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Thread: Ozodrin (5E Conversion, PEACH)

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    Default Re: Ozodrin (5E Conversion, PEACH)

    @sallyisgreat - I had some versions like that, it has the issue of leaving people to wonder if attacking the flesh hurts the Ozodrin and the like. The bloodstain is clearly just a symbol. Still pondering.

    --

    In the meantime, I've been thinking of a Fin overhaul. The intent is to make low-level Fin more interesting in combat and a little more versatile, and to make doing things besides Razor Fin a more viable option. I’m not editing in the fin changes just yet, as this would include some sizable changes. Overall, easier to deal reasonable damage with regular fin attacks / cheaper FP-wise. Razor Fin would be a bonus action again that deals 3d4 but it would now restrict your actions to only using Dash/Disengage/Shove/Ability checks. The main issue with balancing Razor Fin and improving fin attacks was using them together, after all.

    Spoiler: FIN OVERHAUL
    Show
    TI:
    2fp - Whirling Fins
    When you hit a creature with a fin attack on your turn you may, as a bonus action, do one of the following if you're not wearing heavy armor:
    • Use the force of the blow to push yourself 5' in any direction. This movement does not provoke an opportunity attack.
    • Deal 1d6 bludgeoning damage to the stuck creature.
    • Make a special Shove attempt against the struck creature. You may add your Dexterity modifier (minimum +0) to the Strength(Athletics) check made to do so.

    Furthermore, you gain proficiency in Acrobatics. If you were already proficient, your proficiency bonus is doubled for any check made with it. This doubling does not stack with Expertise.

    1fp – Momentous Fins [Replacing Martial Fins]
    Like a tightly wound spring, your musculature is particularly adept at storing the kinetic force brought about by your motions but can’t hold it for long. When you damage an opponent with a fin attack, if you moved at least 10 feet in a straight line this turn, the struck foe takes an additional 1d6 damage. You can only apply this extra damage once per turn, but it can stack with the ability below.

    Furthermore, you can store the kinetic force brought about by outside forces; when you take bludgeoning, slashing, and/or piercing damage you can use your reaction to store the force of the blow. You can then release the stored force the next time you successfully score a hit with a fin attack before the end of your next turn. If you do, the attack deals an additional amount of bludgeoning damage equal to half the total amount bludgeoning, piercing, and/or slashing damage you were previously dealt, rounded down (e.g. if you use your reaction after being hit with an arrow for 9 piercing damage, your fin attack would deal an additional 4 bludgeoning damage). Once you’ve used two reactions this way, you must finish a short or long rest before doing so again.

    2fp - Swift Fins – Same as before, but you can also subtract 10 feet when calculating falling damage.

    1fp – Specialized Organs
    You can modify your internal organs to better support continual movement and lengthy dives. You can hold your breath four times as long you would otherwise be able to, and become immune to atmospheric pressure effects and altitude sickness. You also have advantage on Constitution saving throws made to move/travel quickly for long periods of time and on any ability checks made to move in adverse conditions (stormy water, strong winds, etc).

    Furthermore, at the end of any creature’s turn you can use your reaction to move 5’. This provokes opportunity attacks as normal. Once you’ve used two reactions this way, you must finish a short or long rest before doing so again.

    1fp - Digging Fins – No Change. Should this change?

    TII:
    1fp – Flowing Motions (Requires Specialized Organs)
    You can tweak and refine the motor control capabilities of your neural system or its equivalent, allowing you to precisely and efficiently maximize your movements. You can count the Dash and Disengage actions as Fin trait alteration-granted abilities for the purpose of using them with the MultiAssault and Focus Surge features.

    Furthermore, when you take the Dash action you can make an attack with a fin as a bonus action.

    2fp – Razor Fins
    Your fins may deal slashing damage instead of bludgeoning damage.

    Furthermore, your body’s union of shaping and motion enable feats of traveling destruction more akin to a bladed gust of wind than a living thing. If you have not yet performed an action on your turn you can, as a bonus action, make a Strength or Dexterity ability check and add your proficiency modifier to the result. Until the end of your turn, any opponent you move within 5' of, whose armor class is less than the result of the check, takes 3d4 slashing damage. Roll this damage once and apply it to all effected creatures a single time. You cannot damage the same creature twice with the same use of this ability. Any opponent damaged this way cannot make opportunity attacks against you for the rest of your turn. Until the end of your turn, you can only use your actions to Dash, Disengage, Shove, and/or make ability checks. This does not give you the ability to use these actions with MultiAssault unless you could already do so.

    1fp – Dynamic Fins (Requires Momentous Fins) [Replacing Blitzing Fins]
    You can expertly shift and tweak your musculature to change a single kinetic release into a continuous stream of violence. The extra 1d6 damage granted by your Momentous Fins alteration can be applied to any number of fin attacks each turn instead of just one.

    Furthermore, when you successfully use the shove action to push a creature you may choose to move 5 feet in the same direction to continue the push. Doing this uses your movement as normal. If you do, the creature is pushed back an additional 5 feet.

    Finally, you can count the Shove action as a Fin trait alteration-granted ability for the purpose of using it with the Focus Surge and MultiAssault features.

    1fp - Diving Fins (Requires Swift Fins) - Otherwise same ability.

    TIII:
    1fp – Blitzing Fins (Requires Swift Fins) [Neo Sprinting Fins]
    You may, once per turn as an action, gain additional movement for one turn. This increase equals twice your speed, after applying any modifiers. This ability counts as using the Dash action for the purpose of other abilities and effects (such as Razor Fins). You can only use this ability on your turn, and only then if you are not wearing heavy armor.

    Furthermore, whenever you use this alteration to gain additional movement you also gain the following benefits until the end of the current turn:
    • Enemy creatures have disadvantage on opportunity attacks made against you.
    • If you damage a creature with an attack or ability granted by a Fin trait alteration, such as by attacking with a fin, you may add twice your proficiency modifier to the damage dealt. You may only add this damage once per turn. If the ability damaged multiple creatures (e.g Razor Fins), choose one creature to take the additional damage.


    1fp – Flexible Fins (Requires Whirling Fins) [Replaces Unfettered Motions]
    Your ability to instinctually tweak your movements and musculature to make the most of your motions is further enhanced; when you fail to hit an opponent with a fin, you gain +2 on the next attack roll you make with a fin against that opponent on the same turn. If that attack hits, the struck foe takes an additional 1d4 damage.

    Furthermore, your body can contort and shift itself with a degree of flexibility that strains the notion of what is physically possible. You have advantage on ability checks and saving throws made to escape from grapples and physical restraints. In addition, you can squeeze through openings as though you were half of the size you actually are.

    1fp - Eternal Rhythm (Requires Specialized Organs)
    Your body is utterly efficient in its motions, and is capable of resting in a manner reminiscent of some sharks and marine mammals. You automatically succeed on constitution saving throws made to move for long periods of time and can rest while moving. In addition, you can remain partially conscious while sleeping. While in this state you have disadvantage on all ability checks, cannot speak, and are incapacitated, but can still use your movement and vaguely sense your surroundings.

    Furthermore, as an action, you can regain all expended uses of the ability granted by the Specialized Organs alteration.

    Wings – No change


    I also thought of a better way of handling the level 6 bonus damage alterations – specifically the two-weapon fighting aspect. Just don’t let the off-hand weapon get the bonus damage, done. That brings Ozodrin damage more in line with other attack suites. Also tweaking some other things with those.

    Spoiler: Neo Deadly/Dire/Energy Gen
    Show

    2fp – Deadly Limbs
    You can more skillfully combine shaping and wielding, taking advantage of being able to tweak every twitch from thought to strike for maximum lethality. Your tentacles deal an additional 1d6 damage. This bonus damage does not apply to tentacles wielded as off-hand weapons; when you use two-weapon fighting the extra attack only deals 1d6 (not 2d6).

    Furthermore, you can form tentacles that are especially well-suited for crushing foes. Such tentacles may be more defined limbs such as pincers or arms complete with humanoid hands. This allows you to form tentacles that deal bludgeoning damage instead of slashing damage.

    Finally, your limbs can wield weapons, and can treat attacks with such weapons as alteration-granted attacks for the purpose of using them with the MultiAssault feature. Such attacks do not count as Tentacle trait alteration-granted attacks, nor any other trait, and thus cannot be used with the Focus Surge feature. This ability does not grant you proficiency with any weapons.

    2fp – Energy Generating Flesh
    Choose one of the following damage types when making this alteration: Fire, Cold, Acid, Lighting, Thunder. As a bonus action on your turn you may wreathe yourself in energy; Any creature you successfully shove, grapple, or score a hit against with a melee weapon that's a part of your body (e.g. your slam attack) takes 1d4 damage of the chosen type each time. This effect lasts until the end of your turn. Any creature already touching you (such as a snake constricting you or a foe held in your jaws) when you use this ability takes 2d4 damage of the chosen type.

    Furthermore, as an action, you can perform any minor effect small amounts of the chosen energy could accomplish (using your flesh in place of a match or stove, a bag of ice, a small spark, a vial of acid, a tiny whistle, etc).

    Finally, as an action, you can change the chosen damage type. Once you’ve changed the damage type in this way you may not do so again until you’ve finished a short or long rest.

    2fp – Dire Consumption
    You can more skillfully combine shaping and wielding, taking advantage of being able to tweak every twitch from thought to strike for maximum lethality. Your bite and/or spit attacks deal an additional 1d6 damage. This bonus damage does not apply to bites wielded as off-hand weapons; when you use two-weapon fighting the extra attack only deals 1d6 (not 2d6).

    Furthermore, if you have made the Ravenous Maws alteration you may dedicate yourself even more intensely to extracting every bit of vitality from your dining. Whenever you are granted temporary hit points by your Esurient Craze, you may choose to gain an additional amount equal to your proficiency modifier (for a total of 1d4 + twice your proficiency modifier). If you do, all other creatures have advantage on attack rolls made against you until the beginning of your next turn.


    Edit: I still haven't made the Fin changes, but I have tweaked several other things. Mostly along the lines of taking the early alterations with more lackluster/niche abilities and adding a second minor ability that is at-will if the original ability was limited in use, or limited in use if the original ability was at-will. Some other tweaks and buffs as well. Although they are different from their suggestions, you can draw a line between some of these changes and the playtest results / critique given by that all-ozodrin group. Do continue to make your voice heard, random person reading this~
    Last edited by Magikeeper; 2021-08-31 at 12:19 PM.