcony is unwatched! With a moment's thought the woman's flesh subtly alters itself to blend into the wall. Her spikes, and her silk, would carry her through the rest of the night.
    _The finned human quickly dives beneath the pier. He was new to town, and had learned a little trick to help him quickly take stock of the many cities he encountered during his travels. The carefully designed puppet, indistinguishable to the coming sailors from a real child, waits. Perhaps he should make it wave...?

    _It is difficult to paint, in one stroke, a group so based in personal freedom. Are ozodrin quirky fellows? Are they pained individuals, spiraling down a path of transformation that bodily, mentally, and even spiritually warps them to the core? Perhaps they imagine themselves as pilgrims, seeking truths deeper than the reality you know. What it truly means to be an ozodrin likely differs for each one. What they have in common, however, are their powers: ozodrin posses the ability to freely modify their body in a variety of ways; adding eyes, tentacles, limbs, mouths, fins, and all manner of other changes and alterations to their bodies.

    The Freedom of Flesh
    There are many shapeshifting powers in the world, spells and techniques that allow their user to take the form of a suitable creature while their true self is concealed within. The world handles the details, allowing for the precise copying of other species. The physical alterations an ozodrin makes to themselves do not work this way and cannot work this way, for their power is not tied to the universe at large. Like molded clay, an ozodrin's body can only superficially mimic others. More often than not, they do not mimic anything at all, choosing instead to be a unique entity designed to their liking. If there is any point of spiritual commonality it would lie in the importance of their primary trait and its ethos, whether it be the one that manifested first or the one that overwhelmed all others upon its development. How they were set on this path varies from ozodrin to ozodrin. An aberrant bloodline, experimentation, divine manipulation, or exposure to forces beyond comprehension are just a few possibilities; in many ways their possible pasts are reminiscent of those that mark one as a sorcerer. The key difference is that while a sorcerer is filled and infused with power, an ozodrin is often severed. Clipped free of the world's tree so that their essence may grow in new and often bizarre ways.

    An Interesting Life
    Ozodrin are rare in the world, and the strongest among them are well-equipped to recede into myth. Younger ozodrin, however, are rather likely to take up adventuring. The power of an ozodrin comes from them alone but it rarely increases with time. Like how a warrior needs exercise to hone their muscles, an ozodrin needs personal trials to stress and temper their existence. A fraught and perilous journey through the wilds, a deadly struggle in the bowels of a city, a tense battle of wits and subterfuge between noble factions.. to an ozodrin these experiences are themselves of greater value than the treasures at the end. Whatever an individual ozodrin's hopes and dreams are, if they need strength to achieve those dreams and realize those hopes then what they need most is exactly what adventuring can provide.

    Creating an Ozodrin
    When making an ozodrin, consider when your growth began and how it has shaped you. Were you young? Were you old? What beliefs did you hold before your first transformation, and how have those beliefs changed? Have they changed? Perhaps your primary trait reflected your personality from the beginning, or perhaps you only grew to reflect it in time. Perhaps it does not reflect you still, a contradiction at the heart of your existence. Once the core manifestation of your power is settled, look outward. How have you chosen to interact with the world? How has the world chosen to interact with you? Are you close friends with one or more members of your party, or are you are only beginning to form (or reform) ties with those beyond yourself? Do you want those ties? If not, why are you traveling with a group - and why are they traveling with you?

    Quick Build
    You can build an Ozodrin quickly by following these suggestions. First, choose your Primary trait. Your highest ability score should either be Strength (Orifice, Flesh), Dexterity (Tentacle, Fin, Spike, Puppet), or Charisma (Eye) depending on your choice of Primary trait. Your second highest score should be Constitution (Any) or Wisdom (Eye). Second, choose the Outlander background.

    Level Prof. Bonus Features Form Points Max Tier (Primary) Max Tier (Secondary) Max Tier (Tertiary)
    1 +2 Modify Form, Trait Archetype (Primary), Unarmored Defense 2 I - -
    2 +2 Worldly Guise, Trait Archetype (Secondaries) 3 I Base -
    3 +2 Focus Surge 4 I Base -
    4 +2 Ability Score Improvement 5 I Base -
    5 +3 MultiAssault, Unearthly Power 6 I Base -
    6 +3 Trait Archetype (II/I/-) 7 II I -
    7 +3 Colluding Anatomy, Trait Archetype (Tertiaries) 8 II I Base
    8 +3 Ability Score Improvement 9 II I Base
    9 +4 Overwrought Form 10 II I Base
    10 +4 Aberrant Metamorphosis 11 II I Base
    11 +4 Trait Archetype (III/II/I) 12 III II I
    12 +4 Ability Score Improvement 13 III II I
    13 +5 Decentralized Existence 14 III II I
    14 +5 Irregular Mind 15 III II I
    15 +5 Ageless Existence (Body) 16 III II I
    16 +5 Ability Score Improvement, Trait Archetype(IV/III/II) 17 IV III II
    17 +6 Ageless Existence (Mind) 18 IV III II
    18 +6 Reified Image 19 IV III II
    19 +6 Ability Score Improvement 20 IV III II
    20 +6 Fateless 21 IV III II

    Class Features
    As an Ozodrin, you gain the following class features:

    Hit Points
    Hit Dice: 1d10 per ozodrin level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ozodrin level after 1st

    Proficiencies
    Armor: Light Armor, Medium Armor
    Weapons: Clubs, daggers, darts, slings, light crossbows
    Tools: None
    Saves: Constitution and Charisma
    Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Performance, Sleight of Hand, and Stealth

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) any simple weapon, (b) a light crossbow and 20 bolts, or (c) 10 darts
    • (a) an explorer's pack or (b) a dungeoneer's pack
    • 2 daggers

    If you choose to use the alternative starting gold option (page 143 of the player's handbook), you start with 2d4 x 10 gold.

    Modify Form
    As an ozodrin, you are capable of altering your body with two kinds of alterations: Base alterations and Advanced alterations. Like mundanely shaped clay, spells and effects treat your current alterations as part of your original form. Some abilities granted by your Advanced alterations, however, are magical in nature. Each trait has a Base alteration, and then four tiers (I, II, III, IV) of Advanced alterations. Which alterations you have access to depends on your level and your Trait Archetype.

    (_) Base alterations
    Base alterations are simple alterations that modify your body in visible ways, such as by adding tentacles. Base alterations do not cost form points. You may add, remove, or otherwise modify your Base alterations as an action, and/or as a bonus action on your turn.

    (_) Advanced alterations
    Advance alterations do not inherently change what you look like, although they may give additional options when using your Base alterations. Advanced alterations cost form points. You gain 2 form points at 1st level, and then gain 1 additional form point at each subsequent level. You may redistribute all of your form points, removing any number of your chosen Advanced alterations and replacing them with others you have access to, when you finish a long rest.

    Trait Archetype
    Each ozodrin is better at making certain kinds of alterations to their form. This distinction runs deeper than looks - each trait has its own way of doing things, both in combat and outside of it. Whether this distinction is tied to an ozodrin's views on life itself, is just their preferred tool-set, or is something in between... well, that's a question only they can answer. Your Trait Archetype consists of one Primary trait and two Secondary traits, with the remaining traits being Tertiary, and is determined as follows:

    At 1st level, choose one of the seven traits: Tentacle, Flesh, Eye, Orifice, Spike, Puppet, or Fin. This is your Primary trait. You gain access to the Tier I and Base alterations of the chosen trait, as shown in the Max Tier (Primary) column of the Ozodrin table.

    At 2nd level, choose two of the remaining traits. These are your Secondary traits. At this level you gain access to the Base alterations of your Secondary traits, as shown in the Max Tier (Secondary) column of the Ozodrin table.

    At level 6 you gain access to the Tier II alterations of your Primary trait and the Tier I alterations of your Secondary traits. At least half of your form points must be spent on Primary trait alterations.

    At level 7, the remaining unchosen traits become your Tertiary traits. At this level you gain access to the Base alterations of your Tertiary traits, as shown in the Max Tier (Tertiary) column of the Ozodrin table.

    At level 11 you gain access to the Tier III alterations of your Primary trait, the Tier II alterations of your Secondary traits, and the Tier I alterations of your Tertiary traits. You cannot spend more than 1/4th of your form points on Tertiary trait alterations.

    At level 16 you gain access to the Tier IV alterations of your Primary trait, the Tier III alterations of your Secondary traits, and the Tier II alterations of your Tertiary traits.

    Archetype Form Point Restriction: As noted above, at least half your form points must be spent on Advanced alterations granted by your Primary trait, and no more than one-fourth of your form points can be spent on Tertiary trait alterations. For example, if you had 13 form points you would have to spend 7 of them on your Primary trait alterations, and could not spend more than 3 on your Tertiary trait alterations.

    Unarmored Defense
    When wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

    Worldly Guise
    At 2nd level, you gain one of the following features of your choice.
    • Blending In. You may add your proficiency bonus to any ability check made to disguise your alterations and their use as something ordinary, or at least not monstrous. For example, pretending your tentacles are whips. This ability cannot help you mimic anything specific, like a renowned whip.
    • Standing Out. You may add your proficiency bonus to any ability check made to look especially monstrous or otherworldly. This ability cannot help you mimic anything specific, like a legendary monster.

    In either case, if you would already be able to add your proficiency bonus to such a check, such as due to being proficient with the related tool or skill, your proficiency bonus is doubled. This doubling does not stack with Expertise. You may change your choice whenever you reach a level in this class that grants the Ability Score Improvement feature.

    Focus Surge
    At third level and above, if you have not yet performed an action on your turn, you can enter a state of exceptional focus until the end of your turn. While in this state, you can only use your actions to use abilities granted by your Primary trait alteration(s) or make attacks granted by your Primary trait alteration(s). This includes regular attacks made by weapons formed via alterations (such as a primary(Tentacle) ozodrin's tentacles), but not special combat actions (unless a qualifying alteration says otherwise). While so focused, you can take one additional action, in addition to your action and possible bonus action.

    Once you use this ability, you must finish a short or long rest before you can use it again.

    Ability Score Improvement
    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.

    MultiAssault
    Starting at 5th level, whenever you spend an action on your turn to use an ability or attack that was granted by your Base and/or Advanced alteration(s) you may use a second ability or attack that was granted by your alterations. This includes regular attacks made by weapons formed via alterations (such as tentacles), but not special combat actions (unless one of your Advanced alterations says otherwise). Bonus actions are not effected by this feature - you don't get to use a second ability / attack.

    Unearthly Power
    Starting at 5th level, attacks granted by your alterations, and weapons formed by your alterations, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Furthermore, the abilities granted by your alterations count as magical for the purpose of overcoming resistance and immunity to nonmagical effects.

    Colluding Anatomy
    Starting at 7th level, your internal organs and bodily processes become increasingly responsive to your will. You have advantage on saving throws made against poisons and diseases. Furthermore, you may use a bonus action on your turn to exercise conscious control over one or more of your automatic bodily functions (precisely control your heartbeat, stop sweating, blush, etc).

    Overwrought Form
    At 9th level, you become capable of warping your body beyond its limits, for a time. Upon gaining this ability, choose 3fp worth of Tier I advanced alterations you have access to. You can change this choice whenever you reach a level in this class that grants the Ability Score Improvement feature, and starting at 12th level you can also choose Tier II alterations from your Primary and/or Secondary traits when you do so.

    You can meditate for one minute in order to gain the benefits of one or more of these chosen alterations for one hour without using any form points. For each chosen alteration, you only gain its benefits if you both meet its prerequisites and have not already added it to your current form. In addition, if the alteration has a usage limit, the limit is reduced to a single use (e.g. "twice per long rest" -> "once per long rest") when you gain its benefits in this way. Once you use this feature you must complete a long rest before doing so again.

    Aberrant Metamorphosis
    Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you. However, you retain sufficient familiarity with your former state of being to partially conceal yourself; spells and effects that detect the presence of aberrations do not sense you unless you're within 10' of the source of the effect.

    Furthermore, whenever you finish a long rest you may modify your non-trait body parts (such as your normal legs). This ability works as follows:
    • You may add/remove/relocate non-trait alteration body parts, up to a maximum of however many you would have had without this ability. For example, you could remove your normal eyes one day and regain them a different day or move them from one part of your body to another.
    • You can change the general shape and features of your Torso, Neck, and Head. For example, you could become a ball of flesh with limbs or some kind of dog-person. This ability cannot be used to change your size category.
    • You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

    Decentralized Existence
    Starting at 13th level, parts of you do not die when cut off and parts that would normally be dead (like visible hair) remain alive instead. You can reattach your dismembered pieces with an action. You have no control over your severed parts, and you cannot feel through them. If you die all of your severed parts die as well.

    Furthermore, you always know the direction and distance to any part of your body, along with the nature [hair, leg, etc] and current condition of the body part. If someone uses a piece of you as a material component, you control the resulting effect rather than the caster.

    Finally, you can survive and continue thinking without a head, brain, or any other equivalent; if you have a head losing it will not kill you.

    Irregular Mind
    Starting at 14th level, you may, whenever you fail a wisdom or intelligence saving throw, roll a charisma saving throw against the same DC. On a success, any non-instantaneous result of failing the wisdom or intelligence saving throw only lasts until the end of your next turn. For example, if you were charmed the effect would only last until the end of your next turn.

    Ageless Existence
    Starting at 15th level you may alter your physical age after finishing a long rest. Furthermore, you are no longer capable of dying of old age. Other paths only delay the inevitable, but it could be said your body is no longer on speaking terms with the natural order of things.

    Starting at 17th level you may also alter your mind after finishing a long rest, potentially changing the way you think and even your memories. Examples of such changes include the development of multiple personalities, becoming mindless (not advised), becoming a sleeper agent, any of the truly alien mindsets aberrations are known for, etc.

    Reified Image
    Starting at 18th level, you can treat any intentional depiction of yourself (a drawing, a statue, etc - it need not be accurate but it must have been made to represent you, specifically) as a part of your body for the purposes of Decentralized Existence and this class feature. If the depiction is a small part of a much larger object - such as graffiti on a wall - only the depiction itself and connected parts within 5' of the depiction count as a part of your body.

    Furthermore, as an action you may choose any part of your body that is currently solid (e.g. not water, light, etc), is not currently attached to you, and is not a part of any other creature to serve as your Proxy. You may use your base alterations to modify your Proxy as though it were you, such as by adding wings to a painting of yourself, and your Proxy benefits from all of your advanced alterations. You must use your own actions to control your Proxy, and can only directly manipulate the alterations you add to it - even if the object you chose to be your Proxy has moving parts it is still inanimate. For example, you would have to add tentacles, fins, or wings to give your Proxy a movement speed. Likewise, you must add sensory organs to your Proxy to see its surroundings. Any damage that would be dealt to your Proxy is dealt to you instead. If an effect would affect the mind of the Proxy or reduce its maximum hit point total, it affects you instead. Otherwise, any non-damaging effects of spells and abilities used on the Proxy only affect your Proxy. At the DM's option, there may be other spells and effects that affect you instead of your Proxy. This effect lasts for 10 minutes, even if the Proxy changes form/ceases to be solid/etc, or until you end it as an action. Any alterations made to the former Proxy immediately dissolve into nothingness.

    Once you choose a Proxy, you must finish a long rest before doing so again.

    Fateless
    At 20th level you achieve a mastery over your existence that lesser beings can only imagine. You may choose to have your soul linger upon death; remaining in your own corpse or any other solid object that counts as a part of you for the purpose of the Decentralized Existence class feature. You may revive yourself in a year's time, budding off of the object/corpse, unless whatever your spirit inhabits is destroyed (or you are revived by other means). If your soul lingers in your own corpse (instead of some object or body part that was severed before your death) it only takes you a month to revive. The revival otherwise functions like True Resurrection. Objects containing your soul bleed when struck. You may telepathically communicate with any creature within 5' of whatever object/corpse holds your soul but are otherwise powerless while recovering (but see below).
    Furthermore, whenever your soul would be extracted or destroyed, even if you are currently dead, you may make a Charisma saving throw to negate the effect. If the effect does not have a listed DC the saving throw DC is 17.
    Last edited by Magikeeper; 2024-04-18 at 03:27 PM.