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

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    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 it’s 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 point 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. All of the remaining traits are thereafter considered your Tertiary 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 level 7 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.

    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: 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 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; 2022-04-11 at 09:16 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
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    IL, USA
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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Traits
    Any given advanced alteration can only be made once at the same time (For example, you cannot spend 4fp to make the Long Tentacles alteration twice). Each trait has a specific tier – this effects when the trait can be chosen.

    Tentacle
    Spoiler
    Show
    Many faiths have an origin story for the discovery of fire. But as important as that is, before it came the first grasp. The first step. The first creature to recognize that the ability to pick things up, manipulate them, and set them down elsewhere is itself a doorway to endless possibilities. Even magic could be described as just just a more esoteric way for a creature to use some part of themselves, their soul perhaps, to indirectly grasp and manipulate their surroundings.

    The Tentacle trait emphasizes these simple acts, and in doing so is a trait that favors melee combat, tactile manipulation of your surroundings, and overland movement. It is one of the more offensively focused ozodrin traits – if taken as your primary your choice of Secondary traits will likely depend more on what non-combat options they bring to the table, although the Tentacle trait’s lack of ranged capabilities is also something to consider.

    Base Alteration: You can form/remove/modify additional tentacles/tails. Their exact form can vary – flesh, entwined hair, attached scarves, etc – but the appendages must be tentacle-shaped. These tentacles can be used as melee weapons (1d6 slashing damage, light, finesse). You are proficient with your tentacles. You can use two-weapon fighting with tentacle attacks. You may use any of your other available Base alterations to modify your tentacles (adding mouths, eyes, etc).

    Your tentacles can be used to hold and manipulate objects, even while climbing, but cannot wield weapons and/or shields.

    You may also use your tentacles to move, granting you a 30’ base walking speed unless you already have an equal or better walking speed.

    Tier I Advanced Alterations:

    2fp – Long Tentacles
    You can form longer tentacles, giving them and any melee weapon you have formed on them (such as a bite attack) the Reach weapon property. In addition, you may use your tentacles’ reach when determining what objects you can interact with.

    As a bonus action on your turn you can stretch your tendrils further, increasing their reach by an additional 5’ until the end of your turn.

    2fp – Locomotive Limbs
    You can form tentacles that are especially well-suited to overland movement. Such tentacles may superficially look as they did before or be less flexible, more defined limbs like a spider’s legs. Your base walking speed increases by 10’.

    Furthermore, you may, as a bonus action on your turn, apply greater focus to the deft manipulation of your limbs. Until the end of your turn, you can climb at full speed, your jumping distance is doubled, and you have advantage on any Strength(Athletics) checks made as part of a jump or climbing attempt.

    1fp - Tugging Tendrils
    You may, as an action, choose another creature within the reach of your tentacles that is not restrained or grappled by a creature other than yourself. An unwilling creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a success, this effect does nothing. Otherwise, you may pull the target up to 10' to an unoccupied space that’s also within the reach of your tentacles. If the creature is no more than one size larger than yourself you may choose to also knock them prone. If the target was already prone, you may choose to pull them back to their feet instead.

    Furthermore, once per round when you hit a creature with a tentacle, provided the creature is no more than one size larger than yourself, you can pull them up to 5’ closer to you (no save). If the creature is already adjacent to you, you can instead tug them up to 5’ to a different unoccupied space that's also adjacent to you.

    1fp – Devious Tentacles
    Your tentacles are well-poised to be tweaked and shifted on the spot to maximize their capability for quickly performing a variety of fine, subtle motions. You gain proficiency in the Sleight of Hand skill. If you're already proficient in it, your proficiency bonus is doubled for any check made with it. This doubling does not stack with Expertise.

    Furthermore, you may count using the Sleight of Hand skill as a Tentacle trait alteration-granted ability for the purpose of using it with the MultiAssault and Focus Surge features.

    Finally, you gain an additional free object interaction each turn. For example, you could open a door during your move and then close it behind you. You may, as an action on your turn, increase your number of available interactions by another three. These benefits do not apply to objects you could not normally interact with without using an action (e.g. you can’t activate two magic items or use two bags of caltrops).

    2fp – Terpsichorean Limbs
    Your tentacles can seamlessly weave and shift in an intricate dance well-suited to adjusting your stance and deflecting forceful blows. This capability increases your armor class by 2 whenever you benefit from your Unarmored Defense feature and are not wielding a shield.

    Furthermore, you may, as bonus action on your turn, use such motions for guiding attention as well. Enemy creatures within the reach of your tentacles have disadvantage on opportunity attacks, Wisdom(Perception) checks, and Intelligence(Investigation) checks. Only creatures that can perceive you can be distracted in this way. These effects lasts until the beginning of your next turn.

    Finally, you have advantage on Charisma(Performance) checks made to dance with the assistance of your tentacles.

    Tier II Advanced Alterations:

    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. Melee weapons wielded this way can use your tentacles’ reach in place of their own. You can use such weapons with the MultiAssault feature, but cannot use them with the Focus Surge feature. This ability does not grant you proficiency with any weapons.

    1fp - Coiling Tendrils (Requires Tugging Tendrils)
    You can, as a bonus action your turn, ready your tentacles to harass and partially restrict the movement of chosen foe you can see, like a mass of tugging vines. If you do, the chosen creature treats any space within the reach of your tentacles as difficult terrain. This effect lasts until the beginning of your next turn.

    Furthermore, when you use the abilities granted by the Tugging Tendrils alteration to knock a creature prone, if the creature is within 5' of you after being pulled, you may choose to have that creature be grappled instead.

    Finally, when you use the abilities granted by the Tugging Tendrils alteration to move a willing creature you may lightly toss them an additional 5' in any direction. This additional distance does not have to be within the reach of your tentacles.

    1fp – Gripping Limbs (Requires Locomotive Limbs)
    You can form limbs that are particularly adept at holding onto and traversing surfaces (small hooks, suction cups, etc). This gives you the ability to climb across completely smooth surfaces and ceilings.

    Furthermore, you may, as a bonus action on your turn, more firmly secure your grip on a creature you are currently grappling. The chosen creature has disadvantage on any ability check made to escape from the grapple. In addition, you may drag or carry the chosen creature at full speed as long as it is not one or more sizes larger than you. These benefits last until the beginning of your next turn.

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

    2fp – Magic Ripping Tentacles
    You may, as a bonus action on your turn, sense whether or not your tentacles are in contact with a magical effect, magical object, and/or an object or creature with a spell on it. You have to touch the target, or wave your limbs within the area of the magical effect, to sense magic in this way. You do not learn any other information about the magic involved, only its presence and location.

    Furthermore, your tendrils can slash apart magical energies. As an action you may choose any one creature, object, or magical effect within reach of your tentacles. Make a Strength or Dexterity ability check and add your Proficiency modifier to the result. Any spell on the target whose level is less than the result minus 10 ends. Spells with additional restrictions on dispelling attempts (Such as requiring a Dispel Magic spell cast as a 9th level spell) cannot be ripped apart in this way. After making two dispel attempts this way, you must finish a short or long rest before doing so again.

    Tier III Advanced Alterations:

    2fp – Whipping Tendrils
    You may, as an action, do one of the following:
    • Swipe. Make a single tentacle attack with disadvantage and apply it to two or fewer opponents that are within reach of your tentacles and within 5' of each other.
    • Sweep. Choose three or fewer opponents within your tentacles' reach. Each opponent must be within 5' of at least one other effected opponent and no more than one size larger than yourself. Make a single tentacle attack with disadvantage. Any opponent that would be hit by the attack is knocked prone instead of taking damage.
    In either case, any advantage you would have against the target(s) is ignored unless your attack would have advantage against every target, in which case it cancels out the disadvantage as normal.

    2fp - Rending Tendrils (Requires Devious Tentacles)
    The refined motions of your limbs are as sharp as they are fine, aiding you in a a more violent sort of multitasking and coordinated tearing. Once per round, when you damage an opponent with two or more tentacle attacks on the same turn, or damage an opponent you are grappling with one or more tentacle attacks, you may have the damaged creature take an additional 2d6 slashing damage. If multiple opponents qualify for this damage in the same round, such as via the effects of the Whipping Tendrils alteration, choose one of them to take the additional damage.

    Furthermore, at the end of any other creature's turn, you can use your reaction to make an attack with your tentacles. Once you have used three reactions this way, you must finish a short or long rest before doing so again.

    1fp – Space Clutching Limbs (Requires Gripping Limbs)
    If a creature you are grappling attempts to escape via teleportation or planar travel they must make Charisma saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, they remain where they are.

    Furthermore, you can, as an action, gain the ability to magically grasp space itself until the end of your next turn. This effectively allows you to grasp and/or step on spacial rods wherever you need them to be. This allows for such feats as climbing through water or jumping to a spot in the middle of the air. These spacial rods look like distorted space (like you were grasping part of a vast fabric), can bear any amount of weight, cannot be moved, and are large enough to grasp / step on with multiple limbs. Other creatures and objects cannot interact with these rods. These rods lasts until the end of your next turn or until you are no longer in contact with them, whichever comes first. Like dashing, this capability cannot be used for extended periods of time; you cannot use this ability for overland travel nor while resting.

    2fp – Tactile Tentacles
    Your tentacles' sense of touch and ability to discern vibrations is greatly refined, giving you 30 feet of Tremorsense. Your tendrils can sense perturbations in the air as well, giving you 5 feet of Blindsight.

    Furthermore, you have advantage on touch-based Wisdom(Perception) and Intelligence(Investigation) checks.

    Tier IV Advanced Alterations:

    1fp – Magic Disarraying Tentacles (Requires Magic Ripping Tentacles)
    Whenever you make a dispel attempt using the ability granted by the Magic Ripping Tentacles alteration you may choose to have the chosen creature, object, or magical effect additionally suffer as though it were within an Antimagic Field until the end of the current turn. This happens whether or not you successfully manage to end any spells on the target.

    Furthermore, you may make one additional dispel attempt before needing to rest.

    2fp – Destiny Seizing Limbs
    If you would have disadvantage on an attack roll made with your tentacles on your turn you can, as a bonus action, forcefully bend fate to have neither advantage nor disadvantage on the roll instead.

    Furthermore, when you or a creature within the reach of your tentacles rolls a d20 without advantage or disadvantage, you may use your reaction to impose advantage or disadvantage to the roll. Once you do this, no other effect except Wish or Legendary Resistance can manipulate the roll further. If you imposed advantage, you steal the low die. If you imposed disadvantage, you steal the high die. Until the end of your next turn, you may replace a single attack roll, saving throw, or ability check you make with the stolen roll. You must choose to do this before the roll is made. Once you’ve used a reaction in this way, you must finish a short or long rest before doing so again.

    1fp – Paradox Tendrils
    You can form insubstantial limbs that are capable of interacting with creatures and objects as though they were real and solid. These limbs may look ghostly, transparent, or may have no visible form at all. These tendrils can be used to attack creatures, manipulate objects, use your movement, etc, but otherwise pass through objects and barriers (such as a Wall of Force). Worn/wielded objects count as being a part of a creature for this effect (e.g. if you attack a creature, its armor is still effective).

    This benefit does not extend beyond the paradox tendrils and any alterations that add to them (E.g. a mouth on a paradox tendril would gain this alteration’s benefit, but if the mouth had a breath weapon the breath would be stopped by barriers like it normally would. Likewise, an attached spike would benefit from this effect but it would lose this benefit if it was thrown/detached). These tendrils otherwise have the same reach, strength, etc. as your regular limbs.

    2fp - Writhing Mass (Requires Devious Tentacles)
    When you use a bonus action granted by a Tentacle trait alteration, you may use a second bonus action granted by Tentacle trait alteration. For example, you could use the bonus action granted by the Destiny Seizing Limbs alteration twice, or use both it and the ability granted by the Locomotive Limbs alteration on the same turn (assuming you've added both of those alterations to your current form).

    Furthermore, if you’ve made the Coiling Tendrils alteration, you can use the abilities granted by that alteration to grapple a creature even if you are already grappling a creature, forming additional tentacles/limbs to do so if needed.


    Flesh
    Spoiler
    Show
    Survival of the Fittest does not refer to the strongest. It does not refer to the most accomplished, nor even the most numerous. It refers to the most adaptable, the one most capable of surviving not just today but also tomorrow. After all, the test of time is much more like an obstacle course than a marathon. In face of this truth, the Flesh trait emphasizes adaption above all else. Blend in, breathe deep, and prepare yourself for the long haul.

    Flesh alterations favor close-quarters combat and general survivability. As such, if Flesh is taken as your primary trait your choice of Secondary traits will likely depend on what offensive and proactive non-combat options they bring to the table.

    Base Alteration: You can modify your skin and hair, changing its color, texture, smell, forming attached clothing, etc. This allows you use your flesh as a disguise kit, and you are considered to be proficient in using your flesh for that purpose. If you try to mimic something specific getting your disguise just right may take several minutes or longer, but otherwise altering your flesh can be done as swiftly as modifying any other basic alteration.

    Tier I Advanced Alterations:

    1fp - Tempered Body
    You can transform your body into a literal weapon, toughening patches of skin, honing muscles, etc. You gain a slam attack that counts as a melee weapon (1d10 bludgeoning damage, heavy). You are proficient with your slam attacks.

    Furthermore, your enhanced musculature can bear heavier loads; you count as one size larger for determining your carrying weight and the weight you can push, drag, or lift. This ability does not stack with other effects that allow you to count as one size larger for these capabilities. In addition, if you are a small creature you can wield heavy weapons without disadvantage.

    Finally, your toughened flesh is difficult to injure; if your AC would be less than 14, it is 14 instead. You may, as a bonus action on your turn, further enhance this effect. If you do, your AC instead cannot be less than 17 until the beginning of your next turn. Once you've used two bonus actions in this way, you must finish a short or long rest before doing so again.

    1fp – Illuminating Flesh
    Whenever you modify your flesh with the Base alteration granted by the Flesh Trait you may choose to make all or part(s) of your body faintly glow. You can likewise alter the intensity of the glow, to a maximum intensity of shedding bright light in a 20' radius and dim light for an additional 20’. The light can be any color(s) you desire.

    Furthermore, you may use your reaction to shine a sudden burst of light towards a creature within 5’ of you. If the creature is currently making an attack, it has disadvantage on the attack roll. If you are currently making an attack against the creature, you have advantage on the attack roll. If the creature cannot see you and/or is immune to being blinded this ability has no effect. You may use your reaction in this way twice. You regain all expended uses after a short or long rest.

    2fp – Negating Flesh (Requires Tempered Body)
    You can form any non-magical light, medium, or heavy armor, such as half-plate, whenever you modify your flesh using the Base alteration of the Flesh trait. This armor need not look normal, but it can be clearly identified as armor. Regardless of how it looks, this armor is still an organic part of your body, and you are proficient with any armor you form this way. You must meet the Strength requirement for any armor you form this way. You cannot benefit from the Unarmored Defense feature, nor any ability with a similar restriction, while using this armor.

    Furthermore, whenever a creature scores a hit against you, you may use your reaction to shift your flesh to more capably withstand the blow. Any bludgeoning, piercing, and/or slashing damage dealt by the attack is halved. Warping your flesh so suddenly has a price; your movement speed is halved until the end of your next turn.

    1fp - Adaptive Musculature
    Your body is predisposed to being slightly shifted and tweaked on the spot to wring out a performance exceeding its natural limitations. As such, when you make a Strength or Dexterity ability check on your turn you may, as a bonus action, roll a d4 and add the result to the check. If the check succeeds and was being made against another creature, such as a Strength(Athletics) check made as part of a shove attempt, you may choose to have the opposing creature take bludgeoning damage equal to twice the result of the d4. If the ability check would also benefit from the Guidance cantrip, the effect does not stack; you instead gain the ability to re-roll the d4 and use the higher of the two results (including for damage).

    Furthermore, when an opponent misses you with a melee attack that was made with disadvantage, if the opponent is no more than one size larger than yourself, you may use your reaction to knock them down. The creature must make a Strength or Dexterity saving throw (their choice, DC 8 + your proficiency modifier + your Strength modifier). On a failure, they are knocked prone and their speed is reduced to 0 until the beginning of their next turn.

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

    1fp – Accommodating Flesh
    When you make this alteration or finish a long rest, choose two of the following options:
    • Filter. You gain the ability to breathe one non-magical liquid or gas you’ve been in contact with in the past day in addition to your normal respiration. For example, you could choose water. If the substance is poisonous, you are immune to its toxic effects. If you have the Colluding Anatomy feature, you may change the chosen substance when you use that feature.
    • Regulate. You gain the ability to carefully manipulate the heat flow within your body. You count as being naturally adapted to hot and cold climates for the purpose of withstanding temperature-related environmental effects.
    • Conserve. Each hour that passes counts as 20 minutes for the purposes of hunger and thirst, and you may act as though your level of exhaustion were one less than it actually is (your level of exhaustion does not actually decrease, only its symptoms).
    • Recuperate. Whenever you regain hit points by expending one or more hit dice, or via the effect of a 1st level or higher spell, you may regain 2 additional hit points.


    Tier II Advanced Alterations

    2fp – Energy Generating Flesh
    As a bonus action on your turn you may wreathe yourself in energy; choose one of the following damage types: Fire, Cold, Acid, Lighting, Thunder. Any creature you 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. They also take this damage if you come into physical contact with them, such as by succeeding on a shove or grapple attempt. 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 this damage as well. You can change the chosen damage type with each use of this ability.

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

    2fp – Regenerative Flesh
    You develop the ability to speed up and expand your body's healing capabilities. You may use a bonus action on your turn to do one of the following:
    • Forced Recovery. Expend any number of your remaining hit dice. Instead of their normal effect you regain 5 hit points for each hit die so expended. In addition, you gain a number of temporary hit points equal the number of expended hit dice multiplied by your Constitution modifier that last for 10 minutes. If you've made the Accommodating Flesh alteration, this effect counts for the Recuperate option.
    • Rapid Restoration. Expend three of your remaining hit dice to instantly restore one of your missing body parts (e.g. regrow a lost arm), end one effect reducing your hit point maximum or Strength score, or end one of the following conditions afflicting you: Blinded, Deafened. In addition, you gain a number of temporary hit points equal to 3 multiplied by your Constitution modifier that last for 10 minutes.
    • Vigor Surge. Gain 1d4 + your level in this class temporary hit points that last for 10 minutes. This choice does not expend any hit dice.

    After using two bonus actions in this way, you cannot do so again until you've finished a short or long rest.

    2fp - Phantasmagoric Flesh (Requires Illuminating Flesh)
    You may, as an action, magically manipulate the light shed by your body to create illusionary objects, creatures, and other visual phenomena. This illusions are purely visual in nature, and cannot extend farther than 20’ from you nor past total cover. You can freely change and/or alter the movements of the created illusions, such as by making an illusionary creature walk or turning it into a cloud. These illusions last until the end of your next turn, until they have total cover from you, or until you are more than 20’ away from them. Creatures that physically interact with the illusion(s), and creatures that use an action to study the illusion, may make an Intelligence(Investigation) check (DC 8 + Proficiency Modifier + Your Charisma Modifier) to recognize its false nature. If a creature discerns the illusion for what it is, the creature can see through the illusion and any other illusion created by this ability for 10 minutes. You may automatically see through any illusions you make this way.

    1fp – Energy Consuming Flesh (Requires Accommodating Flesh)
    You count as being naturally adapted to hot and cold temperatures for the purpose of withstanding environmental effects. In addition, every four hours you spend within 5' of a source of heat or cold at least as powerful as a large campfire provides you with a day's worth of sustenance for the purpose of avoiding starvation/dehydration.

    Furthermore, you may, as an action, prepare to rapidly devour a specific kind of energy. Each time you use this ability, choose one of the following damage types: Fire, Cold, Lightning, Acid, Thunder, or Psychic. You gain resistance to the chosen damage type until the beginning or your next turn. If at least 10 damage is prevented by this effect, you gain a day's worth of sustenance for the purpose of avoiding starvation/dehydration.

    Tier III Advanced Alterations:

    2fp – Discrete Flesh
    Your flesh is particularly adept at continuously adjusting itself to both minimize the sounds your motions make and aid in concealing the sounds and motions created by your internal biological functions (e.g. breathing). You have advantage on Dexterity(Stealth) checks and may count the Hide action as a Flesh trait alteration-granted ability for the purpose of using it with the MultiAssault and Focus Surge features.

    Furthermore, when you use the Hide action you gain the benefits of the base alteration of the Flesh trait as well, allowing you to change the coloration, texture, smell, etc, of your flesh without needing to use another action and/or bonus action to do so.

    3fp – Sizing Flesh
    Whenever you use your Base flesh alteration to modify your body you may choose to magically increase or decrease your size. This effect lasts until you unmake this alteration or use your Base flesh trait alteration to change your size again. Anything you are wearing changes size with you, but returns to its previous size if dropped. Held weapons and other held items do not change size with you. This alteration does not stack with itself – only the most recent size change applies. The size change otherwise lasts until you use an action to end the effect or remove this alteration.

    Increase. Your size category increases by one - from Medium to Large, for example. If there isn't enough room for a creature of that size you instead attain the maximum possible size in the space available. In addition, attacks made by weapons that are a part of your body deal an additional 1d4 damage.

    Decrease. Your size category decreases by one – from Medium to Small, for example. You may choose to decrease your size category by two instead of one (Minimum Tiny); if you choose to do so, your reach decreases by 5’. In either case, your melee and ranged attacks deal 1d4 less damage (minimum 0).

    Furthermore, when you use this alteration to modify your size you may choose to not have your worn/carried objects change size with you. If you do, the size change is non-magical. It otherwise works the same as normal.

    2fp – Unearthly Flesh
    Your unearthly power becomes more deeply entwined with your internal functions; when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Furthermore, whenever a spell is cast with you as one of its chosen target(s), if you are aware of the spell, you may use your reaction to make a Constitution ability check with proficiency. If the spell’s level is lower than the result of the ability check -10, the spell has no effect on you and you gain a day's worth of sustenance the purposes of avoiding starvation/dehydration. If the spell requires a saving throw, you must decide whether or not to use this ability before attempting the saving throw. This ability has no effect on area spells and other effects that do not target you specifically. After using two reactions in this way, you must finish a short or long rest before doing so again.

    1fp - Acclimating Flesh (Requires Energy Consuming Flesh)
    Choose one of the following damage types: Fire, Cold, Lightning, Acid, Thunder, Psychic, Poison. You gain resistance to damage of the chosen type. Furthermore, your body can adapt to sources of the chosen damage type over time – effects that would continue to deal continuous damage of the chosen type to you instead deal no further damage of that type. For example, if you chose “Fire” and jumped into a pool of lava you would take half the initial damage but would take no further damage unless you exited and re-entered the pool. You would still take damage from a Scorching Ray that hit you while you’re swimming in lava, since that would be a different source of fire damage.

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

    Tier IV Advanced Alterations:

    2fp – Living Maelstrom (Requires Energy Generating Flesh)
    When the bonus action granted by your Energy Generating Flesh deals damage, it deals an additional 1d4 damage of the same type (total of 2d4). In addition, you may choose to have the effect last until the beginning of your next turn. If you do, other creatures also take 2d4 damage when they hit you with a melee attack while within 5ft of you. A creature that both hits you with melee attack and comes into physical contact with you at the same time (e.g. by attacking with a part of their body) only takes the damage once.

    Furthermore, you can add Force, Necrotic, Radiant, and Psychic to the list of damage types you can choose from when using your Energy Generating Flesh.

    2fp – Illusive Flesh (Requires Phantasmagoric Flesh)
    You can, as a bonus action on your turn, become a living illusion. Being a living illusion has the following effects:
    • You cannot move, nor be moved in any way, more than 300’ from the location where you became an illusion.
    • You appear the same as you did before. However, as all of your skills, abilities, etc are now illusionary, you cannot interact with or effect other creatures in any way a regular illusion (such as one created by the Major Image spell) would not be capable of. Likewise, you are unaffected by the spells and abilities of other creatures and objects. Your abilities, gear, etc still effect yourself.
    • Creatures that perceive you feel an instinctive inkling that you’re not a harmless glamour. Once per turn, as an action, a creature may make a Charisma(Deception) check to fully believe in you (DC 8 + your proficiency modifier + your Charisma modifier). Upon success, they can affect you and be affected by you, even if you’re currently an illusion, for the next 10 minutes. Creatures perceiving you with Truesight automatically fail this check, as they are acutely aware that you are currently an illusion.
    • Unlike a normal illusion, you cannot be dispelled and do not vanish in an antimagic field.
    • You cannot pass through opaque surfaces, but can pass through any transparent object light can move through. If you become real again while inside a solid object, you are shunted to the nearest open space. You take force damage equal to half the distance you are shunted in this way.
    • You gain a flying speed equal to your walking speed.
    You can end this effect as a bonus action on your turn. Once you’ve spent a combined total of 10 rounds as an illusion, across any number of uses of this ability, you immediately become real and cannot become an illusion again until you've finished a short or long rest. If you’ve made the Orifice trait Swallow alteration, any creatures within your stomach can interact with you and each other normally until they’re regurgitated.

    2fp – Concept Filtering Flesh
    Choose anything, such as ‘hope’, ‘blue’, or ‘square dancing’. As long as that thing is within 120’ of your person you can breathe normally, even if you are in a void. Being metaphorically present is sufficient. If you remain within 120' of the chosen thing for an hour you also gain a day's worth of sustenance for the purpose of avoiding starvation/dehydration.

    You automatically sense the presence/absence of the chosen thing, but not its specific location or nature. For example, if you chose "square dancing" you wouldn't be able to tell whether or not a dance was a traditional Yaversaki 'square dance', just that there is some kind of square dancing in the area. If the chosen thing, or its source, intentionally wishes to remain hidden from you they do not count towards this ability. For example, if you chose "deception" you could not sense someone trying to deceive you or a group of which you are a member, even if that group is something as vague as "people from out of town". Other forms of deception, such as someone lying to themselves, could still be sensed.

    Furthermore, you may, as an action, change the chosen thing. Once you’ve used an action in this way you may not do so again until you’ve finished a short or long rest.

    3fp – Abstract Flesh (Requires Acclimating Flesh)
    Your ability to synchronize with the current state of reality deepens; you may add Radiant, Necrotic, and Force damage to the list of available choices for the abilities granted by your Acclimating Flesh and Energy Consuming Flesh.

    Furthermore, you gain access to the Reified Image feature and regain all expended uses of that feature when you finish a short or long rest (instead of only when you finish a long rest). If you already have access to it, you also gain two additional uses of that feature per rest. You may only have one Proxy at the same time.

    Finally, as an action you can briefly blur and extend your existence in order to mark an unattended object, surface, or willing creature within 15’. The mark is a bloodstain that can be in any pattern you desire, such as a symbol that represents you. The bloodstain cannot be larger than 10 cubic feet in area, and dissolves when you complete a short or long rest.
    Last edited by Magikeeper; 2022-04-16 at 02:10 PM.

  3. - Top - End - #3
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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Eye
    Spoiler
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    “The World”, by Everyone. A fascinating painting, one that’s a little different with each viewing. The Eye trait could be viewed as most detached of the seven, a silent observer that calmly walks from one work to the next. It could be viewed as the most intimate of the seven, directly touching the minds of those it walks with, directly reaching out with a brush to leave its mark on reality’s canvas. Is Eye the most horrifying trait? Perhaps it is the most comforting. They’ll just have to wait and see.

    As the most mage-like trait, the Eye trait’s capabilities revolving around information gathering, debuffing, and ranged combat. If taken as your Primary trait your choice of Secondary traits will likely be based on how they can expand your non-combat and maneuvering capabilities.

    Base Alteration: You can freely form/remove/modify additional eyes. Eyes added this way need not look normal, nor do they need to be as vulnerable as humanoid eyes. They can even look like gems or eye-shaped tattoos with shifting irises. These additional eyes are more potent, as well; Dim light does not pose disadvantage on your Wisdom(Perception) checks relying on sight. You can see through all of your eyes simultaneously with the same ease humans see through both of theirs. This can allow you to see in more directions than normally possible.

    Furthermore, you may, as a bonus action on your turn, make a vision-based Wisdom(Perception) check.

    The Eye trait causes saving throws more frequently than other traits; if an Eye trait alteration has a saving throw, the DC is

    8 + your proficiency bonus + your Charisma modifier.

    Tier I Advanced Alterations:

    1fp – Clear Reception
    You gain a clarity usage pool that consists of 3 motes of clarity. You regain all expended motes of clarity when you finish a short or long rest. As a reaction, you may spend 1 mote of clarity to gain advantage on an initiative check or spend 2 motes of clarity to gain advantage on an attack roll.

    Furthermore, you can enter a state in which you continuously take in your surroundings and magically force yourself out of the way of danger. When you benefit from the Unarmored Defense feature, you may, as an action, have your armor class become 10 + your Wisdom modifier + your Charisma Modifier instead of the usual benefit of your Unarmored Defense feature. This effect lasts until you would no longer benefit from the Unarmored Defense feature, complete a short or long rest, or use an action to end the effect.

    2fp – Framing Gaze (Requires Clear Reception)
    You can recall, with perfect accuracy, anything you have seen within the last hour.

    Furthermore, by spending a mote of clarity as an action, you can choose yourself or another creature you can see within 60’ of you. If the creature is unwilling, it can make a Wisdom saving throw. On a success, this effect does nothing. Otherwise, until the beginning of your next turn, you may use your reaction(s) to magically do one of the following:
    • Restore Position. At the end of the current turn, the creature is teleported to where it was at the start of the current turn. For example, if it was the creature's turn and it moved 30’ it would return to where it was before it used its movement. This effect works across any distance, even across planes, but fails if the return destination is currently occupied.
    • Bind to Frame. Disrupt the creature’s existence, dealing it 2d8 Force damage, halting its current movement (if any), and reducing its speed to 0 until the end of the current turn.
    • Portrait Swap. At the end of the current turn, you and the creature swap locations. If you or the creature took any damage during the current turn, you may transfer up to 2d8 + your Charisma modifier points of that damage to yourself or the creature. You can choose to transfer less than the result of the roll. This damage cannot be reduced or prevented, and bypasses temporary hit points.

    Finally, the size of your clarity usage pool is increased by 1.

    2fp – Heightened Senses
    Your enhanced capability to handle sensory information grants you proficiency in the Perception skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. This doubling does not stack with Expertise.

    Furthermore, you can use the base alteration of the Eye trait to form eyes capable of both hearing and vision. This allows you to use the bonus action granted by the base alteration of the Eye feature to make both vision and hearing-based Wisdom(Perception) checks.

    Finally, you can, as an action or reaction, alter your vision to perceive sound as light. From your perspective, a shouting human casts bright light in a 30-foot radius and dim light for an additional 30 feet, while a softly talking human would only shed dim light in a 5-foot radius. The faint glow of even more subtle noises may be visible in dark, quiet environments. This allows you to see in dark but noisy areas, even in magical darkness, and quickly locate the sources of loud noises as though they were flashing lights. This effect lasts until you dismiss it as a part of any action on your turn.

    1fp – Ferocious Glares
    You can, as an action, do either of the following:
    • Splintering Glare. One of your eyes unleashes a magical ray with the appearance of warped, shimmering air. Make a ranged spell attack roll (Proficiency Bonus + Charisma modifier) against a creature within 60’. On a hit, it takes 1d8 + your charisma modifier Psychic damage as a cracking pain rattles its mind. You may choose for this effect to be non-lethal. If you do, any creature that would be killed by this attack is instead rendered unconscious and stable at 0hp instead.
    • Disorienting Glare. Choose a creature you can see within 60' of you. The targeted foe is magically disoriented until the beginning of your next turn. While disoriented, it has disadvantage on the first attack roll it makes during its turn. In addition, it has disadvantage on any opportunity attack rolls and Dexterity ability checks it makes.

    1fp – Focal Eyes
    Your Eye trait alteration-granted abilities that would normally have a range of 60' have a range of 120' instead.

    Furthermore, as an action you may focus your vision in one of the following ways:
    • Telescopic. You can determine the fine details of any creatures and/or objects you can see, regardless of distance, until the beginning of your next turn.
    • Magnifying. You have advantage on ability checks made to inspect or appraise items that are small or highly detailed until the beginning of your next turn.

    Tier II Advanced Alterations:

    2fp - Consuming Glare (Requires Ferocious Glares)
    Your Splintering Glare deals an additional 1d6 damage.

    Furthermore, whenever you use your Splintering Glare, you may choose to have it rend the physical existence of a target instead of its mind. If you do, it deals Force damage instead of Psychic damage and cannot be non-lethal. Furthermore, you draw sustenance from your foes, their dissolved essence instantly sucked through the ray of warped air like it were a straw. Every 10 points of Force damage dealt by your Splintering Glare in a single attack gives you a day's worth of nourishment.

    1fp – Eldritch Perception (Requires Clear Reception)
    You may, as an action, visually focus on a single creature or object you can see within 60’ of you to determine whether it bears magic or not. This effect does not reveal the school of magic, only whether or not magic is present. Any opaque barrier blocks this ability. This action does not expend clarity.

    Furthermore, you may, as an action, expend a mote of clarity to magically extend your sight in one of the following ways:
    • Space. Choose one creature, object, section of wall, etc you can see within 60' of you that occupies no more than a 5’ cube worth of space. Until the end of your next turn, you can see past the chosen target as though it did not exist. For example, you could target a small dresser to see all of its contents without opening it.
    • Time. Choose one object, section of wall, corpse, etc, or willing creature you can see within 60' of you that occupies no more than a 100’ cube worth of space. Then choose a period of time, such as “100 years”. You see how the target looked that far in the past. If the target did not exist at the chosen time, you feel a brief sense of pain and the attempt fails. This effect lasts until the end of your next turn.
    • Layer. Until the end of your next turn, you can see up to 60' into the Ethereal Plane. Within this range you can also see invisible creatures and objects as though they were visible.
    All of these uses count as divination effects, their benefits relying on shifting and interpreting the flow of magic that suffuses the multiverse.

    Finally, the size of your clarity usage pool increases by 1.

    2fp – Murmuring Gaze (Requires Clear Reception)
    Your mind has been tweaked to more easily sync with the thoughts of others. You have advantage on any ability check made to understand what creatures within your sight are trying to convey to you and/or others.

    Furthermore, by spending a mote of clarity as an action, you may choose a creature you can see within 60’ of you. If the creature is not both aware of this effect and willing, it must make an Intelligence saving throw. On a success, this effect remains unnoticed but has no other effect (the target passively resisted it). Otherwise, until the beginning of your next turn, you may use your reaction(s) to magically do one of the following:
    • Whisper. The target mentally hears an illusionary thought and/or gut instinct of your choice (such as “something is watching me” or “A pie would taste real good right now”) that sounds as if they had thought or felt it themselves. The target is not compelled in any way to obey this thought, but someone thinking about how great a pie would be right now might be more easily convinced to buy one and many a close decision has come down to a “gut feeling”. Especially absurd thoughts, like “I should swear eternal loyalty to this random stranger”, may still cause suspicion of foul play. The target is not otherwise aware of what has happened unless you want them to be.
    • Whelm. The target is flooded with a cacophony of illusionary sights, sounds, etc, rending it effectively be blinded, deafened, and unable to use special senses such as blindsight until the end of the current turn. The target becomes aware that you invaded its mind and gains advantage on further saving throws against this ability for 1 minute.
    • Wonder. The link between yourself and the target is partially reversed, causing you to hallucinate sights and sounds related to whatever the creature is currently thinking about. This effect lasts until the end of the current turn. The target becomes aware that you invaded its mind.

    Finally, the size of your clarity usage pool is increased by 1.

    2fp - Daunting Glare
    You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. This doubling does not stack with Expertise.

    Furthermore, as an action you can force a creature within 60’ you can see, that is not immune to the Frightened condition, to make a Wisdom saving throw. Each creature can only be targeted by this ability once per turn. On a failure, you magically impose one of the following effects:
    • Scram. The creature has disadvantage on all attack rolls it makes against you. If it moves towards you, each 1ft it moves takes 2ft of movement. This effect lasts until the beginning of your next turn.
    • Engage. If the creature willingly moves away from you, it gains disadvantage on all attack rolls it makes against creatures other than you and its speed is halved. These effects lasts until the beginning of your next turn.
    • Despair. The creature has disadvantage on all ability checks, and all other creatures have advantage on Wisdom(Insight) checks made against the target. This effect lasts until the of your next turn. In addition, the first attack roll made against the targeted creature before this effect ends has advantage.


    Tier III Advanced Alterations:

    2fp - Parallel Pathways
    You may, as a bonus action on your turn, use an ability granted to you by an Eye trait alteration that would normally require an action to use.

    Furthermore, you may, as a bonus action on your turn, gain an additional reaction that lasts until the beginning of your next turn. This reaction can only be used for abilities granted by Eye trait alterations that would normally take a reaction to use.

    Finally, you may count the Search action as an Eye Trait alteration-granted ability for the purposes of using it with this alteration, the Focus Surge feature, and/or the MultiAssault feature.

    2fp - Nous Sight
    You gain 20 feet of blindsight. This blindsight works via your eyes emitting subtle pulses of non-visible psychic energy and then interpreting the echo. Your blindsight can also differentiate between nonthinking objects, emotionless but thinking entities, and emotional entities. In addition, you can roughly sense the mood of emotional beings. If a thinking being is actively trying to conceal itself and/or hide their real emotional state within the range of your blindsight you must beat their Stealth and/or Deception check as normal but you have advantage on your Perception and/or Insight check to do so.

    Furthermore, your blindsight can sense telepathic links and telepathic auras, along with the emotions of the ones currently communicating through it. You cannot otherwise sense the contents of the messages.

    1fp – Encroaching Gaze (Requires Murmuring Gaze)
    You may telepathically communicate with any creature that you can see, regardless of distance. If you do not share a language with the creature you can still communicate using simple concepts, emotions, and images.

    Furthermore, by spending a mote of clarity as an action, you may magically connect your mind to that of a chosen creature you can see. If the target is unwilling, they can make a Wisdom saving throw. On a Success, this effect does nothing. Otherwise, you can telepathically communicate with the creature across any distance and see what it sees. This effect lasts until you unmake this alteration, finish a short or long rest, or 24 hours have passed.

    Finally, the size of your clarity usage pool is increased by 1.

    1fp – Decentralized Perception
    You can, as an action, sense the surroundings of any part of your body (cut hair, severed limb, etc) within 1000 feet of you as though you were there. This includes hearing, vision, and any other senses you posses, although you cannot see through objects (e.g., if a bit of your hair is in a box you can only see the insides of the box).

    If you have the Decentralized Existence feature, this ability can instead be used across any distance. If you have the Sinister Image feature, anything that counts as a part of your body for it also counts as a part of your body for this alteration.

    Tier IV Alterations

    2fp – Unbound Perception (Requires Decentralized Perception)
    Your senses extend beyond your current existence; you cannot be surprised. Furthermore, whenever you make an attack roll, ability check, or saving throw, or whenever an opponent makes an attack roll against you, you may use your reaction to roll an additional d20. You may choose to use this roll instead of the one that would normally be used for the attack roll, ability check, or saving throw. You can use this ability after the original roll, but before the outcome is revealed.

    If you use this ability on a roll that an opponent is using the Lucky feat to manipulate, the two abilities cancel each other out, resulting in no additional dice as the inexplicable luck unravels and is unraveled by a deeper insight. This ability does not stack with itself; if you have two reactions you cannot apply it to the same roll twice.

    2fp – Profound Reception (Require Clear Reception)
    If you have less than half your clarity usage pool remaining, you can meditate for 5 minutes in order to regain 1 expended mote of clarity.

    Furthermore, the first time you expend a mote of clarity on your turn you gain an additional reaction that lasts until the beginning of your next turn. This reaction can only be used for abilities granted by Eye trait alterations that would normally take a reaction to use. This benefit stacks with the ability granted by the Parallel Processing alteration.

    2fp – Curator’s Vision (Requires Clear Reception)
    You can use Wisdom(Perception) instead of Intelligence(Investigation) when attempting to see through an illusion.

    Furthermore, as an action you can make a Wisdom(Perception) check opposed by the Charisma(Deception) check of a creature you can see. If you succeed, you determine whether or not the creature is in its true form (but not what that form is). If you fail, you sense that your attempt was inconclusive and cannot reattempt the check against that creature until you finish a short or long rest. This action does not expend clarity.

    Finally, by spending 2 motes of clarity as an action, you can choose yourself, another creature, or an unattended object you can see within 60’. Each creature or object can only be targeted by this ability once per turn. An unwilling creature must make a Charisma saving throw. On a success, this effect does nothing. Otherwise, you magically impose one of the following effects:
    • Reject. You partially remove a target from your sight - and existence itself. The target becomes partially intangible until the end of your next turn. While in this state, the target has resistance to all forms of damage, their weight is reduced to 1/100th of what it would normally be, and all damage they deal to other creatures and/or objects is halved (this does not stack with resistance).
    • Accept. You intensify the existence of the chosen target, causing it to become hyper-real and impossibly vivid. Until the beginning of your next turn, the chosen target’s weight and carrying capacity (if any) are multiplied by 10, it has advantage on all saving throws if it is a creature, and it is immune to any new effect that would transform it (like a Polymorph or Flesh to Stone spell). Furthermore, any transformative effect already on the target (such as an already cast Polymorph) that would end before the beginning of your next turn lasts until the beginning of your next turn instead, at which point it immediately ends as normal.

    Furthermore, the size of your clarity usage pool is increased by 1.

    1fp – Delving Sight (Requires Murmuring Gaze)
    You can, as a bonus action on your turn, gain advantage on Wisdom(Insight) checks you make against other creatures until the end of your turn. This ability is a divination effect, and using this bonus action does not expend clarity.

    Furthermore, by spending a mote of clarity as an action, you can attempt to mentally question a creature you can see that shares a language with you. If the creature is not both aware of this effect and willing, it must make an Intelligence saving throw. On a success, this effect remains unnoticed but has no other effect (the target passively resisted it). Otherwise, you magically do one of the following:
    • Request. You mentally request the answer to a question. If the creature considers the answer something they actively wish to conceal from someone – anyone at all – this effect fails. The effect also fails if the creature cannot understand the question or feels that they are not the one to ask (e.g. lack of confidence, chain of command, they’re not one to gossip, etc). Otherwise, you receive what they consider to be an honest answer to the question. Either way, the creature remains unaware of the mental probing.
    • Demand. You attempt to forcefully wrest the answer to a question from the target’s mind. The creature becomes aware of the mental probing, knows what question is being asked of them, and can choose to make a Wisdom saving throw. If they are proficient in Deception they have advantage on the save. On a success, this effect fails and the creature can extract what you consider to be an honest answer to any one question of their choice from your own mind. Otherwise, you receive what the target considers to be the most informative, honest answer it can give (even if that answer is “I don’t know”). Either way, the creature becomes immune to this ability for one week.
    • Hearken. You learn the question the creature most strongly wishes to ask you, or static noise if it doesn’t want to ask you anything. The creature remains unaware of the mental probing.
    If the chosen effect fails for any reason, you receive static noise but do not know precisely why the failure occurred. This ability counts as a divination effect.

    Furthermore, the size of your clarity usage pool is increased by 1.


    Orifice
    Spoiler
    Show
    The Orifice trait is the most well-rounded of the seven. Non-combat, melee combat, short ranged combat, the Orifice trait does a little bit of everything like a variety platter of delectable hors d'oeuvres. Life is to be enjoyed, and the Orifice trait facilitates staying in the thick of it. Tentacles can be whips, eyes can be gems, but true gluttony is not so easily concealed. Why not have some fun with it? Of course, a mouth can be quite deceptive as well, and some comforts are more easily acquired through peaceful means. Others.. are more easily acquired through violence. Do you have a preferred dish? Comfort? Battle? Knowledge? The world’s buffet has something for everyone. Satisfy yourself!

    If Orifice is taken as your Primary trait your choice of Secondary traits will likely be based on how they can enhanced your preferred combat style. That said, you might also wish to supplement the Orfice trait’s weakest area – it’s low maneuverability.

    Base Alteration: You can form/remove/modify additional mouths, mandibles, etc. You may use your bite attacks as melee weapons (1d6 piecing damage, light). You are proficient in using your bites. You can use two-weapon fighting with your bite attacks.

    Furthermore, these orifices can make nearly any sound, from a collection of whispers to a choir of screams. This works the same as regular noise-making; any human can whisper, scream, and make strange noises - just not to the extent you can. Likewise, mimicking specific noises is as difficult for you to do as a normal human trying to mimic a specific voice that's within their vocal range.

    Tier I Advanced Alterations:

    2fp - Ravenous Maws
    You can digest ordinary food far faster than normal – you are never full unless you want to be. Your eating speed is likewise enhanced; you may, as an action, immediately consume a pound of unattended ordinary food within your reach.

    Furthermore, if you have not yet performed an action on your turn, you may use a bonus action to enter an Esurient Craze. This state lasts until the beginning of your next turn. While in an Esurient Craze, you can only use your reactions to make opportunity attacks with your bites and you can only use your actions to eat food and make bite attacks. In addition, whenever you successfully hit a creature with a bite attack and/or eat a pound of food you gain 1d4 + your proficiency modifier temporary hit points. Any temporary hit points granted by this alteration do not stack*, and last until after you finish a short or long rest.

    If you have other abilities granted by Advanced alterations that can give you sustenance, such as the Eye trait’s Consuming Glare, you may also use those abilities while in an Esurient Craze. If they would successfully give you a day’s worth of sustenance, you gain temporary hit points as described above instead.

    *As per page 198 of the DMG, if you have 3 temporary hit points and gain 5 more from another bite, you have a total of 5 temporary hit points (the higher number).

    2fp – Salivating Maws
    You may use your spit as a ranged weapon (1d6 acid, range 30'/90'). You can use your strength modifier instead of your dexterity modifier for attack and damage rolls with your spit. You are proficient with your spit. You can NOT use two-weapon fighting with your spit attacks.

    Furthermore, you may, as a bonus action on your turn, change the damage type dealt by your spit to Acid, Lightning, or Necrotic. This change lasts until you change it again.

    Finally, you can, as a bonus action on your turn, enhance the corrosive properties of your spit and saliva. Until the end of your turn, take note of any opponent successfully hit by one or more of your spit and/or your bite attacks. The bodies of these opponents partially soften at the end of your turn. After your turn ends, any weapon attacks made against the softened opponent(s) score a critical on a roll of 19 or 20. This softening lasts until the end of your next turn. Once you've enhanced the corrosive properties of your spit three times, you must finish a short or long rest before doing so again.

    1fp - Refined Palate
    Whenever you successfully bite, swallow, lick, or otherwise consume part of a creature or object you may gain all of the following benefits:
    • Knowledge of what the target is made out of. If you aren’t familiar with the precise material, you still learn the gist of it (e.g. You might learn a wooden desk is made of “An organic material that’s tough and inflexible. There’s a water-proof coating.”)
    • Knowledge of roughly how old the target is (A couple years, a few decades, centuries, etc).
    • Knowledge of where the target has been (“tastes like a mixture of dusty room, woodland area, and.. lake?”) and what it has come into contact with (“rubbed against some sort of furry animal”) in the past 8 hours. The target’s cleanliness (recent bath, never bathes, etc) can affect the length of the discernible time period.
    • The ability to add your proficiency bonus to any ability checks made to discern more esoteric/specific properties of the target, such as if it’s resistant to fire, the exact type of wood, what illnesses it has, etc. If you were already proficient in a relevant skill, such as Intelligence(Nature) while tasting a tree, you may double your proficiency bonus for this purpose. This ability to make enhanced ability checks fades after 10 minutes, after which point you need another taste to renew the benefit.

    Furthermore, your tongues or tongue analogs can pick up and expertly distinguish scents in the air, giving you advantage on Wisdom(Perception) checks that rely on smell.

    1fp – Hooked Teeth
    Your orifices possess teeth, mandibles, etc that are especially well suited for tearing apart those that would leave your grip. Any creature you've grappled that uses its action to escape takes 1d6 slashing damage from your teeth whether or not they succeed. Furthermore, if a creature is released from your grapple due to you or it being forcibly pushed/pulled out of reach by a spell or effect the creature takes 2d6 slashing damage.

    Finally, you may treat grapple attacks as an Orifice Trait alteration-granted ability for the purpose of using them with the MultiAssault and Focus Surge class features.

    1fp – Famished Choir
    Your mouth's capability for manipulating sound allows you to speak without making discernible lip/mandible/etc movements (although you may choose to make them anyway). In addition, you have advantage on Charisma(Performance) checks made to sing.

    Furthermore, you can, as an action, magically throw your voice. This allows you to speak, whisper, and otherwise make noises from any location you can see within 120’. You can speak from multiple locations simultaneously as long as the combined sound is no louder than 20 humans screaming. If this is effect would overlap with the space of an unwilling creature, such as because you’re trying to shout insults from someone else’s mouth, the resulting sound is a garbled mess.

    Finally, as a reaction, you can use your vocal projections to disrupt, consume, and erase ordinary sounds. Choose a point in space you can see that’s within 120’ feet. All non-magical sounds within a 5’ radius sphere around that point are erased until the end of the current turn. No such sounds can be made within the sphere nor can such outside noises pass through it. You can allow specific sounds to be created and/or heard within this area, or even choose to only consume specific noises. Creatures within the area gain resistance to Thunder damage. Spells with verbal components can still be cast within this area, directing the flow of magic as normal, although such components cannot be heard. Once you’ve used three reactions this way, you must finish a short or long rest before doing so again.

    Tier II Advanced Alterations

    1fp - Noise that Knows (Requires Famished Choir)
    Whenever you speak, you may choose which creatures can and/or cannot hear you. In addition, you may choose, within the limit of the sounds you are capable of making, what each creature hears. This allows you to say different things to different creatures at the same time. This effect does not increase the range of your voice - for example, you could choose to make a cry for help that only be heard by a certain friend of yours but if they aren't close enough to hear the shout the cry will simply go unheard. This is a magical effect.

    Furthermore, you can, as an action, leave a message of up to 15 words and/or sounds at a location within 120’ of you that will magically repeat itself for an hour. You may freely shorten this duration when you first leave the message. You can choose which creatures are capable of hearing this message, as normal. Once you have left three messages this way, you must finish a short or long rest before doing so again.

    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.

    2fp – Windswept Maws
    You can, as a bonus action on your turn, consume all lingering gasses and vapors within 5’ of you that can be dispersed by wind. If the gas had some kind of additional effect, you are immediately affected as though you had begun your turn within the gas. You may alternately use this action to breath out, snuffing an unprotected flame of your choice, such as a candle or torch, within 10’ of you.

    Furthermore, as a bonus action on your turn you can wield your breathing in a more deadly manner:
    • Inhale. A creature of your choice within 5' of you must make a Strength saving throw (DC 8 + your proficiency modifier + your Strength modifier). On a failure, they take damage as though you hit them with a bite attack. If the creature is Huge or smaller they are also Grappled by you, even if you could not normally grapple a creature of that size.
    • Exhale. A chosen creature within 5' of you is subjected to a powerful gust of wind. The target must make a Dexterity saving throw (DC 8 + your proficiency modifier + your Strength modifier). On a success this effect does nothing. On a failure, the target takes 2d8 bludgeoning damage. In addition, if the target is no more than one size category larger than you it is also pushed back 10’ on a failed save.
    After using your breathing in a more deadly manner twice, you must finish a short or long rest before doing so again.

    Finally, if you've made the Salivating Maws alteration, you may increase the range of your spit to (40'/120').

    2fp – Swallow
    You may, once per turn as an action, make a bite attack against a large sized or smaller target you are grappling (this may involve unhinging your jaw and the like). If the target is your size or larger you are disadvantaged on the attack roll. If the attack hits, the target is also swallowed, and the grapple ends.

    While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 3d6 acid damage at the start of each of your turns. The swallowed creature can still take actions, but the effects of its spells and abilities cannot extend beyond your stomach walls. The AC of your stomach walls is 12 + your Constitution Modifier + one-half your Proficiency Modifier (rounded down). If you take 10 damage or more on a single turn from a swallowed creature, you must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all creatures you have swallowed, which fall prone in a space within 10 feet of you. Spells, attacks, and other effects originating from a currently swallowed creature that would grapple, shove, push, or otherwise restrain or relocate you fail to do so. A swallowed creature can, however, can escape via teleportation or interplanar travel should it have a way to do so without being able to see its destination.

    You can choose to regurgitate all swallowed creatures as a bonus action on your turn. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 15 feet of movement, exiting prone. If you remove this alteration any creatures you have swallowed are immediately regurgitated. If you teleport, any creatures in your stomach remain trapped within it. If a creature dies in your stomach, you may regurgitate any items it possessed as a bonus action. If you somehow end your turn within your own stomach (such as by swallowing yourself via the Sinister Image feature), you and all other swallowed creatures are regurgitated, landing within 10' of the point in space where you entered your stomach.

    Your stomach is warped by this alteration, becoming inexplicably larger within than without. This strange physiology does not count as being magical for spells and effects – like other entities whose bodies defy reason you don’t suddenly die/explode if you enter an antimagic field. Your stomach can hold up to two Large creatures, with smaller creatures counting as ½ the next highest level (i.e., your stomach can hold 1 huge creature, 2 large creatures, 4 medium creatures, 8 small creatures, or 16 tiny creatures). If a creature increases its size beyond the capacity of your stomach, it and all other creatures you have swallowed are immediately regurgitated.

    Finally, you may use your base alterations to modify your stomach as well, allowing you to fill it with tentacles, eyes, etc.
    Creatures swallowed by mouths in your stomach just.. end up back in the stomach.

    1fp – Controlled Consumption(Requires Swallow)
    You may, as a bonus action on your turn, increase or decrease the number of d6 worth of damage dealt to creatures you have swallowed to a minimum of 0 damage and a maximum of 5d6. In addition, if you've made the Salivating Maws alteration, you may also change the type of damage dealt to swallowed creatures to acid damage or the damage type you chose for your Salivating Maws alteration. If you unform the Salviating Maws alteration the damage type returns to being acid.

    Furthermore, whenever you successfully score a hit with a bite attack made to swallow a creature, you may choose to have them take no damage from the attack. They are still swallowed as normal.

    Tier III Alterations

    1fp – Priming Breath (Requires Windswept Maws)
    When you use the ability granted by the Windswept Maws alteration to wield your breathing in a more deadly manner, you gain a third option to choose from:

    Unleash breath. You exhale corruptive gas in a 30’ long line that is 5’ wide. You can choose to exhale a shorter line, to a minimum length of 5’. This gas weakens the durability of those within it; whenever a creature or object within the gas is dealt damage, it takes an additional 1d6 damage of the same type. If such a creature is dealt multiple different kinds of damage at the same time (such as by the Flame Strike spell), the additional damage is of whichever type the creature was dealt more of. A wind of moderate or greater speed (at least 10 miles per hour) disperses the gas. The gas otherwise lasts until the beginning of your next turn.

    Furthermore, you may wield your breathing in a more deadly manner one additional time before needing to rest.

    1fp – Barbarous Din (Requires Noise that Knows)
    You may, as a bonus action on your turn, let out a horrendous shriek that magically concentrates itself upon a creature or unattended object within 90’. Make an attack roll (Proficiency + Strength Modifier). On a hit, the target takes 2d6 + your Strength modifier Thunder damage. No other creature can hear this noise, although the target can tell which direction it came from.

    Furthermore, if you’ve made the Salivating Maws alteration, you may add Thunder to the list of damage types you can change your spit to.

    1fp - Digestive Rift
    Your warped digestive track exceeds comprehension, granting you immunity to ingested poisons.

    Furthermore, whenever you eat you can choose to store the nourishment it would provide instead of benefiting from it immediately. You may gain the benefit of any amount of this stored nourishment, using it up in the process, as an action on your turn. For example, you could eat a pound of meat today, gain no benefit of it (still hungry, etc), and then use an action the following week to suddenly gain the benefits of eating that pound of meat. There is no limit to how much nourishment you can store this way. You can use this ability while in an Esurient Craze.

    Finally, if you've made the Swallow alteration and a creature or object attempts to use teleportation or planar travel to escape your stomach, you may use your reaction to disrupt the attempt. The creature must make a Charisma saving throw (DC 8 + your proficiency modifier + your Constitution modifier). On a failure, the effect fails and the creature or object remains in your stomach.

    1fp – Stomach Realm (Requires Controlled Consumption)
    You can, as a bonus action on your turn, expand and/or alter the shape of your stomach, either restoring it to its original state or creating a space of any shape whose space is at most twenty 10’ cubes. You can also split this area into multiple disconnected rooms. While your stomach is so shaped creatures you swallow are no longer automatically blinded and restrained (unless larger than the available space), although they still cannot see or move outside of your stomach. You may apply base alterations to the insides of your stomach whenever you shape it (such as using the flesh trait's base alteration to make the walls look different). When you swallow a creature you may choose which part of your stomach realm's walls they emerge from.

    Furthermore, you can form furniture and the like out of your stomach walls while shaping it. Any such furniture is immobile but can have whatever texture you desire. The “furniture” is still a part of your body.

    Finally, you may also transform one or more of your mouths into door-like openings leading directly into your stomach (or change them back into ordinary mouths) whenever you expand and/or alter your stomach. Spells and effects can pass through these doorways without issue.

    Tier IV Alterations

    1fp – Gluttonous Rift (Requires Digestive Rift and Ravenous Maws)
    While you are in an Esurient Craze, you may, as an action, consume at least 10 pounds worth of stored sustenance. If you do, the number of temporary hit points you gain from the feast is increased by 2d4. This increase stacks with the benefit of Dire Consumption.

    Furthermore, if you’ve made the Swallow alteration, you can swallow Gargantuan or smaller targets and the size of your stomach is doubled (allowing it to hold one Gargantuan creature, two Huge creatures, etc). If you've made the Stomach Realm alteration, the size of your expanded stomach is also doubled (40 cubes). If you’ve made the Windswept Maws alteration, you may use the Inhale option to grapple Gargantuan or smaller creatures.

    This alteration does not give you the ability to target Gargantuan creatures with regular grapple attacks unless you could already do so.

    1fp - Good Taste in People (Requires Refined Palate)
    Whenever a creature qualifies for the benefit of your Refined Palate alteration you also get a taste for the more ephemeral aspects of their existence. You may add your proficiency bonus to any Wisdom(Insight) checks you make to learn more about the creature’s motives, preferences, feelings, etc and on Charisma(Deception) checks made to act like them. If you’re already proficient , your proficiency bonus is doubled when using it for this purpose. This ability does not stack with Expertise. This effect lasts for 10 minutes, after which you need another taste to renew the effect.

    Furthermore, you may, a bonus action on your turn, take a deep breath and let your tongues and/or tongue-analogs really get a good whiff of your surroundings. If you do, you are treated as having tasted everything within 20’ of you for the purposes of your Refined Palate alteration. Unlike a normal tasting, this benefit only lasts for 1 minute, after which point you need another taste to renew the benefit.

    2fp - Deranged Hunger (Requires Ravenous Maws)
    While in an Esurient Craze you have advantage on Wisdom and Charisma saving throws and disadvantage on Wisdom and Intelligence ability checks. In addition, if you would be reduced to 0 HP while in an Esurient Craze you are instead reduced to 1 HP and the Esurient Craze immediately ends.

    Furthermore, you may, as a reaction, enter an Esurient Craze. You may enter an Esurient Craze this way even if you’ve already taken an action on your turn. If you do, it lasts until the end of your next turn instead of its normal duration. Once you’ve used a reaction this way, you cannot do so again until after you finish a short or long rest.

    2fp – Living Prison (Requires Swallow)
    You gain resistance against damage dealt to you by creatures currently swallowed by you and/or in your stomach, and have advantage on any saving throws made against their abilities.

    Furthermore, as a bonus action on your turn you may prevent all teleportation and planar travel used by other creatures and objects from functioning within your stomach, whether your stomach is the destination or departure point for such travel. This effect continues until you end it as a bonus action or unmake this alteration.
    Last edited by Magikeeper; 2022-04-10 at 07:17 PM.

  4. - Top - End - #4
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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Spike
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    Swords. Spears. Pickaxes. History is filled with pointy edges, and the Spike trait is glad to add more to the pile. In some ways the Spike trait is the least aberrant of the seven – shoving sharp edges into your enemies is a very ordinary thing to do, after all. Spike is also among the most militant of the traits, offering a more professional, soldier-like approach to getting things done. Of course, not all professional killers are orderly.

    Although the Spike trait has some non-combat and maneuvering capabilities it is largely an offensively-focused trait with an emphasis on ranged combat. If taken as your Primary trait your choice of Secondary traits will likely be based on how they can expand your non-combat, defensive, and/or maneuvering capabilities.

    Base Alteration: You can form/remove/modify additional spikes/spines/etc. If you add spikes to an unarmed strike or a melee weapon that is a part of your body (tentacle, fin, bite [better teeth], etc), you may choose to have that weapon deal piercing damage instead of its usual type when you attack with it (e.g. you could deal piercing damage with a spiked fist). Furthermore, when you score a critical hit with a ballistic spike, a goring spike, an unarmed strike, or a melee weapon with your spikes on it, you may roll 1d4 and add that much piercing damage to the extra damage of the critical hit.

    Spikes that are removed/detached/fired/etc from your body normally crumble to dust after four hours. However, your spikes are more than lifeless bone, and remain slightly responsive to your desires; you can will any number of your spikes within 150 feet of you to immediately crumble to dust as a bonus action on your turn. Finally, if you have the Decentralized Existence feature, you may will your spikes to crumble from any distance and can choose to have any of your detached spikes last until you complete a long rest instead of four hours.

    Tier I Advanced Alterations:

    1fp – Hunting Spikes
    Your spikes are well suited for being shaped into tough yet lightweight forms suitable for bolts, arrows, and especially dangerous shrapnel. You can create and use the following kinds of spikes:
    • Ballistic Spikes. Ballistic spikes can be fired with muscular action, allowing you to use these them as ranged weapons (1d8 piercing damage, range 70'/210'). You can choose to use your strength modifier for your ballistic spike's attack and damage rolls instead of your dexterity modifier. You are proficient with these spikes. Fired spikes quickly regrow.
    • Caltrop Spikes. You may, as an action, form and fire a fragile container spike that breaks apart to unleash large numbers of tiny caltrop spikes at any location within 40’ of you. These caltrop spikes fill a 5ft by 5ft area. Any creature that attempts to move into, out of, or through this area must make a Dexterity saving throw (DC 8 + your proficiency modifier + your Constitution modifier). On a failure, they stop moving and take 1 piercing damage. You may add half your proficiency modifier to the damage dealt, rounded up. Until at least one point of this damage is healed, their speed is reduced by 10ft. The slowing effect does not stack. A creature moving through the area at half speed doesn't need to make the saving throw.

    2fp – Bone Implements
    Your spikes are ideal for being hardened and more thoroughly shaped, allowing you to create and utilize the following kinds of spikes:
    • Goring Spikes. You can form spikes that are more suitable for melee combat, allowing you to use these goring spikes as melee weapons (2d4 piercing damage, finesse). You are proficient with these spikes.
    • Deadly Quills. You gain the ability extend especially thin and long spikes designed to break into sharp fragments when struck. You may, as a bonus action on your turn, cover yourself in these quills, causing creatures that successfully hit you with a non-reach melee attack and/or a part of their body to take 1 piercing damage. You may add half your proficiency modifier to the damage dealt, rounded up. These quills last until you use your movement, at which point they break apart and must be re-formed.
    • Carved Spikes. You can subtly alter your spikes as you form them: blunting them, adding sharp side edges, adding holes, and otherwise forming spikes that are in any rough shape a bone cylinder could be carved into. This allows you to change the damage type of any weapon formed from your spikes to bludgeoning and/or slashing damage. In addition, this also allows you to form spikes that create a whistling sound as they move through the air, pitons, tool handles, pick axe heads, chain links, small tools, etc. You may detach these modified spikes from your body as a part of any action, and may have new spikes quickly grow to replace them if you do. This alteration does not give you proficiency with any weapons and/or tools you were not already proficient in.

    1fp – Poisonous Spikes
    When you hit a creature with a melee or ranged attack made with your spikes, or a weapon with your spikes on it, you can immediately will the spike to generate a disruptive toxin as a bonus action. If the struck foe is not immune to the Poisoned condition, the struck foe has disadvantage on ability checks made with ability of your choice until the end of your next turn. You can choose a different ability each time you generate the toxin.

    Furthermore, you gain the ability to produce a limited amount of a more potent venom. If you have not yet performed an action on your turn, you can will all of your spikes to generate this venom as a bonus action. At the end of your turn, each creature that was damaged by one or more of your spikes that turn, that is not immune to the Poisoned condition, must make a Constitution saving throw (DC 8 + your proficiency modifier + your Constitution modifier). On a failed save, the creature suffers from the effect of your choice:
    • Stiffened. The creature has disadvantage on Dexterity ability checks and its speed is halved until the end of your next turn.
    • Corroded. The creature takes 1 poison damage and cannot regain hit points until the end of your next turn. You may add one-half your proficiency modifier to the damage dealt, rounded up.
    • Addled. The creature has disadvantage on Intelligence and Wisdom ability checks until the end of your next turn. In addition, at the end of your next turn the creature forgets everything that happened while it was under this effect. It regains these memories whenever it next completes a long rest.
    If multiple creatures are effected by your venom on the same turn, you must choose the same additional effect for all of them. After using three bonus actions to produce this more potent venom, you cannot produce it again until you finish a short or long rest.

    1fp – Tether (Requires Hunting Spikes or Bone Implements)
    You can choose to have any of your detached spikes remain connected to you by some kind of secretion – spider silk, goo, etc - that hardens when your spike hits something or when you will it to do so (willing the material to harden before the spike hits something causes the attack to miss). This secretion has the durability of silk rope. A tether cannot be longer than 120'; if a spike is fired beyond that range the tether can still be formed but it will not be connected to you. Caltrop Spikes, if you can form them, cannot remain attached to you.

    Any “rope” created this way lasts as long as your detatched spikes, dissolving when its time is up. You can detach the end of any number of “ropes” that are connected to you as a bonus action on your turn.

    Using this ability with Carved Spikes, if you can form them, effectively allows you to use your spikes like grappling hooks, along with anything else you might use ropes with carved endpieces for.

    2fp – Smoke Spikes
    As a bonus action on your turn, you can choose to fill a single spike with a semi-stable mixture that will explode after a set period of time, to a maximum delay of 10 minutes. You may reduce this delay as a part of any action while the spike is still attached to you, and may also detach the spike as a part of any action. If you use this spike to make an attack, such as via the Hunting Spikes alteration, it explodes in the same space as the attacked creature or object whether or not it hits. If the attack does hit, the spike deals damage as normal before exploding.

    The spike’s explosion creates a 10’ radius cloud of thick smog centered around the point of detonation that lasts for one round. This explosion, although loud, is not powerful enough to deafen or deal damage. The smog spreads around corners and its area is heavily obscured. You can choose the color(s) and faint smell of the smog, and can choose to create a cloud whose radius is less than 10ft. These choices must be made when the spike is fired and/or detached from you, or when the spike explodes if it was never detached. A wind of moderate or greater speed (at least 10 miles per hour) disperses the cloud.

    After using this ability three times, you may not do so again until you complete a short or long rest.

    Tier II Advanced Alterations:

    2fp - Deadly Spikes (Requires Hunting Spikes or Bone Implements)
    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 ballistic spikes and/or goring spikes deal an additional 1d6 damage.

    Furthermore, when you score a critical hit with a ballistic spike, a goring spike, or an attack with a melee weapon with your spikes on it, you may roll 2d4 additional damage instead of 1d4.

    2fp - Noxious Spikes (Requires Poisonous Spikes)
    Creature affected by your disruptive toxin have disadvantage on saving throws made against poison and disease for the duration of the effect.

    Furthermore, whenever a creature fails their Constitution saving throw against your more potent venom you may have them be Poisoned in addition to the venom’s normal effect until the end of your next turn.

    Finally, if you’ve made the Smoke Spikes alteration, when you choose the properties of the cloud you may also choose whether or not to make the cloud toxic. If you do, all creatures aside from yourself that enter and/or start their turn within the cloud, that are not immune to the Poisoned condition, have disadvantage on Intelligence(Investigation), Wisdom(Perception), and Wisdom(Insight) ability checks for one round. Creatures are affected even if they hold their breath or don't need to breathe.

    1fp – Pneumatic Spikes (Requires Smoke Spikes)
    The underlying bone, cartilage, and muscle structure of your body can be tweaked to support using muscular action and pneumatic force to powerfully twist your spikes in a drill-like motion. This capability provides the following benefits:
    • Melee attacks made with your spikes, or a weapon with your spikes on them, deal double damage to unattended objects and surfaces.
    • If you have made the Hunting Spikes alteration, your ballistic spikes can utilize this spinning motion to help stay on course – attacking at long range does not impose disadvantage on attack rolls made with your ballistic spikes and you can ignore half cover when making ranged attacks with your spikes.
    • You can embed your spikes into unattended objects and surfaces they damage. If the spike was attached to your body, it detaches. An embedded spike can be used as a foothold/handhold and can support up to 1000 pounds of weight without getting pulled out (the object it is embedded into, however, might not be so sturdy).

    Furthermore, if you have no remaining uses of the ability granted by your Smoke Spikes alteration, you may concentrate for 5 minutes to regain a single expended use.

    1fp - Vivifying Spikes (Requires Hunting Spikes)
    Your spikes become capable of secreting a variety of medicinal elixirs. As an action you can make a special Wisdom(Medicine) check to attempt to stabilize a creature within your reach with the assistance of these curative spikes. You may add your Constitution modifier (minimum +1) to the result of the check.

    Furthermore, as bonus action on your turn, you can will your spikes to secrete a preservation serum ideal for capturing foes alive. Until the beginning of your next turn, you can choose to knock out any creature that is reduced to 0 hit points by a ranged attack made with your ballistic spikes (as you could with a melee attack). If you've made the Rooting Spikes alteration, you may also choose to dissolve any spikes embedded in creatures that are knocked out in this manner.

    Finally, as a bonus action on your turn, you can deal 5 damage to yourself in order to concentrate your life-force into a more general-purpose vitalizing serum and then inject that serum into a willing or unconscious creature within 70’. The injected creature gains 10 temporary hit points that last until the beginning of your next turn. Furthermore, their speed is doubled and they have advantage on saving throws made against disease and poison for the duration of the effect. The speed increase does not stack with the Haste spell. If the creature was unconscious, this effect does not change that. You can target yourself with this ability. After using this more general-purpose serum three times, you must finish a short or long rest before doing so again.

    Tier III Advanced Alterations:

    2fp – Shredding Volley (Requires Hunting Spikes)
    When you use an action to attack with your ballistic spikes you may choose to form and fire a rapid flurry of spikes instead, the volley trading the possibility of an ideal strike for a better chance of hitting the target at all. If you do, you have advantage on the attack roll but the initial damage dealt by the attack is halved (e.g. extra damage from the Sharpshooter feat and/or a critical hit would be halved but if you've made the Rooting Spikes or Poisonous Spikes alteration the rooting/poison damage would not be halved).

    Furthermore, as a bonus action on your turn, you may ready yourself to unleash a truly staggering number of spikes upon your foes. If you do, your rapid flurries deal full damage instead of half damage until the end of your turn. Once you use a bonus action this way, you must finish a short or long rest before doing so again.

    2fp - Rooting Spikes
    You can form spikes that embed themselves in any creatures they damage, taking root/expanding/unfolding/etc to push themselves deeper into your foes. Creatures with one or more spikes embedded in them take 5 points of piercing damage at the beginning of each of their turns.

    An afflicted opponent can use an action to remove all spikes embedded in themselves, dealing 1d6 slashing damage to themselves in the process.

    If the spike was directly attached to your body (goring spikes, deadly quills) it detaches from you when embedding itself into a target. This ability can be used with the tether alteration, it stays connected to the 'rope'.

    2fp – Rupture Seeds (Requires Rooting Spikes and Hunting Spikes)
    You may have your spikes erupt forth from the body of any creature that dies with your rooting spikes embedded in them. If you do, the spikes burst forth and shatter, forming caltrop spikes that fill the area the deceased creature occupied. These caltrop spikes can potentially take root in other creatures as normal.

    Furthermore, you may, as a bonus action on your turn, choose up to four 5’x5’ areas already filled with your caltrop spikes within 60ft of you, causing each area to erupt into a 5’x5’x10’ bone hedge. A bone hedge is a tangled mess of sharp bones that has 20hp, AC 10, and counts as difficult terrain. The hedge partially blocks line of sight, providing half cover. The first time a creature enters or leaves the area of one or more bone hedges on their turn they must make a Dexterity saving throw (DC 8 + your proficiency modifier + your Constitution modifier). On a failure, they take 3d8 piercing damage and are embedded with your rooting spikes. Creatures initially within the area of effect do not need to make a saving throw until they try to leave the hedge. The bone hedges last as long as your other detatched spikes, and can visually look like any sturdy material. If a bone hedge is destroyed through damage, it shatters back into caltrop spikes that fill its area.

    1fp – Deleterious Existence (Requires Poisonous Spikes)
    When you use the capabilities granted by the Poisonous Spikes alteration, you may choose to have them deal Necrotic damage instead of their usual type (if any). In addition, creatures normally immune to poison damage / the Poisoned condition are not immune to the effects your alteration-granted toxins, venoms, and toxic clouds unless they are also immune to Necrotic damage.

    Furthermore, whenever a creature fails their Constitution saving throw against your more potent venom you may have them suffer from one of the following effects, in addition to its normal effect:
    • Dizzy. The creature falls prone at the end of their next turn. In addition, it has disadvantage on opportunity attacks until the end of your next turn.
    • Amnesic. The creature immediately forgets everything that happened in the past minute. It regains these memories whenever it next completes a long rest.
    • Frail. Until the end of your next turn, the creature takes an additional 1d4 necrotic damage from all melee and ranged attacks.

    If multiple creatures are effected by your venom on the same turn, you must choose the same additional effect for all of them.

    Tier IV Advanced Alterations:

    2fp – Biostraining Cannonade (Requires Hunting Spikes)
    You may, as a bonus action on your turn, secrete a propulsive mixture and/or otherwise contort your musculature to greatly increase the might of your ballistic spikes. If you do, your ballistic spikes deal an additional 1d6 damage, count as siege weapons, deal double damage to structures, and have a range of (300’/900’) until the end of your turn. The resulting recoil has a price; until the end of your next turn your speed is reduced to 0, all attacks made against you have advantage, and you have disadvantage on all Strength and Dexterity ability checks. You cannot use this ability while suffering from the recoil effects.

    1fp – Quivering Tether (Requires Tether)
    You may, as a bonus action on your turn, will one of the “ropes” created by the effects of your Tether alteration, that is still connected to you, to partially contract. This shortening effect rapidly pulls you and anything connected to you towards the spike on the other end with immense force (but does not exert any force on the spike itself). You can choose how much of the tether to contract each time, up to a maximum of 60' per use of this ability.

    Furthermore, you may, as a bonus action on your turn, secrete and seamlessly attach more "rope", adding up to 60' to the length of any or all tethers currently attached to you. This additional length can extend a tether beyond the normal maximum length of 120'.

    Finally, the durability of your tethers improve, giving them the toughness of woven steel while still remaining as supple as silk.

    2fp – Piercing Rain (Requires Shredding Volley)
    When you use the ability granted by the Shredding Volley alteration, you may choose to instead aim the volley of ballistic spikes at several foes at the same time. If you do, choose a point in space within the normal range of your ballistic spikes and make a single ballistic spike attack. You may apply the result of the attack against any number of creatures within 10’ of the chosen point in space. If you score a critical hit, all chosen targets are automatically hit but do not take any additional damage from the critical. Roll damage a single time and apply half the result to any successfully hit targets. If your rapid flurries would deal full damage this turn, apply full damage (but not additional critical damage) to any successfully hit foe instead. This volley benefits from your other alterations as normal (Rooting Spikes, Poisonous Spikes, etc).

    Furthermore, you may use the bonus action granted by your Shredding Volley alteration one additional time before needing to complete a rest.

    2fp – Distorted Implements
    You can choose to warp the existence of your spikes, causing them to have more edges than should be physically possible. Creatures have disadvantage on Wisdom(Perception) checks made to study these non-euclidean spikes and have disadvantage on all Dexterity saving throws made against abilities granted by your Spike trait alterations. In addition, when you score a critical hit with a ballistic spike, a goring spike, or an attack with a melee weapon with your spikes on it, you may roll 2d4 additional damage instead of 1d4. This stacks with the benefit of the Deadly Spikes alteration (3d4 total).

    Furthermore, as a bonus action on your turn, you can will your spikes to fade in an out of existence, taking on a phantasmal appearance. While flickering in this way, your spikes ignore cover and can pass through any physical and/or magical barrier between you and the target of your attacks. The range of your attacks does not change. If you cannot perceive your target, you can instead attempt to attack the square you think they’re in with disadvantage. These attacks cannot benefit from the effects of the Tether alteration. This effect lasts until the end of your turn. After using three bonus actions in this way, you must finish a short or long rest before doing so again.


    Puppet
    Spoiler
    Show
    Ah, the wonders of friendship. Helping others and being helped by them in return is a powerful way to move up in a world just filled to the brim with minds and hearts. But making friends can be so very hard… if only you could do so a bit more… literally. Of course, a puppet master need not be so unsociable, perhaps you simply love people so much you’d like to be several of them yourself. Pets are quite popular as well, what wizard doesn’t have a familiar by their side? Certainly not a wizard that thinks like you! Whether entertaining others, having them entertain you, or just embracing that warm feeling of collective unity is your preferred modus operandi the Puppet trait is here to help you put on a show that will never be forgotten.

    Due to its focus on support, the Puppet trait itself is somewhat lacking when it comes to violence - if taken as your Primary Trait your choice of Secondary traits will likely be based on how they can expand your offensive capabilities. That said, increasing the breadth of your social capabilities might also be worth looking into.

    Base Alteration:You can freely form/remove/modify tiny puppets, marionettes, and the like made of flesh/fur/etc.

    These tiny puppets, called Toy puppets, share your space and have the following qualities:
    • Fixed Cord. The puppet is connected to you by one or more thin cords (which can look like flesh, hair, string, a leash, etc). These cords have a maximum range of 2’ (the puppet cannot leave your square).
    • Cord Bound. If a puppet would end up beyond the reach of its cord through any means (such as by you or it being knocked out of range), the puppet immediately unforms instead.
    • Shared Existence. Like any body part, damage dealt to puppets is dealt to you and spells and effects targeted at them effect you as well. If a spell or effect targets an area, you are only effected once even if yourself and multiple puppets are within the area of effect (e.g. you would only take damage from a Fireball once). Likewise, spells or effects originating from you, that effect an area, treat you as one creature for the purpose of affecting others (If a spell or effect gave you a flame aura that damages nearby creatures, and a foe is near both you and a puppet, the foe would only take the damage once).
    • Shared Actions. You must use your actions, reactions, etc to control your puppets. They are just a part of your body, after all.
    • Shared Senses. You can, as an action to make a Wisdom(Perception) check from the location of one of your puppets. If you have access to the base alteration of the Eye trait, you are inherently aware of anything your puppets are sensing, allowing your passive perception to apply to them.
    • Limited Capabilities. Toy puppets have a carrying capacity of 1 pound cannot be used to perform any action, bonus action, or reaction, except for the Use an Object action and any ability granted by a Puppet trait alteration. The Use an Object action does not count count as an alteration-granted ability. Unlike other puppet types, anything carried by one or more Toy puppets counts against your own maximum carrying capacity.
    • Altered Alteration. Puppets benefit from any base and/or advanced alterations you’ve added to yourself (like any other body part), although they may not be able to utilize those benefits. You cannot form puppets that are attached to other puppets. If a puppet can somehow use an ability, any limitations of that ability are shared between yourself and all of your puppets. (e.g. if an ability can only be used twice before resting, and both you and a puppet use that ability, neither you nor your puppets can use it again before resting. If an ability can only effect a target once per round, that limit would also be shared between you and your puppets).


    You may, as a bonus action on your turn, convert one of your Toy puppets into a Servant puppet. A Servant puppet can be tiny or small in size. You may only have one Servant puppet at a time. A Servant puppet has the following additional qualities:
    • Variable Cord. You can use a bonus action on your turn to change the length of one of your Servant puppet’s cord(s), to a maximum range of 40’. The puppet must already be within its new range. For example, if you want to reduce a puppet's range from 40' to 20' it must already be within 20' of you.
    • Punchable. Your Servant puppet can be attacked separately, its armor class is the same as yours (although it does not benefit from worn armor unless it is also wearing it). Any damage dealt to the puppet is still dealt to you. Area effects that include both you and the puppet still only effect you once.
    • Tossable. Effects that would physically move or restrain the Servant puppet, such as a strong wind or a successful grapple, only effect it and not you. Likewise, effects that would physically move or restrain you do not effect your Servant puppet.
    • Maneuverable. Servant Puppets have their own movement. Their speed is the same as yours.
    • Lesser Capabilities. Replaces Limited Capabilities. Servant puppets have a carrying capacity of 5 pounds and cannot be used to perform any action, bonus action, or reaction, except for the Use an Object action, Help action, and any ability granted by a Puppet trait alteration. The Use an Object and Help actions do not count as alteration-granted abilities.


    Tier 1 Advance Alterations:

    1fp – Deadly Coordination
    You can, as an action, have one of your puppets Oppose or Support a creature within 5’ of them:
    • Oppose. The next attack roll made against the creature has advantage. If the attack damages it, the creature takes an additional 1d6 damage of the same type.
    • Support. The next attack roll made against the creature has disadvantage. If the attack misses, and the attacker is within 5’ of the puppet, the attacker takes 1d6 bludgeoning damage.

    Each puppet can only be used with this ability once per round. If you have enough actions you may, however, have multiple puppets Support or Oppose the same creature; the damage stacks. A puppet cannot Support itself, but it can support you or another puppet despite being a part of you.

    Furthermore, you may count the Help action as a Puppet Trait alteration-granted ability for the purposes of using it with the MultiAssault and Focus Surge features.

    2fp - Parasite Puppets
    You can, as an action, have one of your Servant puppets attempt to attach themselves to a creature within 5' of them and within the maximum range of their cord. If unwilling, the creature must make a Dexterity saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a success this effect does nothing. Otherwise, the puppet attaches itself to their body for one hour (after which point it detaches). The effected creature cannot move beyond the maximum reach of the attached puppet's cords while so attached and has disadvantage on any attack rolls they make against the attached puppet. An attached puppet moves with the target, shares the target's space, and has a movespeed of 0.

    A creature attached to your puppet(s), that is not charmed by you, may use an action to make a Strength saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a success the creature detaches itself from all puppets attached to it. You can choose to end this effect ahead of time as an action or bonus action, detaching any number of puppets. If you lose consciousness or move farther away from the creature than the maximum range of a puppets' cord the puppet(s) automatically detaches.

    You can telepathically communicate with creatures attached to your puppets. This does not give you the ability to comprehend languages you do not know, but images/feelings/etc can also be communicated this way.

    2fp - Adroit Handling
    You have advantage on Dexterity(Sleight of Hand) checks involving your puppets. In addition, you can add your proficiency modifier to Charisma(Performance) checks used to perform puppet shows. If you were already proficient in Performance, your modifier is doubled for this purpose. This doubling does not stack with Expertise.

    Furthermore, as a bonus action on your turn, you can choose one of the following effects:
    • Usher. Until the beginning of your next turn, enemy creatures have disadvantage on opportunity attacks made against your Servant puppets and the speed of any of your Servant, Substitute, and/or Stage puppets, that have a movement speed greater than 0, is increased by 10’.
    • Abandon. Choose one of your puppets. Until the beginning of your next turn, the puppet gains resistance to all damage. If the puppet takes any damage while under this effect, it unforms at the end of the current turn. If a puppet unforms while under this effect, you cannot use the base alteration of the Puppet trait to create any new puppets for one minute.
    • Watch Over. Choose one of your Servant puppets. Until the beginning of your next turn, when an opponent you can see attempts to attack the chosen puppet you can use your reaction to impose disadvantage on the attack roll. Alternately, you can use your reaction to give the chosen puppet advantage on a Dexterity saving throw.


    1fp – Puppet Self
    Your body becomes more resilient and puppet-like, increasing your current and maximum HP by 5. When this alteration is unmade you lose 5 hit points and your maximum HP is reduced by 5.

    Furthermore, as an action you may choose any period of time, such as “one minute” or “three weeks”, and enter a hibernation state for that period of time. While in this state you are unconscious and each week that passes counts as one hour for the purpose of starvation, dehydration, and aging. If you take damage while in this state this effect immediately ends.

    Finally, you can concentrate for 5 minutes in order to transfer your essence to one of your Servant or Substitute puppets. The puppet transforms into you while your former body transforms into the puppet. You may choose to have your worn and carried objects move with you, flowing into your body and then flowing back out of it as your destination body transforms into you. If your destination is too small to contain you, the transfer fails. This is a teleportation effect, but the swapped puppet does not unform. After transferring your essence in this way, you must finish a short or long rest before doing so again.

    1fp - Shifting Strings
    You can convert up to three of your Toy puppets into Servant puppets as a bonus action on your turn. The maximum number of Servant puppets you can have at the same time is likewise increased to a total of three. In addition, you may extend the range of these puppet’s cords to a maximum of 120’ instead of 40’. The number of actions you can take each turn does not change.

    Furthermore, you may form puppets that do not have solid cords. Such cords may have no form at all, as if they didn't exist, or you may have them look transparent/ghostly. The range of your puppets does not change – if a puppet would move out of its range it unforms as normal. Such puppets do not, however, need a physical path to you (you could keep them in a closed box, etc). They are still a part of your body.

    Tier II Advanced Alterations:

    2fp – Butchering Crew (Requires Deadly Coordination)
    Whenever the ability granted by your Deadly Coordination alteration would deal damage, you may add your Dexterity or Charisma modifier to the damage dealt. If multiple puppets Support or Oppose the same creature, this damage stacks.

    Furthermore, you gain the following capabilities:
    • Lethal Assurance. When an attack roll is made with advantage due to one or more Oppose actions, you can use your reaction to let the attacker reroll one of the dice.
    • Bloodied Bodyguard. When a creature scores a hit against a target, if the attack roll had disadvantage due to one or more Support actions, you can use your reaction to have any damage dealt by that attack be dealt to one of the puppets that had made the support action(s) instead.
    You can use your reaction in either of the above ways, in any combination, a total of three times. You regain all expended uses when you complete a short or long rest.

    2fp – Substitute Puppet
    You may, as an action, convert one of Servant puppets, that is not currently attached to another creature, into a Substitute puppet. This allows you to create another Servant puppet. You may only have one Substitute puppet at a time. Substitute Puppets can be medium or small sized, and have the following additional quality:
    • Shared Capabilities. Replaces Lesser Capabilities. Substitute Puppets have the same carrying capacity you do and can be used to perform any action, reaction, and/or bonus action you could perform. Substitute Puppets cannot benefit from their own Oppose action. If you have made the Orifice trait's Swallow alteration, all creatures swallowed by your puppets end up in your stomach (you do not gain an arbitrary number of stomachs). The number of actions you can perform each round does not change.
    Substitute puppets otherwise have the same qualities as Servant puppets.

    2fp – Collapsing Puppets
    When you make this alteration or finish a long rest, you gain/replenish a separate reserve of 30 hit points that can only be used by your puppets. As long as the reserve as at least 1 hit point remaining, you can use an action to bind and/or unbind any number of your non-Toy puppets to the reserve. If a bound puppet would take damage, subtract that damage from the reserve instead. If the reserve would be reduced to 0 or less hit points, it is instead reduced to 0 hit points and all puppets bound to the reserve immediately unform. Any excess damage is ignored (it does not transfer to you).

    You can concentrate for 5 minutes in order to sacrifice any number of hit points. If you do, the separate reserve regains an equal number of hit points (up to its maximum capacity). Once you do this, you must finish a short or long rest before restoring the reserve in this way again.

    All of these changes override the "Shared Existence" quality. Area effects that deal damage affect each HP pool separately. For example, if both you and three puppets bound to the reserve were in the area of a fireball both you and the reserve would take the damage once. Non-damaging effects still affect you as per the “Shared Existence” quality.

    1fp – Persuasive Parasites (Requires Parasite Puppet)
    While one or more creatures are attached to your puppet(s), you can use a bonus action on your turn to do any one of the following:
    • Charm. Choose a creature currently attached to your puppet(s). That creature must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a failure, the creature is charmed by you until the end of your next turn. If the creature is not currently fighting you or your companions they are instead charmed for one hour. In either case, this effect ends if the creature is freed from your puppet(s). While charmed, the creature regards you as a friendly acquaintance and believes they are willingly attached to your puppet. If you or one of your companions do anything harmful to the creature it ceases to be charmed (but is still attached to your puppet). When the effect ends, the creature knows it was charmed by you.
    • Assist. Choose a willing creature that is currently attached to your puppet(s) and not charmed. Until the creature is detached from the puppet(s) your telepathic link with them is enhanced, allowing you to occasionally assume direct control. When the creature makes an Intelligence, Wisdom, or Charisma ability check, or makes a Concentration check, you can use your reaction to make the check in their place. In addition, you can use your reaction to stun the creature until the beginning of your next turn. If you do, this effect immediately ends and the stunned creature may immediately remake their saving throw (if there was one) against any effect(s) currently charming them.

    You can use any of the above capabilities, in any combination, a total of two times. You regain any expended uses when you finish a short or long rest.

    Tier III Advanced Alterations:

    2fp – Unchained Doll (Requires Substitute Puppet and Shifting Strings)
    Your Substitute and/or Stage puppets lose the Fixed Cord, Variable Cord, and Cord Bound qualities. They are no longer connected to you and have no maximum range, although they still count as being a part of your body. You must still use your own actions to control them.

    Furthermore, you may have up to two Substitute puppets at the same time instead of just one.

    Finally, if you possess the Sinister Image feature any Substitute puppets formed from your Proxy continue to exist when the effect ends instead of dissolving into nothingness.

    1fp – Barrier Puppets (Requires Collapsing Puppets)
    Non-damaging spells and effects targeted at any of your puppets that are bound to the separate reserve do not effect you unless they affect the mind of their target. This also includes spells and effects whose area includes your puppets but not you (the puppets are still affected). Your own abilities, spells, etc treat the puppets as a part of you as normal. You may choose to share other effects as well, such as the effects of a spell cast by an ally. These changes override the "Shared Existence" quality.

    Furthermore, the initial and maximum capacity of the separate reserve increases to 60 hit points.

    1fp - Invasive Parasites (Requires Persuasive Parasites)
    Whenever a creature fails their Wisdom saving throw against the charm effect granted by the Persuasive Parasites alteration, you may choose to have that creature forget everything that happened during the past ten minutes. In addition, after the charm effect ends the target forgets everything that that happened while they were charmed. This may result in them not even knowing they were charmed in the first place.

    Furthermore, the benefit granted by the Assist option of the capability granted by the Persuasive Parasites alteration does not end when you stun the attached creature.

    Finally, you may use the ability granted by your Persuasive Parasites alteration one additional time before needing to finish a rest.

    2fp – Doll Breaking Motions
    You can, as a bonus action on your turn, deal 10 damage to yourself in order to gain advantage on all Strength and Dexterity ability checks until the beginning of your next turn. Furthermore, your alteration-granted attacks deal an additional 1d6 damage until the beginning of your next turn. If you've made the Deadly Coordination alteration, its effect likewise deals an additional 1d6 damage.

    If you’ve made the Collapsing Puppets alteration, you can choose to deal the 10 damage to the separate reserve instead. If you do, only puppets bound to the reserve gain the benefits of using this ability.

    Tier IV Advanced Alterations:

    3fp – Habile Locums (Requires Substitute Puppet)
    You may count any alteration-granted attack or ability used by one of your Substitute puppets as a Puppet trait alteration-granted ability for the purpose of using it with the Focus Surge feature. For example, you could have a Substitute puppet attack with a tentacle twice.

    Furthermore, you can use the Focus Surge feature one additional time before a rest, but only once on the same turn.

    1fp - Subjugating Parasites (requires Parasite Puppets)
    You may, as a bonus action on your turn, give a command to one or more creatures attached to your puppets. Until the beginning of your next turn, the commanded creature(s) takes 2d10 psychic damage and are restrained until the end of your next turn the first time they intentionally attempt to disobey or refuse to obey the command. If the creature could not feasibly follow the order, or if doing so would be harmful to the creature, they still take the damage but are not restrained.

    1fp – Myriad Self (Requires Barrier Puppets and Substitute Puppet)
    You can form puppets connected to your Substitute and/or Stage puppets. These puppets function as normal, except their maximum range is how far they can move from the puppet they're attached to instead of you and they immediately unform if the puppet they’re connected to unforms. You may convert up to three of these puppets into Servant puppets without them counting against the total number of Servant puppets you can have at the same time. You cannot connect Substitute Puppets to each other this way.

    Furthermore, the initial and maximum capacity of the separate reserve increases to 90 hit points.

    Finally, you may use a reaction to unform any number of your puppets. Once you use a reaction in this way, you cannot do so again until after you complete a short or long rest.

    3fp - Rumbling Domain (Requires Substitute Puppet)
    You may spend 10 minutes performing no other actions in order to convert one of your Substitute puppets into a Stage puppet. This allows you to create another Substitute Puppet. A Stage Puppet can be any shape and size that would fit within a 50’x50x50’ cube and has four times the carrying capacity of a Gargantuan creature (your STR score x 15 x 8 x 4 [STR x 480lb]). As the name implies, the Stage puppet is otherwise not as dangerous as it looks - even if it has the form of a mansion or a giant beast it's still only as durable and deadly as a Substitute puppet. At your DM's discretion the Stage puppet's massive size may give it advantage on certain ability checks.

    You may unform the Stage puppet as an action and/or bonus action like any other puppet. Furthermore, you may you may freely add or remove other base trait alterations – such adding tentacles to one of the Stage puppet’s “walls” or changing the design of the “carpets” via the base Flesh Trait alteration – to your Stage puppet as you would any other puppet.

    You may only have one Stage puppet formed at a time. With the exception of its greatly increased carrying capacity and size, your Stage puppet otherwise has all the qualities of a Substitute Puppet. If you unmake this alteration, your Stage puppet immediately unforms as normal.

    As referenced above, the lack of mechanical combat bonuses is intentional – your other alterations are needed to make the puppet more deadly than a glorified stage prop. Another thing to keep in mind is that Stage Puppets tend to be much lighter than they look - like a "stone wall" made of cardboard.
    Last edited by Magikeeper; 2022-04-15 at 02:18 AM.

  5. - Top - End - #5
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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Fin
    Spoiler
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    To swim to uncharted depths and soar above the clouds… although many ozodrin appreciate freedom, the Fin trait truly cherishes the concept. Going where you want to go, and leaving where you want to leave. When it comes to battle, the Fin trait natural promotes fighting like a raging river – fast, upfront, and constantly in motion.

    The Fin trait’s devotion to travel has left little room for unrelated matters – if taken as your Primary trait your choice of Secondary traits will likely be based on how they they can expand your non-combat capabilities or how they can offer new ways to take advantage of your mobility in battle.

    Base Alteration: You can freely form/remove/modify additional fins. You can use these fins to move, granting you a swimming speed of 30’. Furthermore, you may form hardened fins suitable for use as melee weapons (1d4 bludgeoning damage, light, finesse). You are proficient with your fins. You can use two-weapon fighting with your fins.

    Tier I Advanced Alterations:

    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 nimbly push yourself 5' in any direction. This movement does not provoke an opportunity attack.
    • 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.
    • Continue the flow, putting yourself in position to seamlessly punish your opponent's next misstep until the beginning of your next turn. If you do, the first time the struck creature misses you with a melee attack they take 1d6 bludgeoning damage and this effect ends.

    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
    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
    You can subtly alter your body and fins/wings to better support speedy movement (aerodynamic shapes, releasing jets of air through muscle motions, etc). Your swimming speed increases by 15’ and your walking speed increases by 5' while you aren't wearing medium or heavy armor.

    Furthermore, as a bonus action on your turn you may briefly replace your walking speed with your swimming speed, your movements causing spacial ripples like a fish swimming along the surface of a pond. For example, if your swimming speed was 45’ then you would have a walking speed of 45’. This effect lasts until the end of your turn. While under this effect you can use your movement to swim horizontally while falling, using up to 3 feet of movement for each foot you fall. In addition, while under this effect you can subtract up to 10 feet from the distance you fell when calculating falling damage and have resistance against any falling damage you do take.

    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, if your speed is not currently 0, 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
    You can form tough, shovel-like fins that aid in excavating earth and soil and subtly modify your musculature to more efficiently perform the needed motions. This allows you to dig a 5'x5'x5' area (125 cubic ft) of loose dirt in 10 minutes, or 60 minutes if the dirt is tightly packed and/or clay. Digging through stone is only possible if it has already been shattered into smaller pebbles, in which case it can be treated like loose dirt.

    Furthermore, digging is no more tiring for you than walking.
    Note: That's 12.5 cubic ft / minute for loose dirt, ~2.08 cubic ft / minute for clay.

    Tier II Advanced Alterations

    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 the MultiAssault feature unless you could already do so.

    1fp – Dynamic Fins (Requires Momentous 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 - Spacial Diving (Requires Swift Fins)
    You can, as a bonus action on your turn, use any amount of your remaining swimming movement to teleport the same distance to an unoccupied space you can see. From your perspective this feels the same as swimming through reality to the chosen location, although others simply see you disappear in a ripple and then reappear at your destination with another ripple (like watching a jumping fish enter and exit the sea).

    After using this ability twice, you must finish a short or long rest before using it again.

    Tier III Advanced Alterations

    3fp – Wings
    You can form wings in addition to fins. Wings can be feathered, scaly, furry, insectoid, etc. Forming wings grants you a flying speed of 30'. You can hover. If you have made the Swift Fins alteration, the benefit to your swimming speed also applies to your flying speed. You can use Wings as melee weapons (1d4 bludgeoning, light, finesse). Wings count as fins for all of your fin trait abilities (such as Whirling Fins and Momentous Fins). You can use two-weapon fighting with your wings.

    Furthermore, you may form wings that are transparent/ghostly, or have no form at all. Such wings create faint spacial ripples when you fly and cannot be used to attack or deal damage.

    1fp – Blitzing Fins (Requires Swift 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)
    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.

    Tier IV Advanced Alterations

    1fp – Space Weaving Fins (Requires Spacial Diving)
    Whenever you use the ability granted by your Spacial Diving alteration, you may multiply your spent swimming movement by three when determining how far you teleport. For example, you could spend 10 feet of movement to teleport 30 feet. You must still be able to see your destination.

    Furthermore, you can use the ability granted by the Spacial Diving alteration one additional time before needing to rest.

    2fp – Cosmic Fins (Requires Spacial Diving)
    Whenever you use the ability granted by the Spacial Diving alteration you may instead choose to instead use all of your remaining movement to transport yourself to another plane. If you are attempting to travel to a location on another plane you have been to before, you arrive near the chosen location (within 30 miles, DM’s discretion). If part of you is already at the destination, such as a bundle of your hair, you can instead arrive at the closest available spot near that part. Otherwise, you can loosely describe the desired planar traits of your destination (“Evil-Aligned Plane, Watery Plane, etc"), but have no control over which plane you arrive at or where within that plane you arrive.

    3fp – Immaculate Grace
    Whenever you use the Dash action or replace your walking speed with your swimming speed, you gain the benefits of the Dodge action as well.

    Furthermore, if you are not already proficient in Dexterity saving throws, you may add your proficiency bonus to any Dexterity saving throw made while using your movement. For example, while running through a wall of fire.

    2fp - Chronal Ascent
    You can, to a very limited extent, swim against the relentless flow of time to slightly extend critical moments. When you take the Ready action you may choose to move up to your speed and take an action, instead of doing one or the other. Alternately, you may choose move up to twice your speed instead of taking an action. You still cannot use the Ready action with the MultiAssault feature.

    Furthermore, you may add your proficiency bonus to Initiative checks. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
    Last edited by Magikeeper; 2022-04-10 at 07:17 PM.

  6. - Top - End - #6
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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Ozodrin and Multiclassing

    Prerequisites
    To qualify for a new class, you must meet the ability score prerequisites for both your old and new classes. The ability score prerequisites for an Ozodrin are Dexterity 13 and Charisma 13.

    Proficiencies Gained
    When multiclassing into Ozodrin, you do not gain any of the class' proficiencies. You may, however, benefit from the proficiencies granted by your traits/alterations (if any).

    Class Features
    The following Ozodrin class features have special rules when used by multiclass characters:

    Unarmored Defense - If you already have the Unarmored Defense feature, you can't gain it from another class.

    Focus Surge - Once you use the Focus Surge feature or the Action Surge feature, you must finish a short or long rest before using the other feature (e.g. if you use Action Surge, you would have to complete a short or long rest before being able to use Focus Surge).

    MultiAssault - The MultiAssault class feature cannot be used the same turn you use the Extra Attack class feature (or similar abilities) granted by other classes.


    ------------------------------------------------

    Change Log
    Spoiler: Changes
    Show

    First Day Or So
    > Fixed a bunch of Eye things.
    > Changed Cost of Independent / True Spawn so that.. um.. you can actually use True Spawn.
    > Fixed Long Tentacle's wording.
    > Noted you can change torso/head/neck shape with Aberrant Metamorphosis.
    > Devouring Mouths actually notes it can provide nourishment now, since the similar effects do that.
    > Lingering Glare is now 2 times per alteration.
    > Changed Lingering Sight from ten minutes to an hour.
    > Long tentacle alteration now takes into account the idea of putting mouths and such on tentacles, implying you can do so, although it does not give hard rules for it. 5E seems to assume DM involvement to a degree 3E does not.
    > Changed the scaling of swift fins to only be +1fp per additional application. This doesn't make a big difference early on, but helps fin-primary / secondary ozodrin. The tentacle movement alteration is remaining at +2fp, I don't find speed to be as central a focus for that trait.
    > Wings alteration is now base 30' flight instead of having a base equal to your walking speed. This removes the weird interaction between tentacles and wings among other things.

    7/1/2015
    > I have nerfed Sinister Image. Only one object at a time, and you can't change objects until completing a short or long rest.
    > Abnormal Perspective was changed to giving 1/2 prof intimidate vs non-aberrations and 1/2 prof Insight/Deception/Persuasion vs aberrations. This makes less incredibly niche.
    > I added some clarifications to Decentralized Existence and Aberrant Metamorphosis.
    > I removed the saving throw from rending tentacles. I don't think it is necessary.
    > I swapped the damage change ability of Obliterating Toxins with the disadvantage giving ability of Overpowering Toxins. It makes more sense and a lot of creatures have poison immunity at mid-high levels.
    > Overpowering Toxins also increases damage die now.
    > The fluff of Hollow Spikes has been changed to something that makes more sense with volley and such. More importantly, it has been nerfed to being 1/turn. No more having to worry about 20th level ozodrin mass spamming 10d8 toxic spikes in terrifying first-turn novas.
    > Hollow Spikes now grants 2 uses (+1 per additional alteration), and Endless Generation provides 2 uses if you have 0. I really want merely dabbling in poison to be viable for spike primary ozodrin (instead of it being "Go all-in or don't bother"). I also reworded the weaker venom effect to be less wordy.

    7/2/1015
    > Reduced cost of Stomach Realm to 3fp.
    > Tweaked a bunch of flesh features a little. A big change is that Sizing Flesh (formerly Condensed/Engorged flesh) now allows you to freely change size (within limit) whenever you enter/alter your True Nature. Magic Consuming flesh also protects against magical effects now, not just spells.
    > I added the Martial Fins alteration (3fp). Tier I fin was pretty useless unless you happened to be near the water all of the time. If you aren't fighting in the water, then all it offers is holding your breath, better forced marching, and having meh armor and weapons. Now fins have TWF and the ability to replace one or both of those attacks with shoves - which in turn means primary fin users can use mutliassault at level 5 with shoves [something I don't believe other ozodrin can do].
    > Added the ability to engage in TWF with fins in the first place, which should have been there.
    > Noted that you cannot replace the Razor Fin attack with a shove. I think being able to potentially knock all of your enemies prone would be too strong?
    > Added Multiclass rules for Ozodrin.

    7/3/2015
    > Tweaked Tier 4 Puppet alteration costs again. I also changed independent puppet to only effecting 1 puppet per alteration. is is no longer possible for a 20th level Ozodrin to have more than two independent puppets at the same time. I also specified that Independent puppets do not benefit from non-alteration class features - they can't MultiAssault.
    > Changed the wording of Razor Fin to be.. better. I also added the benefit of prevent foes from making opportunity attacks against you until their next turn if you manage to damage them with your attack (because otherwise trying to use Razor Fin might be suicidal).
    > Added the Goring Spikes augment, Primary Spike ozodrin can now do stuff in melee if they didn't choose tentacle or orifice as one of their secondaries.
    > Replaced the bizarre energy flesh alterations with a single alteration that just expands what you cna choose with the lower tier options.
    > Added Regenerative Flesh to Tier III flesh. I had been looking for a place to put that.
    > Sizing flesh has been tweaked to actually work with Aberrant Metamorphosis.
    > I have changed the Efficient Pathways alteration. I think the new version better fits 5E design philosophy, and it also gives low-level Eye-Primary Ozodrin something besides darkvision to spend extra fp on.

    7/4/2015
    > SO MUCH FLUFF! IT'S LIKE A TEDDY BEAR STUFFING SUPPLY TRUCK DUMPED ITS LOAD ALL OVER THIS THREAD!
    > Removed "this is a magical effect" from a bunch of abilities, as 5E doesn't seem to do that anymore.
    > Damage increased for all of the first tier attack alterations except Devouring Gaze and Mass Assault. Tentacle, Fins, and Goring spikes are now finesse weapons. Far Reaching Gazes was moved to Tier I Eye. Vicious Mouths was moved to Tier II orifice. I think originally basing the damage off of the monk was too conservative, and ozodrin ac is rather crappy.
    > Changed Quickbuild suggestions to accommodate changes.

    7/5/2015 - Complete Overhaul of FP costs
    > Changed wording of trait focus to use more 5E-y terminology. It is now trait archtype.
    > I have changed all of the alterations to fit the new 2fp at level 1, 1fp per level after that set up. That should make the math much easier. I have also changed what all of the "Deadly" augments and such did - based on the responses I have been getting from the damage benchmark thread I'm thinking ozodrin wasn't dealing enough damage. Although I might have overshot it a little...
    > Or maybe not... Obliterating Toxin now lets you add your constitution modifier (once) to the poison damage. Endless Generation's weaker poison was altered to be 1 damage base instead of 2, although it can benefit from the +Con alteration. Again, trying to support being able to just dabble in poison instead of all-or-nothing.
    > Added Rejecting Glare to Eye tier III.
    > Dashing Fins boosts damage as well now.
    > Deadly Breath benefits from Vicious Mouths again. I'm basically tweaking the offensive abilities of tier III / tier IV stuff to help keep the ozodrin relevant.
    > Supreme Dash now costs 2fp and is now 2 uses + 1 use per additional alteration, but also doubles dashing fin's damage if you used it that turn.

    > Dash wasn't worded how I thought it was. Dashing fins and such have been tweaked. Dashing fins also does a whole finslap worth of extra damage.
    > Specialized Organs now lets Dash and Disengage count as fin trait-alteration granted abilities. It was.. really niche before and it helps fin users feel more... mobile. Which is sorta fin's thing.

    7/6/2015
    > Swapped Volley and Piercing Rain and changed what they did. Less ranger-copying. Made them once per turn simply because of the amount of time making a bunch of dexterity saves probably takes. Granted, you could use them together... but shredding volley's main benefit to guarantee some damage and poison delivery probably earn it 1/turn anyway.

    7/9/2015
    > Changed Efficient Pathways. It no longer has an always-on effect, but the reaction is more versatile.

    7/10/2015
    > Cleaned up a lot of alteration wordings. Changed intro to Eye.
    > Added the Destructive Drool Tier III orifice alteration. Orifice was somewhat lacking in the high level damage department.
    > Specified that Devouring Glare deals force damage.
    > Reduced cost of magic eating flesh to 3. 4 was a bit high.
    > Reduced cost of Cosmic fin from 5 to 3. I think it was overcosted.
    > Improved Adamentine stomach. Lowing the damage threshold didn't make much/any sense.
    > Increased cost of Sealed Stomach to 3.

    7/11/2015
    > I was talked into adding the Unarmored Defense class feature.
    > Efficient Pathways AC option now sets it to 18.
    > Tweaked wording of Sophisticated tentacles.
    > Replaced Living Mail with Sleek Fins.

    7/12/2015
    > Added "to a creature" to Devouring Mouths. No more attacking walls for healing..
    > Re-added a section noting how you when you can change alterations. Although people seemed to understand without it? Interesting.

    8/14/2015
    > Altered rending tendrils to be be str/dex instead of just str since the rest of tentacle supports dex and there isn't a reason for it.. well, to not do so too.

    8/16/2015
    > Fixed some typos in Tier II puppet alterations, reworded section of Advanced Puppet that dealt with making it multiple times so that it no longer implies you need to have your maximum number of advanced puppets formed (you don't).

    8/17/2015
    > Fixed Deadly Gaze Glare, changing all references to "Gaze" to "Glare" as intended.
    > Nth Dimensional Flesh now starts out at 10'. I felt it was kinda weak for 3fp at 5', but the effect itself should probably be at least 3fp so.. more range it was.

    8/18/2015
    > Fixed FP example since you CAN apply efficient pathways twice.
    > Fixed some other minor typos.
    > Traveling Tentacle only takes 5' strange movement per 20' now.
    > Altered Blending Flesh to allow the Hide action to count as a Flesh-Trait alteration granted ability for the purposes of MultiAssualt/Focus Surge. It just makes sense, really.

    8/20/2015
    > Gave the base Eye alteration actual mechanical benefits (No disadvantage in dim light, advantage on saves against effects that would blind/deafen)
    > Some more typo fixing.
    > Specifically noted you can use TWF action w/tentacles.
    > After looking through warlock and such once more, I decided to buff Devouring Glare/Deadly Glare, take a weakened version of spirit eye (no school, no life/death detection) and combine it with the incredibly niche otherworldly senses, and then replace spirit eye at Tier III with something that has a side effect of increasing damage (Parallel Pathways, letting you get glares off with a bonus action)
    > Continuing "Let's make Eye better" day, Rejecting Glare now gets two more uses per alteration.

    8/22/2015
    > Added Writhing Mass alteration to Tier IV tentacle, bringing it up to 4 alterations.
    > I added a question to MultiAssualt - it was never intended to effect bonus actions (and I don't want it to) but I'm not sure if the wording technically allows it as-is.
    > I reduced the cost of Grasping Limbs to 1. The trait/class basically doesn't build on it at all, so the benefit is pretty minor IMO.
    > I changed Deadly Fins to follow the same pattern as every other deadly (+1 die size, +1 die). I likewise changed Dashing Fins to mirror the new Deadly.
    > Dashing Fins now uses strength or dex like regular fins do - if for some reason you're actually using strength I suppose there is no reason to penalize you for it.
    > Replaced remaining mentions of "augments" with "alterations".
    > Spitting mouths now note you can TWF with them, as I noticed they were missing that line.
    > Decentralized Existence now specifies it lets you survive without a head. I might remove the smaller text clarifying you might already have been able to use aberrant metamorphosis to gain that ability...
    > Magic Consuming Flesh in now 2fp, and has the same pound wording as similar abilities.
    > Energy Consuming Flesh is now at-will after passing 90 instead of a 100, which allows Flesh Secondary ozodrin to gain it at-will at 20 (10fp).
    > Added Durable Form to puppet tier I - This is because A) Puppet tier I was kinda pathetic in combat and possibly in general. B) Actually, A pretty much covered it but d8 is kinda small for a potentially front-line class anyway. C) Extra HP works well this the high-tier puppet stuff (although 2fp/5hp might be a bit weak. Would definitely need to test that.).
    > Tweaked wording of Durable Form to be more clear.
    > Mass Harass is now a bonus action. This makes it possibly worth using before level 6. Or worth using at all, really.
    > Advanced Puppet was reduced to costing only 2fp. It isn't really worth 3fp on its own, I think.
    > Durable Puppets was altered to no longer form a weird infinite self-healing combo with advanced puppets. Also, renamed Sturdy Puppets since Durable Form is now using that word and I'd rather keep the reference to the old Ozodrin HP feat.

    8/23/2015
    > Reducing Piercing Rain to 2fp. Among other things I noticed cover is more common in 5E.
    > Changed unfolding spike. It now increases damage per round to 4, but no longer gives disadvantage on the strength saving throw. I decided making the condition actually worth caring about was more useful than making it harder to end.

    8/24/2015
    Flesh Overhaul Day! Tried to make flesh a little less... boring? More synergistic with other traits (since it pretty much relies on them for high level combat)?
    > Iron Flesh now gives advantage to Death Saving Throws, as Iron flesh is less useful on a class with Unarmored Defense. Granted, I then proceeded to make flesh use strength as its attacking stat..
    > Honed Muscles added to Tier I flesh. 1/2 athletics is.. well, at least more general utility than flesh had, and the unarmed strikes are crappy but allow use of the new EGF (and give an attack to focus surge).
    > Energy Generating Flesh is now a bonus action that adds 1d6 to most attacking features (not spike/eye/puppet).
    > Deadly Flesh altered to work with EG.
    > Energy Secreting flesh altered. Deals 3d8, doesn't stack anymore or allow mixing damage types.

    11/11/2015
    > Changed all of the poison alterations - they just weren't very good and required you to dump most of your FP into them to be worthwhile. (Also, hollow spike didn't work in a way that made any IC sense).

    11/12/2015
    > Changed Superior Toxins to 2fp. Poisoned, even for 1 round, strikes me as quite a nasty condition to inflict. Changes tertiary spiked wielders to having to wait until level 12 if they want to use it instead of level 8.
    >Spikes can no longer be TWF. Mouths, Tentacles, and Fins had their Deadly augment damage reduced to 2d6. Deadly flesh was changed to 3d6. This lowered average damage at level 6 to the 17.4-19.4 range, I think, which is less than some of the martial classes but still okay (I think).
    > Changed Hollow Spike again. Spike Ozodrin no longer need their bonus action for anything else, so I changed it to make more sense.
    > I finally rewrote Harpooning Spike. It is very different now.
    > I altered unfolding spike, tether, Shedding Volley, and Piercing Rain to work with the new Harpooning Spike.
    > Piercing Rain can no longer be used with MultiAssault, but it CAN deliver poison.

    11/13/2015
    > Harpooning Spike now costs 2fp. I think the main reason it cost 3fp before was simply how clunky it was. The new streamlined version can just be tossed on without taking up much OOC time and is quite simple to use. In many situations it's worse than just taking deadly spike an extra time, at least by itself.

    11/14/2015
    > Harpooning Spike now deals slashing damage (forgot to give it a type), and the damage triggers whenever the creature performs a physical action / uses their movement. Somewhat clunkier, but auto-damaging at the start of each turn didn't make sense for a non-magical effect. Worse on creatures that can attack without moving, better on fighters that run around hitting things.

    11/15/2015
    > I have pretty much rewritten Piercing Rain. The previous reason for it being restricted in use was the concern of how much OOC time spent rolling dice Shredding Volley + PR being used together might result in. Then I thought about how PR is VERY similar to SV in execution and realized I could just make PR an upgrade / new use of SV, allowing them to use the per rest and per round restrictions without being clunky. I also lowered the damage to 3d10, reduced the cost to 1, and tossed in the ability to start a combat with 1 use of SV if you had none remaining.

    11/16/2015
    Eye Overhaul Day!
    > Every Tier IV eye alteration has been changed.
    >> I felt it was okay for Unbound Reception to be at-will, albeit at 2fp instead of 1.
    >> I removed lingering sight, which didn't really match the feel of the rest of the class, and replaced it with the similar Decentralized Perception.
    >> I removed lingering gaze entirely, as a changed variant of that would basically be sinister image for eyes.
    >> I added Enveloping Glare, which was pretty much me trying to think of an Int-Save glare with a high "coolness" factor without being clunky.
    >> Speaking of clunky, I removed Devouring Gaze and replaced it with the more streamlined Crippling Gaze. This does mean Eye never gets an area attack, which I admit is kinda strange for the most caster-like feature.
    >> Proclaiming Gaze is now only based on what you can see, no more need for gaze-meeting.
    > I changed tier IV Coiling Tentacle. I never liked the no-physical-action effect, finally figured out something to replace it with (resisting magical transportation).
    > Nerferd the damage of the various stomach alterations (I missed them during the big damage nerf). I also changed swallow to 3fp, changed it to starting with large sized creatures, increased the regurgitation DC to something an Ozodrin might actually fail at lower levels (14->18, Orifice Ozodrin have many reasons to raise Con and it's one of the class' good saves), and lowered the regurgitation damage threshold to 20.
    > Stomach realm now gives more room per additional alteration (twice as much, in fact).
    > Remembered to nerf Secreting Flesh
    > Increased total, but not per-round, damage cap of Energy Consuming Flesh to 30 and the immunity point to 80 (still 8fp). I figure it's less confusing if they are different numbers.

    11/18/2015
    > Changed locomotive limbs to only increasing in cost by 1 per application. I think 12fp for +30ft was... a lot.. 9fp is still a large amount as it is.
    > Nerfed Tether - rope can only be as long as your spikes' normal range. Frenzied contraction was just nuts when it was max range and the ways I thought of to fix that by just changing FC weren't very good.
    > Durable Form is now +10hp instead of +5, but the cost is increased by 1 per application. Far more useful in small quantities, and better overall until tying the old version at max possible bonus hp at level 19 [Technically, you could hit a higher HP bonus at levels 17/18 w/ the old rate]. Old version was incredibly expensive for hitting a noticeable value at mid/high levels and low-level puppet was hardly a powerhouse.

    3/26/2016
    > Altered Rejecting Glare - it can now be used as an action and/or as a reaction instead of as just an action. Playtesting suggested using it as an action was usually a bad idea.

    4/23/2016
    > Replaced Traveling Tentacle with Extended Tendrils, and then replaced that with Stretchable Tentacles. TT was clunky and just not very good - it's only real purpose was to combo with Sinister image..

    4/24/2016
    > Replaced Stretchable Tentacles with Synchronizing Tentacles, as the former had some crippling wording issues.

    4/29/2016
    > Added a section to equipment noting what the Ozodrin gets a player chooses the page 143 starting gold option. Went with 5d4 gold, same as a monk.

    4/30/2016
    > Added Aerodynamic Fins to tier II fin, debated whether to make it tier I or not. Fin's power level varies too wildly between aquatic/navel games and regular ones at low levels... might alter this further in the future.
    > Modified the wording of Specialized Organs to hopefully be a bit clearer. What it does has not changed.

    5/2/2016
    > Fin Day! - Massive overhaul of fin, to make it more useful at the earlier levels outside of aquatic campaigns.
    >> Swift fin gives a lesser boost to walking speed in addition to the swim/fly benefit
    >> Specialized Organs became 1fp, dash/disengage access moved to the new tier II Specialized Physique alteration along with some other benefits.
    >> Elegant Fins removed, Unfettered split into two parts. Each part then had an extra effect added and became the new tier III Unfettered Motions and the tier IV Immaculate Grace.
    >> Dashing fins bolsters speed in general now, and the alterations in general reference movement instead of just swim/fly. Immaculate Grace just gives prof to dex saves period now.

    5/3/2016
    >> Changed wording of Martial Fin. In practice it works out to be the same, but changing it to counting Shove as a Fin-Trait ability instead of the fin attack replacement effect allowed me to remove a potentially confusing "can't replace this..." sort of rule from Razor Fin.
    >> Tweaked Grasping Limb - the held weapons count as Tentacle trait-granted attacks instead of just being any old trait-granted attacks. Primary(Tentacle) ozodrin can now use them with Focus Surge.
    >> Reworded the explanation of how "costs X more each time" works.

    5/8/2016
    >> Changed the preamble for Fin to reflect its newly updated state.
    >> Changed Cosmic Fin to 2fp.

    7/27/2016
    > Flesh Overhaul (Finally fixing the clunky Energy Consuming Flesh and such)
    >> Energy Generating Flesh now effects claws/gore attacks as well and Psychic is a damage type option now.
    >>> I've also changed Generating Flesh to 2 damage instead of 1d6, removed the ability to let you make the alteration multiple times, and changed it so you can just pick 2 energy types whenever you make the alteration. It was basically never worth it to take it more than once before, and +1d6 to every attack is too strong at low levels. A primary (Flesh) Ozodrin w/spike and tentacle secondary would have been dealing 1d6+1+1d6 energy each round at level one.
    >> Moved Filtering Flesh to tier II and combined it with Liquid Converting Flesh
    >> Drastically changed how Energy Consuming Flesh works and moved it to Tier I.
    >> Added Energy Devouring Flesh to Tier II
    >> Changed how Regenerating Flesh (still tier III flesh) works and increased its cost to 2fp. It basically uses Hit Dice as a resource now, replenishing them by eating food (1lb/dice) and letting you expend them as an action to regain 3hp per dice expended.
    >> Added Acclimating Flesh to tier III, which is kinda really niche but covers the "I want high level Flesh Ozodrin to be able to survive dang near anywhere" issue without making Energy Consuming Flesh as clunkcy as it used to be...
    >> Moved Bizarre Energy whatever (accidentally lost old version while updating) to tier IV and turned it into Bizarre Energy Metabolism.
    >> Added Psychic to Secreting Flesh damage options. Basically just added it to all the "Energy" alterations, since that's sort of an aberration thing.

    8/21/2016
    > Massive overhaul. Much of this is less about balance and more about fixing some traits with monotonous early game play and tweaking the way damage works to better fit other classes. The deadly alterations worked so differently from how other classes did damage ( high base damage instead of lower base damage + powerful circumstantial effects) that it was very difficult to balance them. Furthermore, they suffered from trying to balance the traits combat-wise through 6-20 with a level 6 +damage ability. Design-wise I decided it'd be better to just tweak the higher level features.
    > All deadly X alterations changed to just give +1dX damage, where X is the damage dice the weapon originally did. Deadly Flesh deals was changed to deal 2d6 damage. The ability to apply them multiple times was removed.
    > Eye overhaul:
    >> Move Disorienting Glare from tier II to tier I, made it clear you can't stealth disorient targets
    >> Changed Devouring Glare to Dissolving Glare, reduced it to 1fp, removed healing effect.
    >> Moved Far Reaching Glares from tier I to tier III, doubled benefit (15-30)
    >> Removed Tremorsense from Tier II.
    >> Added the healing effect of the old Devouring Glare to the tier II Devouring Glare alteration (1fp)
    >> Changed Deadly Gaze to 1fp, since in practice it is the weakest deadly (Can't twf it, lacks spike's benefits).
    >> Moved Rejecting Glare to tier II, removed the per-rest restriciton and made it 2fp. I might nerf it back to being X per rest...
    >> Changed wording of Binding Glare, made it 2fp for 3 uses + 2 uses per additional alteration.
    >> Removed the range limit from Proclaiming Gaze.

    > Deadly Flesh was reduced to 1fp along with the damage nerf. Energy Generating flesh already costs 2fp.

    > Finally replaced Coiling Tentacles with Paradox Tentacles.

    > Orifice Overhaul:
    >> Tweaked several wordings.
    >> Spit attack wording changes - it is now a melee thrown weapon. This deals with the OP-with-Sharpshooter issue.
    >> Tweaked Destructive Drool (Tier III) to be a bonus action effect. This was a nerf, might need to make this stronger again later.
    >> Added Deranged Hunger to Tier III. Orifice's (sorta) tanking subtheme really needed to be thrown a bone at this tier.

    > Changed base damage of Mass Assault (Tier I Puppet) to1d8+cha.
    > Mass Harass now notes what kind of cover (3/4ths). That really needs to be playtested.

    > Spike Overhaul:
    >> I suggest completely re-reading this one.
    >> Many wording changes.
    >> Base Alteration now add 1d4 piercing to crits instead of +1 bonus damage always, and it effects your spikes as well. No more "Spike's base alteration does very little for spikes". I probably need to specify you can use poisonous spikes with it and such though..
    >> Added Carved Spikes alteration to Tier I
    >> Reworded Throwing Spikes and Renamed them Ballistic Spikes. Basically entirely so they can work with Sharpshooter feat. I thought they could before, but they technically did not qualify for the -5/+10. Ranged-spike-tossing Ozodrin don't want to be the only archery-sorts that can't make full use of the amazing archery feat..
    >> Combined Hollow Spike and Superior Toxins alteration, lower the damage to 1 (plus other tweaks), and keep it at Tier I but change cost to 2fp.
    >> Changed Hollow Spike (Now Poisonous Spikes) to 1 use, plus 2 uses per additional alteration. I might change this further in the future.. maybe have it cost more each time you add it? That'd be strange..
    >> Moved Twisting Spikes to Tier II and changed how it works.
    >> Added Smoke Spikes to Tier II
    >> Slightly changed how Tether works - it no longer requires Harpooning Spikes.
    >> Moved Harpooning Spikes to Tier III, rename it Burrowing Spikes and slightly re-fluff it. Changed the way the damaging effect works.
    >> Tweak Obliterating Toxin's wording, have it add 1d6 damage.
    >> Rearrange order of alterations (not a mechanical change, I think having Shredding Volley be first looks better)
    > Removed Overpowering Toxins
    > Change how Deleterious Existence works, change cost to 2fp
    > Add Flickering Spikes to Tier IV

    8/24-25/2016
    > Made many changes to the Fin trait (will edit in changes later).
    > All HP regaining was changed to be temp Hp. This was to help give Orifice a more dependable combat style, and the other changes were because mixing self-healing and temp HP could be problematic.
    >> The Regenerating Flesh alteration was changed as well. It still enables self-healing but no longer makes it easy to heal large amounts every round in combat.
    > Orifice's tier III breath weapon alteration is now stronger but only 2/short rest instead of at-will. Breathing every round would bog down combat.
    > Moved Deranged Hunger to Orifice Tier IV, created the new Efficient Consumption for Orifice Tier III. I also combined the Iron Stomach / Antimagic Stomach alterations together to create the new Living Prison tier IV alteration. I tweaked Efficient Digestion as well (only 1/2 damage healing now) and renamed it Absolute Digestion

    9/2/2016
    > Overhauled Puppet, last of the major overhauls. Puppet now has mild parasite subtheme.
    >> Added Parasitc Puppets (I), Covert Parasites (II), and Subjugating Parasites (III)
    >> Removed Sturdy Puppets, changed Collapsing puppets to having a set upper HP sacrifice limit (15), and giving it the Sturdy benefit. Increased cost of collapsing puppets to 2fp.
    >> Barrier Puppets now increase sacrifice limit to 40hp.
    >> Added Frenzied Puppet alteration to tier III. Puppet needed a tier III +damage effect. It works well with other traits, but I've been dumping all general +damage special abilities into the bonus action slot so they compete with each other (and can't be focus spammed).
    >> Removed some of the requirements of Independent Spawn
    >> Seed puppet now allows dying as a reaction.
    >> Removed Mass Harass
    >> Moved Mass Support to tier II and renamed it Supportive Puppets. The real benefit is with Mutliassault anyway.
    >> Added Twitching Strings to tier I
    >> Increased initial distance of Lengthy Strings to +15', but removed the ability to retract as a bonus action.
    >> Completely redid True Spawn. It just lets you build a monster from a multiple-choice list of sorts, give birth to it after a month. It works differently from all other Ozodrin alterations, being the only one you have to maintain for a long period (month) to get the effect, but I wanted to keep the ability to create monsters without giving the Ozodrin the ability to create setting-warping monstrosities. I may need to tweak this further in the future.

    9/2/2016
    > I completely changed how Martial Fin works. This means fin ozodrin can now do motion fighting from level 1. Instead of..trying to act like STR-based front-line warriors that are not really built for it at all.
    > Razor Fin has the OA denial built-in again.
    > I altered Tier I Tentacle, it now has the "Tugging Tendrils" alteration, to give tentacle more to actively do at low levels, and I changed how coordinated tentacles work to also have an activatable component. Tentacle has more of a move-stuff-around theme now, which I think is fitting.
    > I changing Devouring Mouths to be a static amount of temp HP, and then raised the FP cost to three has balancing it for level 1 and having it work 2-4 just isn't possible. Reading up on moon druids in actual games suggests that early orifice, while not needing to be as high as that, was still way too low temp-hp wise. I improved the later temp HP abilities as well. Orifice seriously needs to be playtested, it's hard to guesstimate what these temp HP value should be.
    >> The reason it became a set value is that making both the HP random, and tying it to an attack die roll, made orifice survivability far too swingy.
    > I combined Furnished Stomach and Stomach Realm together, kept it at 1fp. That's still a total of 5fp for the whole thing.

    9/4/2016
    > Renamed Dashing Fins Sprinting Fins, reduced cost to 1fp, and made it require Specialized Organs. It's more flavorful and makes it easier to combine it with Specialized Physique. Noted its interaction with Martial fins here, removed it from Martial fins.
    > Martial fins now triggers when you make a melee attack with a fin as well. It.. it's basically the martial arts ability, yeah. Fin needed more damage potential.
    > Tweaked the wording Specialized Organs to be less swimming-specific.
    > Tweaked Sleek Fins to be a little more generally useful, and to benefit all overland travel albeit with disadvantage.
    > Wings no longer needed to be as wordy as before, since most of the swimming-specific augments are no longer swimming specific.
    > I added a second option to Smashing fins (pushing yourself 5').
    > Flesh:
    >> I changed Honed Muscles to Tempered Body, it now gives a 1d8 slam attack in addition to the 1d4 unarmed strike.
    >> I changed Energy Generating Flesh to also working with shoves and grapples.
    >> I changed Iron Flesh, replacing the death saving throw benefit with a 1/short rest gain-resistance-verse B/S/P damage of a single attack. It now costs 2fp and can be made multiple times (+2 uses each time).
    >>> The goal of all of these changes was to make low level flesh more interesting / less crappy in combat before level 6.
    >> I changed Illuminated flesh to 10' bright, 10' Dim.

    9/18/2016
    > Eye: I combined Consuming Glare / Deadly Glare and removed the temp HP effect. It felt tacked-on and kinda clunky, didn't work with the rest of eye, and wasn't really strong enough of an effect anyway. I'd rather fit a more useful ability at that tier..
    >> Speaking of which, I weakened Binding Glare, made it at-will, and moved it to tier II.
    >> Enveloping Glare now deals 4d6 damage instead of 3d6.
    >> Dissolving Glare now deals 1d8+cha damage instead of 1d6+cha, and the deadly was likewise bolstered.
    >> Relentless Gaze doesn't give extra uses of eye trait abilities anymore (since only Enveloping has uses now), but it makes Enveloping full damage regardless of saving throw. Maybe I should have it just increase Enveloping's damage to 8d6 instead..
    >> Added some text to Eye's base ability that makes it clear you can see through all eyes as easily as a human can see through theirs.
    > Tentacle: I rearranged the tier I abilities. They otherwise were not changed.
    > Flesh: I changed Deadly Flesh to instead deal 4d6 while using a focus surge. This is a weaker than before (since the 2d6/2d6 could be split), but is simpler to describe and stays closer to the goal of just ensuring flesh deals comparable-ish damage when focus surging.

    1/15/2016
    > Eye: I added the ability to see scents to crossed senses. Now with 100% more niche sensory prowess.
    >> I then removed the ability to see scents, as I realized some issues that could cause (also, orifice already has an alteration for scent..).
    >> I also replaced Enveloping Glare with Murmuring Glare. I think enveloping glare was difficult to adjudicate, and kinda shoe-horned into the class. Murmuring (imo) far better fits the classes' flavor and is clearer in what effects it does or does not have.
    > Spike: Increased flickering spike to 2fp, changed it to being a bonus action that effects all spikes for 1 round, changed melee benefit to advantage, and made it 2 uses + 1/extra alteration. I might need to alter this further if it proves too strong in playtesting.
    > Tentacle: Coordinated Tentacles is now any spot within your reach to any other spot within your reach. I think the opportunity cost of not, say, making an attack yourself is worth the ability to wield the party barbarian. The change only effects Ozodrin with extended reach anyway - the old 10' limit was enough for basic reach.

    4/29/2017
    > Tier I changes:
    >> Devouring Mouths replaced with a 3fp Ravenous Maws.
    >> Salivating Maws is now a ranged weapon you CANNOT use the TWF action with. Having it be a thrown melee weapon (to avoid sharpshooter + TWF) was just weird. You can, however, use strength on the attack rolls.
    >> Sniping Mouths is now Free Flowing Drool, which costs 2FP, gives a larger range increase, and lets you attempt a spit attack (disadvantage -> neither advantage or disadvantage) whenever you successfully hit with a bite attack as a bonus action.
    > Tier II changes:
    >> Scent-Tasting tongues is now Refined Palette, which also lets you add your proficiency bonus to knowledge checks to determine the physical properties of things you've tasted (in addition to smelling things). Might be undercosted at 1fp.
    >> Vicious Mouths is now Dire Consumption. It improves Ravenous Maw ability as well as damage (similar to before).
    > Tier III changes:
    >> Efficient Consumption has been replaced with Digestive Rift.
    >> Destructive Drool, which is too similar (if better) to Free Flowing Drool, has been replaced by Butchering Fangs.
    > Tier IV changes:
    >> Absolute Digestion has been replaced by Haunted Stomach, which removes healing via digestive damage (Ravenous Maw works with digestion, unlike Devouring Mouths) in exchange for being a generally more interesting ability (IMO).
    >> Some other minor wording tweaks (not mechanical changes).
    >> Living Prison reduced to 2fp, and now requires Swallow. Swallow already costs 3fp as it is. Spending 9fp to have all the tier I-IV stomach alterations at once seems sufficient, maybe even a little high.

    8/27/2017
    > Replaced Crossed Senses with Listening Eyes. Same effect, only better described and a longer duration (1 round -> ten minutes but dismissable) per activation.
    > Minor typo fixing
    > Changed quick build to note dexterity is also an option for Primary(orifice) ozodrin. [b]<- I undid this a few days later, should have slept first. >.>[/b[

    8/29/2017
    > Removed restrictions on weapon wielding from tentacle - number of attacks isn't limb-number-based anyway. It's not really an issue, they have to gain proficiency from another source in the first place.
    > Hooked Teeth alteration now allows grapple attacks to be used with MultiAssault and Focus Surge.
    > Energy Secreting Flesh was rewritten to better match a balor's aura (closest equivalent). The damage was reduced to 2d6, but it is much easier to trigger the defensive damage now.

    8/30/2017
    > Tweaked wording of Smoke Spikes (to note shooting solid surfaces is fine).
    > Tweaked wording of Deadly Quills, explicitly noted it works with all the various spike abilities, and removed ability to stack the effect.
    > Changed Energy Secreting Flesh again, to now build off of Energy Generating flesh augment (given how similar it is it was rather strange it didn't..). Changed form point cost to 1.
    > Changed how Concept Filtering Flesh worked - sensing presence/absence simply works but requires holding other forms of breath (solves lie detection problem, or at least makes it pretty obvious you're doing something). Also changed range to 120'.
    > Adaptive flesh can be used while resting, which is rather essential to achieve the goal of enabling survival in environments that deal energy damage.
    > Overpowering toxins replaces the 1 damage instead of being added to it now, and was generally changed to be less wordy.
    > Various other small wording tweaks.

    8/31/2017
    > Changed the wording of Irregular Mind, as the old version's changing of the effects "maximum duration" could be viewed as making certain effects (like true polymorph) STRONGER due to making it easier to maintain for "the entire duration". This obviously wasn't the intent, and the new wording hopefully makes that clear.

    9/3/2017
    > Fateless ability no longer requires using a reaction to make charisma saves to avoid soul capture/destruction. No longer will Ozodrin be critically vulnerable to TWO foes trying to nom their soul at the same time. Honestly, soul attacks are very unlikely to come up but if they ever do the protection might as well be solid.

    9/4/2017
    > Changed how burrowing spike grappling works. The old version was more in line with 3.5 grapple rules and resulted in the strange situation of, say, reducing the movespeed of everything that hit you with a natural weapon to 0ft when combined with Deadly Quills. The new version makes it less gimmicky and gives much more of a reason to use it in a normal battle. It also promotes using goring spike and lets you do a fun combo with Frenzied Contraction which is a plus.

    9/10/2017
    > Replaced Strange Movement and Aberrant Perspective with Colluding Anatomy and Trait Overflow. The new powers better fit the fluff of the other main abilities.
    > Overhauled Fin (again). New, more flavorful strange movement added to fin, digging weakened but moved to Tier I, Sleek Fins and Lethal Momentum removed, Deadly Fins slightly boosted in power (and cost), Cosmic Fins is now based on Strange Movement, Stranger Movement replaced with Space Weaving Fins, Grand Charge now turns hits into crits instead of giving melee advantage (will need to change tomorrow.. today.. gah the time.. to not boost ranged attacks), Eternal Rhythm added to tier IV.
    > Unfettered Motions now gives advantage VS grapple as well.
    > Specialized Physique gives +prof on Athletics made while moving instead of falling resistance. I like the falling resistance, but have no where else to put it and I dislike the idea of a Fin primary screwing themselves at char creation by not picking up the athletics razor fin needs.
    > Changed Sprinting Fins from 1fp to 2fp. It's definitely worth 2fp.

    > Puppet overhaul - I removed some unnecessary (IMO) clarification in the base trait and..
    >> Changed Parasitic Puppets to last 20 minutes. 10 minutes was just long enough to be annoying.
    >> Improved Covert Parasites - now at 1fp and +1 Parasitic use/rest.
    >> Removed Supportive Puppets. The first part could arguable be done without needing an alteration. I do wonder if there's a way to sneak helping-as-a-trait-granted-ability back into the class but...
    >> Added Essence Shift to Tier II. Basically swap places with your puppet as an action, except gear doesn't transfer.
    >> Replaced Seed Puppets with Ephemeral Host (builds on Essence Shift - similar effect, but less passive & a bit stronger).

    > Changed Tentacle a bit
    >> Moved Magic Ripping Tentacles to tier II, changed how they worked to fit the tier. Tentacles needed something to use with trait overflow and that ability would work fine at lower levels. Might reduce the number of uses/rest to one..?
    >> Added Magic Disarraying Tentacles to tier IV.

    > Streamlined the "straining - yadayada" wordings. Hopefully they're all the same now. >.>

    1/22/2018
    Spike:
    > Finally replaced Burrowing Spike with Rooting Spike. It's streamlined now, and less restrictive fluff-wise. I also decided explaining how it working with objects / doesn't result in leaving a trail of spike rooting into the ground in your wake wasn't worth the hassle. It just effects creatures now. 5 damage / round isn't enough to bypass the hardness of most things you'd want to destroy anyway, so it'd be a lot of clunkyness for something that's rarely ever going to come up.
    >> Also removed the weird not-grapple effect. I liked it, but it's incredibly wordy and also something that's rather niche.
    > Changed Deadly Quills to be more generally useful. The previous version was just as strong, but only in certain campaigns (ones vs monsters and not armed foes). I'd really like playtesting of this one though... anyhow, it can now be used as a bonus action / reaction so you don't need to walk around in porcupine form 24/7 to get any use out of it.
    > Changed Frenzied Contraction to Quivering Tether, which is the same as before only much more versatile. Now you can partially contract and extend the "ropes". The verbiage detailing how it worked with burrowing spike's not-grapple was removed, so the total wordiness it about the same.
    ALL:
    > The "straining" wording was uniformly changed to just be "After using this ability twice," and such.

    5/20/2020
    Puppet
    > Puppet Rework Day - Massive overhaul. Most alterations changed, replaced, or altered. The intent is for Primary(Puppet) to be something people actually pick. Like, ever. The parasite sub-theme was improved, the Trait is more versatile at low levels, and the early combat style was changed to focus on initially fighting alongside your puppets. This results in a more unique-feeling combat style to further differentiate it from the other traits.
    >> Another particularly large change is that True Spawn was removed and replaced with Phantom Puppets. I liked True Spawn, but it's existence would have potential setting implications for any game Ozodrins are in (Ability to birth a new, if fairly weak, creature every month combined with high-level Ozodrin not having a maximum lifespan..). Phantom puppets continue the theme of nearly every Trait having some kind of existence/non-existence sort of alteration at Tier IV.
    Eye:
    > Altered Far Reaching Glares -> Far Reaching Gaze. Now a single alteration that increases range to 300' and telescopic vision out to 600' instead of a 1fp/30' multistackable alteration.
    > Altered Unbound Vision, making it a lot better. Tier IV Eye could use the power, really. It's also 3fp now.
    Flesh
    > Altered Nth Dimensional Flesh to be 15' from start and not multi-stackable. It was basically never worth it to multi-stack it in the first place (+1 time at most).

    11/26/2020
    Eye:
    > Replaced Blindsight with Nous Sight which is... Blindsight that actually describes how it works and gives some abilities related to that. Blindsight in D&D 5E usually comes with additional descriptions. Also the ability to take it multiple times was removed, but the range was increased from 15' to 20'.
    > Changed Parrallel Pathways to more specifically allow use of the Search action instead of some vague "look at something without fear of distraction" thing. Also lets you multiassault w/the search action now, which seems fitting.
    > Removed the range limitation on the telescopic vision benefit of Far Reaching Glare. Also made using the telescopic vision an action so the DM doesn't have to remember to include what Mr. 10,000ft gaze sees every single time they describe valley or something.
    Last edited by Magikeeper; 2022-04-16 at 03:09 PM.

  7. - Top - End - #7
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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Change Log Part 2 (We passed the 50k char limit!)
    Spoiler: Changes
    Show
    11/27/2020
    Tentacle:
    > Moved Sophisticated Tentacles to Tier II, making Primary(Tentacle) a less powerful multiclass dip. They also require Coordinated Tentacles now.
    > Moved Climbing Limbs to Tier I, and gave them more fluff. How they worked suggested they should benefit grappling slightly, so the secondary benefit from Coordinated Tentacles was moved to them. They also give advantage to climb difficult surfaces.
    > Coordinated Tentacles replaced their old secondary benefit with giving disadvantage to the attacks of grappled foes. Which will help low level STR-based tentacle Ozodrin - which likely have low AC and no ranged attacks - stay alive after moving Sophisticated Tentacles out of Tier I. Grappling is most of the reason to bother with a high-STR tentacle Ozodrin in the first place, after all.
    > Since Climbing Limbs can include hooks now, I changed "Hooked Tentacles" to "Coiling Tendrils", recycling that old ability name that was no longer being used! Now the change log will be *extra* confusing to new people reading it from the start.

    11/29/2020
    > Revised Windswept Maws. It's a lot less clunky to actually use now. Also increased fp cost to 2 and made it a bit more versatile.
    > Tweaked interaction between Sizing Flesh and Aberrant Metamorphosis

    11/29/2020
    > Removed "as a reaction" from Irregular Mind. There's more a precedent for passive effects like that in 5E than I thought. Having it as a reaction made it's usefulness vary wildly between different Ozodrin archetypes (as not all of them use reactions) in a pretty random-feeling way. Being able to passively reduce wis/int failures to 1 round indefinitely strikes me as being alright power-wise, since most int/wis saves are either instantaneous, 1 round effects, or allow a save at the end of each turn anyway.

    12/19/2020
    SPIKE
    > Changed Rooting Spikes to deal damage at the beginning of each enemies’ turn. Having it deal damage during your turn was kinda strange since you’re not still controlling it or anything. Especially when it could be triggered by quills. This change makes Rooting slightly more powerful in most situations.
    > Removed the cover limitation of Piercing Rain. Just let groups handle it however they handle other area AOEs. Also changed “all foes” to “any number of foes”, the ability is obviously letting you show discretion since it didn’t hit allies in the first place.
    > Flickering Spikes now specifies it ignores cover.
    > Longshot Spikes correctly note Ballistic Spikes (instead of the old Throwing Spike name).
    > Tweaked smoke spike wording. Also, you can now choose to have some of your spikes NOT explode.
    > Reduced Goring Spikes to 1d8, so they’re no longer the deadliest one-handed weapon in the game.

    12/20/2020
    FLESH
    > Energy Devouring Flesh removed. It was never a very good fit for 5E and was overly silver-bullet ish.
    > Moved Magic Consuming Flesh to Tier II and changed how it worked.
    > Tweaked Acclimating Flesh to no longer depend on Devouring Flesh, removed need to choose a specific energy type.
    > Added Efficient Metabolism to Tier IV to be a sort of capstone for the various reaction-based flesh traits.
    > Changed Bizarre Energy Metabolism - it's cheaper but can't be multi-chosen anymore.
    FIN
    > Changed how Digging Fins worked. It's now clearer when it comes to what it can do.

    12/21/2020
    TENTACLE:
    > Changed Long Tentacles -> Whip Tendrils. I'm generally not fond of the stack-this-to-raise-a-passive-bonus alterations as that's much more of a D&D 3.5 thing. Whip Tendrils is more useful to most Primary(Tentacle) Ozodrin.
    > Changed Coiling to always by +2 size categories / no longer based on Long Tentacles.
    > Graceful Tentacles -> Unerring Tentacles. The omni proficiency was.. something that would lead to heated table discussions I think. Now 2fp and just the disadvantage immunity.
    > Writhing Mass up to 2fp, loses the must be different restriction. Mostly because Whip Tendrils has a bonus action that isn't triggered on a hit like every other tentacle trait bonus action.
    > Added "Once per round" to Rending Tendrils as multi-using that is too strong.
    > Nerfed Sweeping Tendrils as the changes to Unerring and Whip Tendrils would otherwise have made it extremely strong.

    12/21/2020, cont
    Spike:
    > Longshot spikes is no longer multi-choosable. It gives 3fp worth of the old benefit for 2fp though.
    > Nerfed Piercing Rain. Shredding Volley is now the go-to to make sure you hit, with Rain being specialized for trying to hit a large number of creatures.
    > Changed Quivering Tether wording to work with the new Longshot Spikes.

    12/22/2020
    EYE OVERHAUL
    > Finally came up with some ray-fluff I could live with - Dissolving/Consuming Glare is now an attack roll, a major buff from when it was a con save. I might nerf Consuming Glare's damage.
    > Added 1d6 damage to Binding Glare and cleaned it up a bit wording wise.
    > Got rid of Tier IV Relentless Glare, now that Dissolving is an attack roll its not really needed and would be strange fluff-wise.
    > Added Mindsinking Glares to Tier IV, which I think is a fun ability that's fine at that level. A little overlap with the Tier IV Orifice trait Haunted Stomach but its not quite the same so that's probably fine?
    Orifice/Tentacle:
    > The "Deadly" alterations for both of these remove the "light" property / ability to use the effected natural weapons when TWF.
    Tentacle:

    12/23/2020
    Tentacle:
    > The bit describing how tentacle object use works is back.
    > Sophisticated Tentacles and Grasping Limbs both allow for fine motions. Grasping Limbs allows for weapon wielding / it's explicitly forbidden for regular tentacles, which is likely for the best given how powerful Whip Tendrils would be for multiclass chars otherwise.
    Orifice:
    > Removed ability to take Free Flowing Drool multiple times, to better match changes to Spike range changes. Tweaked the Tier III breath weapon alteration whose name escapes me as well.
    > Changed Salivating Maws to have Necrotic as an option instead of Thunder. Because.. Thunder drool never made any sense and you know it. It's now the only source of Necrotic damage for Ozodrin that aren't Tier IV Flesh/Orifice.
    Eye:
    > Reduced Consuming Glare to +1d6. It's an attack now, and 2d8+Cha FORCE damage per attack is a lot. Force is pretty much the best damage type. Dissolving+Consuming outdamages Eldritch Blast at 1d6, much less 1d8. Given the class differences and the shorter range (until level 11 anyway), dealing a little more damage is fine.
    > Changed Binding Glare to a more powerful, limited # of uses effect. The mass slowing was likely OP in the first place, and limiting the # of uses synergies better with Disorienting Glare.
    > Altered Unbound Reception to no longer have the "How does this work with Disadvantage??" issue the lucky feat has. Also removed the ability to nuke an opponents saving throws / opposed ability checks.
    > Changed Murmuring Glare. This is.. sort of a nerf but the old glare was weird in that sometimes you would prefer to fail.. it was a mess. Also had a major typo no one noticed (check instead of save). :/

    1/1/2021
    Flesh:
    > Changed Magic Consuming Flesh. The previous version wasn't very 5e-ish.
    > Altered Efficient Metabolism

    1/6/2021
    Tentacle:
    > Tugging Tendrils was completely reworked - instead of being an extremely niche 1fp at-will ability it's now a 2fp 2x per rest ability that's actually pretty strong.
    > Removed ability to take Locomotive Limbs multiple times as part of effort to remove all "costs more each time" multi-stack abilities.
    Spike:
    > Tweaked Deadly Spike to match new, slightly lower DPR. Added a buff to critical.
    Flesh:
    > Changed how Sizing Flesh works, it is no longer multi-stackable and does not reference Enlarge/Reduce anymore (it had too many exceptions for that to be worthwhile).
    > Changed Secreting Flesh to be a bonus action and only 1d6/1d8. The previous version was pretty much not worth using as an action outside of Focus Surge.
    Fin:
    > Changed Swift Fins. It's now 2fp, give 15' swimming instead of 10', cannot be taken multiple times, and let's you sub your swimming speed for your walking speed as a bonus action. Also gives fall damage resistance, which may have some out of combat use.
    > Changed Deadly Fins to +1d4 to match changes to other Traits.
    > Changed Sprinting Fins fin damage bonus to +1d8 to match the other DPR changes. Still +1d6 for Razor Fins.
    Puppet:
    > Tweaked Phantom Puppets but it's getting tweaked again.
    > Lethal Puppeteering gives proficiency with Unarmed Strikes (They're simple weapons, but Ozodrin don't automatically gain proficiency with simple weapons.. bit of an oversight there)

    1/7/2021
    Puppet:
    > Replaced Phantom Puppets with Rumbling Domain. Phantom Puppets were kind of a mess mechanically, and although neat would likely just be used to spy through walls in practice.
    > Cleaned up some wording / interactions. This included specifying that Advanced Puppets can't be attached to creatures via Parasitic Puppets.
    Orifice:
    > Fixed wording of Swallow as "Colossal" is not a size category in 5E. Also doubled the amount of stomach space while I was at it, which makes it just large enough to generally not care about it unless you're doing something extreme. Likewise tweaked the Tier III ability that lets you form a larger space in your stomach to match.
    Tentacle:
    > Nerfed Rending Tendrils to match the new lower DPR of tentacle. The old version was competing with TWF Deadly Tentacles which is no longer a thing. Also clarified how to it interacts with Sweeping, which could be seen as another nerf depending on how you played that.
    > Changed Synchronizing Tentacles from 2fp->1fp and clarified that it does not synch with previously existing effects. This is a buff if you were already playing it that way (it was intended). Letting it synch with previously existing buffs.. well, in 5E I suppose chars with multiple buffs on them is a lot rarer actually... anyway it makes the ability much simpler to run in-game.
    Flesh:
    > Noted that Magic Consuming Flesh can only dispel spells dispel magic can dispel.
    Spikes:
    > Cleaned up some wordings.
    > Smoke Spikes now requires Ballistic Spikes or Goring Spikes.
    > All "until the beginning of your next turn" spike buffs are now until the end of your turn. This weakens Deadly Quills (especially the DQ + Smoke Spikes combo) and removes the memory game as that extra duration would almost never come up.
    > Piercing Rain 1fp -> 2fp.

    1/8/2021
    > Changed Murmuring Glare to an intelligence saving throw. If it were a spell it'd be of the illusion school, not enchantment - there's no compulsion involved. Also specified that it's a magical effect.
    >> Also changed it from x2/r + 2x/r to 2x/rest + 1x/r as the saving throw change was a significant power boost.
    Orifice OVERHAUL:
    > Moved Free Flowing Drool to Tier III to fit new lower DPR balance point, changed how it worked.
    > Removed the +crit range Tier III Orifice alteration. Honestly, it didn't make sense for Orifice to be the one to get that ability and it was only there for lack of a better idea.
    > Moved Refined Palate to Tier I, tweaked how both it and Deceptive Mouths worked.
    > Added Noise that Knows to Tier II Orifice.
    > Changed how Hooked Teeth worked.
    > Cleaned up various wordings.
    > Reworked Windswept Maws - the Suck-In option is always 5' now.
    > Remove the ability to take Controlled Digestion multiple times, but boosted its effect from 4d6->5d6. Orifice is generally starved for FP anyway so this is likely a buff.

    1/10/2021
    > Fixing wording of the add-half prof and situational alterations to be clearer. Still have many a few to go, got sidetracked with:
    FLESH TRAIT OVERHAUL
    > Tempered Body no longer gives half prof to Athletics checks.
    > The slam attack granted by tempered body now deals 1d10.. and counts as a heavy weapon. It's now the only Ozodrin weapon that can be used with GWF. I'm not sure that's a good thing... but it's probably fine. Spike can be used with Sharpshooter, after all.
    > Changed Energy Consuming Flesh and moved it to Tier II.
    > Added Frantic Musculature from Tier I.
    > Removed Scented Flesh and Deadly Flesh.
    > Added smell to base flesh ability.
    > Added Contorted Existence to Tier II.
    > Altered all of the Tier IV Flesh alterations (Except Concept Filtering Flesh, which is unchanged).
    > Replaced Nth Dimensional Flesh with Space that Thinks. Nth Dimensional was a neat effect but I'm not going to be at every table to explain Flatland.
    > Tweaked Illuminated Flesh to have a stronger base effect and removed the ability to take it multiple times.
    PUPPET:
    > Essence Shift transports your worn and carried objects as well now. Came up with a fluff excuse for it.. which is good as it was otherwise kind of a pain to use.
    ORIFICE:
    > Nerfed Living Prison to only block teleportation instead of creating an antimagic field. Grapple+Swallow is WAY easier to pull off in high-level combat than it was in 3.5, so much so that the antimagic field version of this ability was just instant death to enemy spellcasters.
    > Changed the Tier III breath weapon from bonus action to once per round as an action. That somewhat reduces how much rolling it can cause in a single round.
    EYE:
    > Specified "attack roll or saving throw" for Disorienting Glare. That's what it would be used for 90%+ of the time, and there were a lot of weird corner cases for ability checks. Most of which would allow a creature to avoid mostly avoid the debuff with a Perception Check or something. The inability to use it in grappling is.. actually it's probably for the best.
    > Changing Efficient Pathways from half-prof Dexterity save to advantage, changed initial benefit from 1x->2x per rest.
    > Changed Heightened Senses to 2fp, it grants Expertise now. Might change the extra memory effect to something else as that's more an intelligence thing.
    > Heightened Sense extra effect is now ability to spend an action for 1-turn see invis. Which means...
    > Otherworldly Vision has been removed from Tier II Eye, and has been replaced with Eldritch Sensitivity. Which can sense magic but no longer references detect magic as there really is no reason for an Ozodrin to differentiate between spell schools. It can also detect life, which.. was mostly added to make it clear the lack of spell school ID'ing is intentional. I never liked Otherworldly Vision anyway, it was a hold over from the 3.5e Ozodrin and I think it showed.
    MAIN CLASS:
    > Added Perception to the class skill list.

    1/11/2021
    MAIN CLASS OVERHAUL:
    > Removed Inner Nature / Worldly Guise split. There was never a reason to use Worldly Guise in the 5E version of the class since looking "normal" can be done by unforming all of your base alterations as an action and/or bonus action.
    > Cleaned up the wording of most base class features. Removing the Nature/Guise split helped quite a bit for this.
    > Removed all references to Inner Nature / Worldy Guise in the alterations themselves. Revised wording of Sizing Flesh's second ability to work without Worldy Guise.
    SPIKE:
    > Reduced Longshot Spikes back to 1fp.
    > Changed Poisonous Spikes from 1x + 2x/extra to 2x + 1x/extra and clarified that it does work with other weapons with your spikes on them.
    > Poisonous Spikes now requires Carved Spikes. Although there is some fluff sense here, the actual reason is to make it impossible to take poisonous spikes at level 1 and use it while twf tentacles. Which in turn makes the change from 1x to 2x uses per rest work better power-wise.
    > Altered Smoke Spikes, swapped it with Poisonous Spikes. This solves Poisonous feeling too strong at low levels and also gives low-level spike primary ozodrin more to do outside of combat. Poisonous Spikes no longer requires Carved Spikes.

    1/12/2021
    Tentacle:
    > Replaced Synchronizing Tendrils aka "extremely niche power that can technically share healing spells when you're not getting yourself killed and/or making your DM cry by blind following a teleport" with Dimension Clutching Limbs. DCL also better fits the tentacle trait's theme than ST, which was.. sort of a stretch. It also give tentacle, one of the two traits with a +speed power, something movement related at higher levels.
    > Changed Long Tendrils to Long Tentacles. Like, just a name change. Too many Tendril names.
    Eye:
    > Slightly buffed Eldritch Sensitivity (You can tell if information was gleaned or not), and reduced it to 1fp.
    MAIN CLASS:
    > Unearthly Power also overcomes resistance and immunity to non-magical effects.

    1/14/2021
    Puppet - bunch of changes to somewhat improve <lvl6 gameplay for primary(Puppet) Ozodrin.
    > Combined Lengthy Cords and Missing Strings into the tier I "Shifting Strings". Missing Strings was only ever Tier II because Tier I didn't have room, and Puppet is FP starved enough as it is. At Tier 1 it opens up more options for using puppets, and from what I've learned most games are going to be at Tier I & II.
    > Shifting String range increased from 40' -> 120'
    > Parasite Puppets can be retracted without detatching now, since retracting can't reduce a puppet's range to less than its current position.
    > Parasite Puppets now mention that the attached creature has disadvantage on attacks against it. Which is likely a nerf since it'll remind people the puppet can be attacked in the first place.
    > Base trait updated to note what happens if a puppet is forced outside of its range, give them some sensory abilities without needing the eye trait, etc.

    1/15/2021
    FLESH:
    > After reading through the 5E spell list more thoroughly I rewrote Magic Consuming Flesh to be more counterspell like instead of a self-debuff-dispeller as.. honestly the previous version was pretty bad at high levels. How many targeted spells have a duration & are hostile & don't prevent you from trying to dispel them & can be dispelled by dispelled magic & are worth using an action to get rid of? Not that many past level 10.
    > Cleaned up Iron Flesh wording a bit.
    > Altered Iron Flesh & Energy Consuming Flesh.
    > Changed all the defensive/reactive Flesh alterations that could be taken multiple times to being max 2x applications.
    > Tweaked Concept Filtering Flesh. Might alter the name of it.

    1/17/2021
    MAIN CLASS FLUFF OVERHAUL - So much refluffing! Main class description, a new fluff section matching the other D&D classes (the one that generally talks about that class' role in the world and such), and new much more flavorful openings for the traits that make them feel more like class archetypes. Also tweaked Base ability wordings to be clearer (new form/remove/modify phrasing).
    > Cleaned up wording of Sinister Image. Among other things it's clearer what kinds of things you can use it on.
    >> Also nerfed Sinister Image - 1x/Long Rest, lasts 10 minutes.
    Puppet
    > Empty Doll wording includes what happens if you unmake the alteration (might be uneeded). >> Also added that Empty Dolls formed from a Sinister Image proxy continue to exist after that effect ends. Like, there were other ways to achieve the same thing via Essence Shift but decided to have it be built-in. It makes sense for Puppet trait to be better at using Sinister Image.

    EYE:
    > Dissolving Glare -> Consuming Glare. Once you get consuming this line is just better than before, in that it has more options. It also ties in more to the Eye trait's theme instead of being a random force damage attack.
    > Binding Glare -> Framing Glare. Combat-wise Framing is weaker than Binding was, although unlike binding Framing has actual non-combat use.
    > Proclaiming Glare -> Encroaching Glare. Encroaching is just Proclaiming plus a new ability.
    > Mindsinking -> Delving Sight. Delving is an entirely new ability, giving Eye the mind reading it really feels like it should have in a way that won't cause as many issues as detect thoughts.
    > Decentralized Perception's wording was cleaned up.

    1/18/2021
    EYE:
    > Changed Nous Sight to giving disadvantage on THEIR check instead of advantage on yours. That way the DM can ask you for a perception check without having to reveal there is someone within 20' of you.
    ORIFICE:
    > Removed Haunted Stomach. In 3.5e high-level spell casters had ways to at least bind souls, in 5e this ability is absent. So much so that Orifice Ozodrin would be the single best way of dealing with souls available to PCs by a fair margin. That is not a big part of Orifice's theme. Also, the Swallow line already takes a ton of FP so you'd generally only use Haunted in situations where the DM likely doesn't want you too.
    > Removed Reflexive Nibbling. You'd generally use it to trigger Ravenous off turn, and it is far too unreliable. Also, making attacks during someone else's turn bogs down combat, especially when you have as much potentially effecting / being triggered by those attacks as Orifice ozodrin.
    > Added Glutenous Rift - skip the Reflexive middleman and go straight to gaining temporary HP. 30 might be too much..
    > Replaced Bizarre Liquids with the more powerful Priming Slurry. Changing energy type is really not as big a deal to Orifice as it would be to, say, a wizard, leaving Bizarre as a nice thing but kind of.. lackluster?
    TENTACLE:
    > Combined Grasping Limbs and Deadly Limbs to create Dexterous Limbs. You can no longer make "Claw attacks", but you can make hands. If you want to put spikes (which you will always have access to by level 6) on your hands and call them claws the fun police will not stop you.
    >> More seriously though, Tentacle had 5 Tier II alterations instead of 4 because Grasping was something Ozodrin should be able to do at some point - form functional hands - but wasn't actually worth spending FP for. It couldn't be part of the base trait for multiclass reasons, but by level 6 it's mostly useless for tentacle Ozodrin. Most of the time it was just an FP tax for people that wanted to form hands for character design reasons.
    >> I did remove the ability to use MultiAssault with weapons, a casualty of stuffing it into another trait, but that would likely only come up with bow-wielding tentacle Ozodrin that acquired proficiency from their race. I might re-add that ability.
    > Moving fine manipulation to the closest thing to a mandatory alteration for primary(Tentacle) Ozodrin freed up Sophisticated Tentacle to have a tighter IC explanation for how it works. Thus, it became Terpsichorean Limbs which is basically the exact same thing as before only with more fluff and no fine motion bonus.
    VARIOUS:
    > I've realized all weapons in 5E only have one damage type. Also whips are slashing, crab claws are bludgeoning, etc. Tweaking alteration damage types to match.

    1/19/2021
    ORIFICE:
    > Salivating Maws can no longer be taken multiple times. Might restore this.
    > Removed Deadly Breath. It was only kept this long because the 3.5 Ozodrin had it and is a classic monster power. To be frank, Ozodrin use too many abilities each turn for one of them to be something that forces a bunch of enemies to make saving throws. Windswept is pushing it, but at least that doesn't have any damage rolling involved.
    > Moved Priming Slurry down to tier III, changed it to Priming Breath, and changed how it worked. It being at will was... way too strong, and in retrospect does Orifice really need to be able to do every energy type?
    > Added Barbarous Din to Tier IV. It gives Thunder as an option for all Orifice energy alterations in a reasonable manner and has an alright bonus effect as well. In the end Necrotic + Thunder should cover most creatures, really.
    > Controlled Digestion allows for shifting damage type to match Salivating Maws now. Don't have to wait for Tier IV anymore at all.
    > Changed Salivating Maws to finally have a version of "Drooling on things you bite" that isn't an issue to have at low levels.
    > Removed Free-Flowing Drool and move Barbarous Din to Tier III. I feel like there's more fun to be had with BD than FFD, and there's no reason BD needs to be Tier IV. FFD and BD filled a very similar role.
    > Added Good Taste in People to Tier IV. I like the alteration, but may change the name.
    Puppet:
    > Removed Skittering Gallery, as it was added for use with the long-removed Phantom puppets and it would mostly just serve to bog down gameplay.
    > Renamed Puppeteer Puppets "Myriad Self", closed the multi-collapse stacking loophole, and otherwise buffed it to serve as the capstone of sorts for the collapsing line. Now Puppet has 4 alterations worth having instead of being one of the "5 because one of them is pretty meh and should be a part of something else" trait tiers. Almost all of the traits now follow the 5x first level 4x all other level pattern. Only remaining exceptions IIRC are Stomach TII which isn't changing (and I'm fine with that, Swallow/Stomach realm stuff are just too complicated to combine) and Fin Tier IV.
    > Changed Independent Puppets to Habile Locums. IP was an alteration that was either overpowered or a trap option, I think it was too extreme to not be one or the other. No one's playtested Tier IV puppet and that was very much an alteration that would need to be seen in practice.
    > Other small text clean-ups.
    FLESH:
    > Changed Frantic Musculature to Adaptive Musculature. AM is better in most situations, but lacks the burst potential Frantic had w/Guidance or Focus Surge. This change was mostly because the Flesh Trait has too many X per rest abilities and Frantic was the easiest one to replace with an at-will version.

    1/20/2021
    FLESH:
    > Changed Iron Flesh to Negating Flesh. The halving is now an at-will reaction with a drawback, as part of an effort to reduce the number of X per rest abilities as Ozodrin felt like all the updates had kind of pushed Flesh into becoming some kind of defensive Vanacian caster.

    1/21/2021
    PUPPET:
    > Early Puppet overhaul - Lethal Puppeteering was a step in the right direction, but I devised an idea that allows for simple Help-based attacking from level 1. Thus, Deadly Coordination was rewritten and moved to Tier I and Butchering Crew was created for Tier II. The new combat style feels very puppet master-y, IMO. It also gets rid of the weird unarmed strike stuff, probably dumping unarmed strikes from flesh as well tbh. The main downside is that low-level Puppet ozodrin without one of the attacking base traits has no way to attack w/proficiency unless their background/race gives them such a thing. Edit: It's also a major improvement for Puppet Secondaries, as Deadly Coordination might find use off-primary at level 6-10 while Lethal most certainly wouldn't until at least level 11 if even then.
    > Added a line to Doll-Breaking Motions to work with the new Deadly Coordination.
    > Renamed Advanced Puppet -> Substatute Puppet. I realized Advanced Puppet vs Advanced Alterations could be confusing in some of the rules text.
    > Renamed Empty Dolls -> Unchained Dolls. Empty Doll, although cool-sounding, only made sense when there was an Independent Doll alteration at tier IV.
    > Increased Deadly Coordination damage from 1d4 -> 1d6.
    FLESH:
    > Noted how long it takes to use Flesh as a disguise kit. It's fairly open-ended, but so is the PHB disguise kit. One of the later books gave a slightly more in-depth description, however, including a time-taken section that is way too long for most flesh visual tweaks so if you're using that book the updated description is a buff if you're just trying to look cool instead of copy someone.

    1/22/2021
    FIN:
    > Combined the fluff aspects of Absent Fin into Wing, moved Eternal Rhythm to Tier III. Absent Fin's justification for existing was always pretty weak, paralysis is a very rare condition and it was mostly just there because you needed to get 1fp worth of benefits for something that really only existed to enable wingless flying aberration designs.
    > Tweaked wording of Unfettered Motions. This gave me a more flavorful idea for Immaculate Grace, still working on that.

    1/25/2021
    MAIN CLASS:
    > Moved Unearthly Power to level 5, as level 3 was rather unusually early for the effect. Ozodrin don't get Extra Attack so they really need it at level 5, moreso than monks who can at least double attack w/silver weapons and such.
    > Added Worldly Guise to level 3. Mostly to help Ozodrin in settings where they need to hide what they are, that seems to be rather frequent. I went with the choice version though, as the somewhat stronger pure-hiding version just would not fit some ozodrin at all.
    Eye:
    > Wording clean-up. More clean-up coming. Fixed some remaining references to old ability names.
    Tentacle:
    > Replaced Absent Locomotion with Tactile Tentacles & changed Paradox Tendrils to be a 2fp standalone ability. Absent didn't really make all that much sense, honestly, and is nowhere near as big of a fluff deal as enabling non-winged flying.
    Flesh:
    > Changed Tempered Body. It no longer deals with unarmed strikes (which apparently are not weapons anymore, and can't be used with TWF), and instead gives a bonus action benefit that lets small PCs wield their Slam attack without disadvantage instead. It also gives some other niche non-combat uses, since its basically a temporary powerful build. PCs that aren't level 1-5 Flesh Primary ozodrin might actually take it now.

    [1/26/2021]
    FIN Overhaul
    > Large changes to Tier II / Tier III, same combat style but reduced DPR. At least, reduced maximum DPR. Might nerf Razor Fin damage further, goal is for it to just be "good" in most combats. Eh, probably won't.
    > Razor Fins did get one noticeable buff - it denies AoOs regardless of whether you hit or not. Because calculating that takes game time (Can this hit me? How about this? This?), and removing it gives Razor Fins another reason to use it besides raw damage.
    >> Correction, two big buffs - it can use Dexterity(Acrobatics) now.
    > Nerfed Cosmic Fins, I've realized it was better for return trips than the Plane Shift spell. Now DMs can stop it from wrecking their stuff as easily as they can Plane Shift. Moreso, actually.
    > Replaced Space Weaving Fins with the weaker Diving Fins. Well, weaker for fast travel. Better for tactical movement. You can still mimic Space Weaving by double using the nerfed Cosmic Fins.
    > Smashing Fins -> Whirling Fins. Fin is now NONE for saving throws, and is even less dependant on strength. There is no longer any reason to go Str for fin unless you're doing so for a secondary. Which.. is fine as there wasn't enough reason to go Str in the first place TBH.
    > Blitzing also triggers on Disengage now.
    MAIN CLASS:
    > Multiclassing now takes Dex/Cha, not Con/Cha. Noticed some multiclass requirements did not match saving throws, and Con is too easy to have.
    ORIFICE:
    > Changed Saving Throws to being based on Strength, as I've realized the only saving throw ability it has left is Windswept Maws which is more of a Strength-ish ability in the first place. Virtually no PC ability save DCs are based on their Constitution, so reducing that looks better for first impressions as well.

    1/27/2021
    TENTACLE:
    > Terpispherean Limbs moved back to Tier I, changed and made 2fp. Tugging Tendrils changed to be a situationally useful at-will 1fp ability (might increase it to 15 feet, although 10' might be enough). Tugging still far more worthwhile than the original 5' bonus action thing.
    > Removed Coordinated Tendrils. Grappled creatures have disadvantage on attacks in the first place and the new tugging includes a weaker variant of Coordinated's first ability.
    > Added Artful Tendril to Tier II to fill the void, and also be the new Sleight of Hand buffing alteration.
    > Changed Rending Tendrils to be 2d6 slashing damage, but it no longer requires a bonus action to use. This removes the strange looking once-per-round bonus action thing it had going on and simplifies Writhing Mass. Also means it can be stacked with Energy Generating Flesh.
    > Various wording clean-ups. Decided to remove Grapple + Reach reminder text.

    2/1/2021
    EYE:
    > Added a sight restriction to several alterations that should have them.

    2/4/2021
    EYE:
    > Rewrote Framing Gaze to be clearer. Among other things, I gave up the half damage on a failed save as that made the wording much simpler. Also changed uses to 3/rest and removed ability to multi-take.
    > Slightly altered Murmuring Glare's wording. Effect is the same. Also changed uses to 3/rest and removed ability to multi-take.
    > Change Encroaching Glare to Wisdom saves, but removed the one at a time limit.
    > MAJOR CHANGE: Efficient Pathways -> Clear Reception. Murmering & Framing Glare changed to use motes of clarity, and also gained a minor passive effect. Encroaching Gaze also changed to use motes of clarity for its action-using effect.
    TENTACLE:
    > Magic Ripping Tendrils can no longer be taken multiple times. Magic Disarraying Tentacles now gives +1 use per rest.
    > Dimension Clutching Limbs can no longer be used as a reaction, and it only lasts until the end of your turn. Although it's ability to be used in a Clutch has been greatly reduced, these changes all for removing the use restriction since you can't use it for cheap long distance flight anymore (Nor can it still be used to become basically immovable via caging yourself whenever you feel like it, which was pretty cool but also something that shouldn't be at-will). Now usable at-will, with grapple buffing ability becoming a passive benefit.
    Flesh:
    > Contorted Existence now limits you to openings 1/10th your size and the "not teleportation" reminder text was removed.
    > Energy Consuming Flesh's resistance ability is now at-will, takes an action, and gives a max of 1x day of nourishment per activation.
    > Bizarre Metabolism is now 2fp -> 1fp
    > Removed the ability to take Magic Consuming Flesh and Contorted Existence multiple times, increased initial uses of MCF to 2x/rest.
    > Regenerative Flesh now has to expend a hit die to convert temporary hp to healing, which means it now isn't continuous full non-combat healing when combined with Ravenous Maw. Regenerative Flesh also now lets you regain a Hit Die every short rest, making it more useful without the temporary HP connection. So basically, RF now doesn't feel like an Orifice trait that snuck into Flesh.

    2/5/2021
    MAIN CLASS
    > Updated starting equipment to include some basic weaponry.

    2/6/2021
    MAIN CLASS
    > Replaced Trait Overflow with Invigorating Surge. Most traits have 1-3 alterations with uses, and the remaining ones are increasingly combining multiple alterations into a single usage pool (like Windswept & Priming, or the Eye trait).
    ORIFICE
    > Changed Windswept Maws back to a bonus action. Removed the ability to take it multiple times.
    > Priming Breath is now a 1fp extension to Windswept Maws that also gives +1 use/rest. Also removed ability to take it multiple times.
    > Suck In / Blow out option of Windswept -> Inhale / Exhale
    SPIKE:
    > Goring Spike can now give advantage as a bonus action 1/rest.

    2/7/2021
    General
    > Added a bunch of "on your turn" restrictions to bonus action abilities. Which doesn't change anything rules-wise IIRC but is reminder text WoTC uses on such abilities.

    2/8/2021
    Tentacle:
    > Paradox Tentacles error fix - it still required absent locomotion.
    > Sweep Tendril can no longer be taken multiple times, but increases to 3 when you Focus Surge. Multi-taking it was.. it was cool but either didn't work very often or was extremely powerful.
    FLESH:
    > Acclimating Flesh no longer prevents you from removing it if you used it while resting.
    SPIKE
    > Changed Shredding Volley and Piercing Rain to no longer require saving throws among other things. Their base effects can now be used at-will as well.
    > Longshot Spikes replaced with Biostraining Cannonade, moved to Tier II.
    > Tether moved to Tier I, now usable with Carved Spikes as well as Ballistic Spikes.
    > Smoke Spikes altered to hopefully be less clunky. The mass explosions may have been cool but would likely be more of a nuisance than anything else.
    > Poison now adds the damage to EVERY attack, as that makes it easier to figure out how to use it with other Spike abilities. Damage is 1/1d4 again. The constitution saving throw is now based on hitting, not dealing poison damage.
    > Deleterious Existence saving throw penalty nerfed. Not that there are many Ozodrin abilities that benefited from the old version... it just isn't as strong when combined with spellcasters now. Which could have been an issue with the new Piercing Rain.
    > Quivering Tether nerfed, now has a maximum contraction per round of 60' and can only contract as a bonus action.

    2/9/2021
    Spike
    > Poisonous Spikes are back to damaging once per turn, but are 2 damage instead of 1d4 which solves the issue (of taking too much time w/PR). Obliterating Toxins is 3 damage.
    > Removed unneeded reminder text from Deadly Quills, DQ is already referenced in Rooting Spikes.
    > Other text clean-ups.
    > Removed speed reduction from Biostraining Cannonade. Might remove all drawbacks and change the name, tbh.
    Tentacle
    > Reworded Tugging Tendril and how it works with restrained/grappled creature. Also added an auto-pull rider to grapple attempts.
    > Moved around several capabilities to form new versions of Tugging Tendrils, Coiling Tendrils, and Climbing Limbs. Renamed Climbing Limbs Gripping Limbs.
    > Renamed Dimension Clutching Limbs to Space Clutching Limbs.
    > Tugging Tendrils now gives you Athletics prof to grapple/pull things, but not defensively.
    MAIN CLASS
    > Aberrant metamorphosis now lets you evade aberration detection effects unless you're within 10' of the course. This was a needed change as all 3rd level rangers can detect aberrations from miles away, but only in a yes/no fashion so your presence would basically ruin the party ranger's aberration sense. Moreover, it becomes a setting issue if every ranger senses you when you walk through a forest.

    2/11/2021
    FIN:
    > Razor Fins is back to only negating Opportunity Attacks from damaged foes. I decided it didn't take that much more time to calculate, and made ignoring OAs too easy for Fin Ozodrin.
    > Blitzing Fins gives +1d6 instead of +1d4 to regular Fin attacks. That's more in line with other traits.
    > Renamed "Strange Movement" to "Spacial Diving" which.. just fits the Trait better. Renamed Diving Fins to Space Weaving Fins (again). Didn't change mechanics.
    > Replaced Supreme Charge with Chronal Ascent. If you want to cover a vast amount of distance surging + dash pile + Space Weaving is almost as fast as Supreme was.

    2/13/2021
    ORIFICE:
    > Deceptive Mouths now makes noises instead of specifying imitation, as obligate imitation is not really an Ozodrin thing. It also now includes a limited form of expertise should you want to imitate a noise.

    2/18/2021
    MAIN CLASS:
    > HD is now a D10
    > Now has Light and Medium Armor proficiency, this is a big deal for Orifice Primaries.
    > Starting wealth increased to be more barbarian-like instead of monk-like.
    FIN:
    > Added "no armor / shield" restrictions to a bunch of Fin alterations.
    Flesh:
    > Changed Negating Flesh. Now forms armor / changed reaction drawback to reduced movement.
    > Added a new reaction to Illuminating Flesh, giving it some offensive/defensive use.
    > Changed Adaptive Flesh so that it only doesn't stack with spells. There are a few other sources, like Mark of Shadow elves, that give a 1d4 that stacks with Guidance.

    2/20/21
    Tentacle:
    > Tugging Tendrils can also pull any creature small enough for them to shove to the ground, knocking them prone.
    > Gripping Limbs improves the above to +2 size categories (same as grappling).
    > Coiling Tendrils can now trigger off of pulling enemies to the ground as well.
    Flesh:
    > Tempered Body also lets you count Shoving as a Flesh alteration-granted trait. That means their are two alterations that do that now (TB & Whirling Fin), three if you include Tugging Tendrils, but I think that's fine.
    > Filtering Flesh no longer lets you take it multiple times, but now lets you change your choice as a bonus action.

    7/13/21
    Spike:
    > Base Alteration - gave additional spike duration options.
    > Ballistic Spikes -> Hunting Spikes (Extra Caltrop option)
    > Goring Spikes -> Clashing Spikes (Now includes a Deadly Quills variant)
    > Removed Tier III Deadly Quills, replaced with Rupture Seeds alteration.
    > Increased the cost of Clashing Spikes to 2fp.
    > Deadly Quills changed from Bonus Action -> Action

    7/15/21
    Spike:
    > Reduced Rupture Seed damage 3d8 -> 2d8.
    > Extra Poison damage from Poisonous Spikes now 1 + half prof, same as caltrops/quills.
    > Deadly Quills wording tweaked to use non-reach and/or body part wording again, as any contact wording could have applied to attacks w/spiked tentacles and such.

    7/16/21
    Spike:
    > Moved Biostraining Cannonade TII -> TIV and changed how it works.
    > Renamed Obliterating Toxins Deleterious Existence, changed how it worked, and got rid of the old Deleterious Existence.
    > Added Vivifying Spikes to TII.

    7/17/21
    Flesh:
    > Moved Regenerative Flesh to TII and changed how it worked.
    > Moved Magic Consuming Flesh to TIII
    > Overhauled Acclimating Flesh to be more generally useful, and reduced FP cost (2->1).
    > Filtering Flesh now requires previous contact with chosen substance.

    7/22/21
    ALL:
    > Saving throws now list the DC calculation in the alteration for all traits except Eye, which has its own section in its description. The "primary saves" system was misleading, as in many case the save stat is not the most important stat to focus on for the trait.
    > The remaining "can take this multiple times" instances have all been removed - every advanced alteration can only be chosen once.
    > 5E often adds "magical" / "magically" etc as a descriptive term to magical effects. This has been slipped into a number of alteration descriptions.
    > Manifest Form -> Modify Form. "Manifest" hasn't made sense for awhile, tbh.
    Orifice:
    > MASSIVE OVERHAUL. Everything involving Ravenous Maws has been changed to take into account Ozodrin having more HP/Armor options. Swallow reduced to 10 damage to trigger regurgitation save. Windswept cone->line. All Tier IV alterations tweaked. Stomach Realm can't be taken multiple times, base effect is larger. Salivating has the bonus action 1d4 back. Refined Palate scent bonus changed to basically being Keen Nose.
    Eye:
    > Disorienting Gaze 2fp->1fp. EDIT: Also changed to separate out the saving throw debuff to a 1/rest reaction.
    > Clear Reception 1fp->2fp, starts with 3 motes, initial abilities cost 1 mote, other alterations increase size of pool.
    > Eldritch sight completely changed / made more useful, now benefits from Far-Reaching Gaze. Life sight was lost.
    Spike:
    > Deleterious Existence: Sluggish -> Dizzy, effect changed.

    [7/23/2021]
    Tentacle:
    > Tepsichorea.. you know which one Limbs now gives advantage to dancing.
    > Tugging Tendrils now auto-pulls-prone smaller creatures. Gripping limbs improves to your size or smaller.
    > Coiling Tentacles 1fp -> 2fp, as it's pre-req Tugging is stronger now. Coiling also lets you MultiAssault grapple attacks now.
    Orifice:
    > Currently tweaking Hooked Teeth / Windswept Maws / Gluttonous Rift
    > Tweaked the wording of swallow to better explain what a swallowed opponent can do. Also, 10hp -> 20hp.
    >> Added text forcing regurgitation if you end your turn in your own stomach.
    > Renamed Controlled Digestion -> Controlled Consumption. It now lets you swallow without dealing bite damage in addition to previous effect.
    Puppet:
    > Using Substitute Puppets to swallow yourself results in regurgitating all swallowed creatures. If you still manage to get trapped within your own stomach somehow you deserve it.
    >> I've realized this isn't sufficient to stop looping your stomach infinitely, so it was removed in favor of adding text to Swallow itself.

    [7/25/2021] - Fin - Blitzing Fins now requires Swift OR Martial Fins. Giving Martial Fins some hope of being used past level 6.
    [7/26/2021]
    MAJOR CHANGE - Advanced alterations are now changed via long rests only.
    Main Class:
    > Tweaked Alteration descriptions.
    > Replaced "Invigorating Surges", which was more of a placeholder, with "Malleable Form", which allows for smaller short-action alteration changes (5 points over course of day).
    Flesh:
    > Now that you're stuck with it the whole day, Energy Consuming flesh 2fp -> 1fp.
    >> Acclimating Flesh 1fp -> 2fp to maintain overall cost.
    Eye:
    > The base alteration now lets you use a bonus action to make perception checks. This makes eye stronger while not increasing the class power level much, as the bonus action slot is heavily contested for ozodrin. This also prompted tweaking the Listening Eyes alteration to match.
    > Clear Reception 2fp -> 1fp. Murmuring 1fp -> 2fp.
    > Disorienting 1fp -> 2fp, effect buffed/reworded.
    Orifice:
    > Dire Consumption now adds prof mod (total prof x2) instead of 1d4. This scales better and is more worth ever considering in combat.
    > Base alteration gives advantage and eventually immunity to ingested poisons.
    > Salviating Maws has been changed - it's down to just 3 energy types to tighten the flavor, and has a new 3/rest ability that debuffs the opponent for one round (crit range increase). It's.. iffy at 2fp but low level access to 3 energy types isn't terrible. Better in a party with rogues and paladins. Also, the damage is now Str/Dex based.
    > Ravenous now permits using reactions to make opportunity attacks w/bites.
    PUPPET:
    > Base trait now allows for extending cords up to 40' for a single puppet (weaker version of shifting strings)
    > Shifting strings modified to work with the above, same end result.
    [7/27/2021]
    > Puppet: Bunch of tweaks
    > Tentacle: Terpsichorean Limbs changed to give disadvantage instead of negating opportunity attacks entirely.
    Flesh:
    > Energy Consuming Flesh: Removed "as tiring as.." wording.
    >> Also changed feeding time from 1hr -> 4hrs
    >> Misc wording tweaks.
    > Energy Generating Flesh lets you change the chosen damage type 1/rest.
    > Sizing Flesh can still reduce you to Tiny, but you can no longer become Huge.
    > Reality Defining Flesh renamed Illusive Flesh

    [7/28/2021]
    Tentacle
    - Locomotive Limbs can now boost jumps.
    - Tugging Tendrils altered to not use Athletics anymore, can knock large or smaller prone.
    - Gripping Limbs changed and move to TII.
    - Artful Tentacles removed.
    - Devious Tentacles added to TI.
    - Long Tentacles reworded, clarified.
    - Dexterous Limbs wording changed. Might change name.
    - Coiling Tendrils tweaked.
    Fin:
    - The armor-restricted stuff now works with light armor (and technically shields).
    - Moved Martial Fins to.. a different spot in the same tier. So the first impression of Fin isn't the most monk-like feature.

    [7/30/2021]
    Eye OVERHAUL
    > Clear Reception changed to enable possibly going Cha/Wis for Eye.
    > Framing Glare changed, moved to T1. It deals less damage but is otherwise much better now.
    > Listening Eyes moved to TII. It's a useful effect, but Eye really needed more proactive stuff at TI
    > Disorienting Glare back to 1fp, save debuff removed, ability debuff now 2/rest.
    > Parallel Processing wording tweaked, now also lets you convert bonus actions into reactions.
    > Murmuring Glare passive effect slightly buffed. redesigned and made MUCH stronger, and then nerfed a bit. Or rather, the ability to spam Whelm/Wonder was nerfed.
    > Encroaching 2fp->1fp, now requires Murmuring. The new Murmuring clearly fits with it, and is no longer an extremely niche effect.
    Tentacle - Sweeping Tendrils better at Sweeping. Less good at increasing DPS of Focus Surge.

    [8/1/2021]
    Flesh
    > Replaced Filtering Flesh with the more versatile Protean Flesh, moved Protean to T1.
    > Moved Energy Consuming Flesh to T2, now requires Protean. Reduced cost of Acclimating so that total cost of chain remains 3fp.
    > Renamed Protean "Accommodating". Protean is a much cooler name but doesn't fit the ability as well.

    [8/2/2021]
    Tentacle:
    > Base alteration notes you can use tentacles while climbing.
    > Locomotive limb bonus action also lets you climb full speed.
    > Gripping Limbs now requires Locomotive, basically gives spider climb.
    > Space Clutching Limbs now 1fp, requires Tugging Tendrils Gripping Limbs, and works differently. It is now far more useful for fighting flying opponents.

    [8/6/2021]
    Fin - Swift Fins now let you use your movement to move 3' per 1' of falling.
    Puppet:
    > Collapsing Puppets is now 2->1fp and requires Puppet Self, removing a possible albeit incredible unlikely to be usable HP-gain combo.
    > Puppet Self hibernation also slows down aging.

    [8/8/2021]
    Tentacle
    > Tugging / Coiling reworked to use saving throws, similar to druid wildshape forms. Coiling reduced to 1fp and cannot multi-grapple but could possibly multi-tug.
    > Writhing Mass reworked, increased to 3fp and also requires Devious Tendrils.
    > Gripping Limbs changed to an action, now works with saving throw escapes.
    > Nerfed Sweeping Tendrils. Rending changed to be based on damage instead of hitting.
    > Dexterous -> Deft -> Deadly name change.

    [8/9/2021]
    Orifice - Wording tweaks.
    Last edited by Magikeeper; 2021-08-31 at 11:06 AM.

  8. - Top - End - #8
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    Default Re: Ozodrin (5E Conversion, PEACH)

    Change Log Part 3
    Spoiler: Changes
    Show
    [8/10/2021]
    Flesh - Blizzard Metabolism replaced with Abstract Flesh, Acclimating now includes Poison.
    Tentacle - Nerfed Writhing (Tentacle Alterations only for less complex turns), replaced the strong but boring Unerring with the more exciting Destiny Seizing Limbs. "Strong but boring" has no place at Tier IV, which almost no one plays outside of brief endgames.
    Eye - Removed the advantage vs blinding, to reduce base alteration clutter.

    [8/25/2021]
    Tentacle:
    - Reworked Coiling Tendrils. Restricting it to double-hits makes prone+grapple fine, main concern was having every single round wait on a saving throw in-between tentacle attacks (to see if you got advantage). No longer allows for normal grapple attacks, which removes the need for convoluted auto-free text.
    - Moved the magic-sensing ability from Tactile to Magic Ripping Tentacles. MRT needed to be more generally useful and magic-sensing makes logical sense for it.
    - Tactile now also gives advantage to touch-based Perception/Investigation.
    Orifice: - Deceptive Mouths now lets you throw your voice.

    [8/26/2021]
    Spike - Reworded part of Shredding Volley, added +1 use/rest to Piercing Rain.
    Tentacle - Magic Ripping uses ability checks now, dispel interactions clearer.

    [8/31/2021]
    Tentacle - Gave Tugging a second ability, redesigned Coiling to be more interesting/varied if not stronger. Deadly Limbs was buffed to still allow TWF (only 1d6) and multi-weapon use (no surge). Space-Clutching's wording was tweaked but same effect. Tepshic.. y'know now includes the dance bonus as part of the bonus action.
    Flesh - Gave Acclimating Flesh a second ability. Gave minor extra ability to Energy Generating Flesh. Changed Regenerative Flesh's third option to 1d4+Class level. Same avg at level 6, scales better.
    Orifice - Dire Consumption TWF like Deadly Limbs.
    Spike - Quills are a bonus action again. Poisonous Spikes now has a second, at-will reaction to add just poison damage to a single attack. Deleterious Existence tweaked to match. Ballistic Spikes are now (70'/210') range, and caltrop spikes are 40' range.

    [9/1/2021]
    Spike - Poisonous Spike's new ability was over-tuned for optimized play, IMO. The new addition has been replaced with a non-damaging ability that uses a bonus action instead of a reaction. Wording of Deleterious slightly tweaked to match.
    FIN OVERHAUL:
    - Overall, changes were made to make Fin better at doing combat things that aren't Razor Fin, and make them more interesting levels 1-6. Less draining on FP to be able to do anything as well.
    > Whirling changed, Martial Fins replaced with Momentous Fins, Swift Fins reduces fall 10', Specialized Organs gives a second ability 2/rest.
    > Razor Fins changed, Blitzing replaced with Dynamic Fins, Flowing Motions changed. Spacial Diving requires Swift Fins and is 1fp but no other change (might change in future).
    > Sprinting Fins renamed Blitzing Fins and reworked, Unfettered Motions replaced with Flexible Fins, Eternal Rhythm has second ability that builds on Specialized Organ's second ability.
    ORIFICE - Noise creation moved to the base alteration of the Orifice trait. Deceptive Mouths replaced with the stronger and more versatile Beguiling Choir. Noise that Knows now includes a message function.
    > Replaced Beguiling Choir with the stranger, less generally usable/powerful but a great deal more flavorful, Famished Choir.

    [9/2/2021]
    Spike - Poisonous Spikes - lesser toxin last until end of your next turn now, greater can be used 2/r->3/rest.

    [9/3/2021]
    Puppet - Butchering Crew has an additional 2/rest ability.
    - Persuasive Parasites has a second option (shared usage) for attached allies.
    - Invasive Parasites tweaked to work with new Persuasive.
    - Deadly Coordination now lets puppets use healers kits and such.
    - - Now edited so that the Use an Object action does NOT count as an alteration-granted trait.
    - WORDING OVERHAUL. Various small changes. Stage puppets have 4x carrying capacity now. Hopefully the puppet trait is easier to understand now.

    [9/6/2021]
    MASSIVE EYE OVERHAUL - Most alterations have changed. Alterations that weren't changed, beyond possible wording/cost tweaks: Framing Gaze, Consuming Glare, Parallel Processing, Encroaching Gaze, Unbound Reception (Renamed Unbound Perception, 3fp->2fp, requires Decentralized Perception). That's it, everything else was altered.
    > Listening Eyes removed, Heightened Senses gains listening eyes effect in place of the See Invisibility-type action.
    > Splintering/Disorienting Glare combined together, loses ability check disadvantage reaction.
    > Far Reaching Eyes -> Focal Eyes, moved to tier 1. 300ft -> 120ft, gains magnification option.
    >> Ethereal-sensing effect added to Eldritch Sight as a third option. Maybe unnecessary..?
    > New "Daunting Glare" alteration added to T2.
    > Decentralized Perception tweaked, moved to T3.
    > New "Profound Reception" alteration added to T4.
    > Rejecting Glare completely overhauled, became "Curator's Vision".
    > Various other tweaks.
    --
    Later Eye changes: Changed the "Time" option of Eldritch Sight.

    [9/7/2021]
    Flesh:
    - Buffed Adaptive Musculature to also add optional damage to skill contests.
    - Buffed Regnerative's Flesh HD-expending options to also give some temp HP.
    Orifice:
    - Buffed Windswept Maws and changed how "Exhale" works.

    [9/8/2021]
    Spikes:
    - Buffed Vivifying Spikes to also give ranged knock-out and a minor medicine check bonus. Now requires Hunting Spikes.
    - Reworked Twisting Spikes into Pneumatic Spikes, and it now requires Smoke Spikes instead of Hunting/Clashing. Same benefits, except you now regain uses of your Smoke Spikes, embed melee spikes into objects, deal the extra damage with weapons with your spikes on them, and the formatting is better.

    [9/9/2021]
    Puppet
    - Shared Senses no longer has disadvantage, you just need the Eye trait to use passive perception w/puppets.

    [9/13/2021]
    Orifice - Famished Choir's voice-eating ability replaced with a more general-purpose sound negation. Better utility, more on-theme (compared to random voice eating that is never followed up on).

    [9/15/2021]
    Puppet -
    - Essence Shift removed, a version of its ability was added to Puppet Self.
    - Persuasive Parasites moved to Tier II, tweaked.
    - Parasite Puppets changed to 1hr, Invasive Parasites tweaked.
    - Meddlesome Playwright added to TI. Edit: Slightly tweaked/reworded.
    - Butchering Crew's uses for the additional abilities increased to 3.
    - Subjugating Parasites nerfed, cost reduced to 1fp.

    [9/16/2021]
    Puppet -
    - Reworded Collapsing Puppets to tweak some corner case behavior and add 5 minutes of concentration to use it (to avoid the "endlessly form 2hp puppets every round as a bonus action" tactic).
    - Tweaked Barrier Puppets
    Flesh:
    - Energy Generating Flesh reworded and altered to let you choose energy each time. Realistically, changing once per rest was sufficient for virtually all purposes and was thus needless complication. The minor effect for acid was changed from "vial of acid" to "vial of white vinegar" to bring it in line with other effects. The niche 2d4 -> 1d4 to more easily work with new wording.
    - Living Maelstrom altered to work with new EGF.

    [1/28/2022]
    FIN - Nerfed Whirling Fins (Bonus damage is now conditional)
    PUPPET - Toy Puppet Carrying Capacity Exploit Fixed.
    STOMACH - Stomach has an AC total now, and specifies your other alterations can affect it.

    [1/30/2022]
    TENTACLE - Coiling Tentacle grapple now takes a reaction.
    STOMACH - Digestive Rift can disrupt teleports, Swallow nerfed to trigger con save at 15->10 damage, Glutenous Rift doubles stomach size / stomach realm size.

    [2/1/2022]
    STOMACH - Refined Palate reworked to be less INT-dependent.
    - Windswept Maw's Exhale has been changed (again) to be less complicated.

    [2/3/2022]
    Spike - Replaced Flickering Spikes with the stronger Distorted Implements. The advantage on melee attacks was lost in exchange for a few passive benefits and an increase to 3 uses of the bonus action instead of 2.

    [2/6/2022]
    Spike - Increased Bone Hedge damage to 3d8.
    - Added a longevity extension to Carved Spikes and added a few more example creations. 1hr->4hr is a pretty big deal, imo.
    EYE - Focal reduced to 1fp.

    [2/9/2022]
    EYE - Daunting's Despair option also gives advantage to Insight(Wisdom) now.
    MAIN CLASS - Removed "Survival" from skills, added "Sleight of Hand" and "Performance". What Survival does in 5e doesn't have much of a thematic tie to Ozodrin.

    [2/10/2022]
    FLESH - Blending Flesh replaced with Discrete Flesh, because I finally did a careful read-through of the Hiding rules for 5E. The old wording didn't even make sense in 5E terminology! How did that survive as one of the longest never-changed alterations?! It's because Primary(Flesh) was unpopular for many years and this is a Tier III alteration whose intent could be easily grasped, isn't it...? >.> Eh, I suppose I've been planning to change it for a long time anyhow...
    - Magic Consuming Flesh -> Unearthly Flesh. Now includes "evasion for Con saves" on top of the limited spell eating.

    [2/13/2022]
    FLESH - Altered Adaptive Musculature. The reaction-based dueling effect, combined with the damaging effect, was quite niche but very strong. Bit too much so in both respects, so it was replaced with a less niche, less powerful ability. Tweaked the no-stack wording to just single out Guidance.
    - Buffed the "Rapid Restoration" option of Regenerative Flesh.
    - Tweaked wording of Sizing Flesh. Could be considered a slight nerf (action to remove effect).
    TENTACLE: Coiling Tentacle doesn't use "Escape DC" anymore, is just a regular grapple (albeit still automatic success).
    PUPPET: Collapsing Puppets now outright prevents Aura of Life / G. Restoration combos instead of leaving them as a grey area.

    [2/15/2022]
    ORIFICE - Removed escape dc from Inhale grapple.

    [2/18/2022]
    TENTACLE - Cleaned up wording of Long Tentacles, the weapon-wielding section of Deadly Limbs, Gripping Limbs, and Writhing Mass.
    - Changed position of Destiny Seizing Limbs in the T4 list, no other changes.

    [2/20/2022]
    - TENTACLE - added "attached scarves" to example list, to give an item example (whips are already used as an example for worldly guise).

    [2/22/2022]
    TENTACLE - Destiny Seizing Limbs explicitly noted to not stop Legendary Resistance.
    FLESH - Negating Flesh now requires Tempered Body. It was really strong at level 1.
    - Tempered Body buffed; powerful build variant is now passive and the weaker barkskin effect has returned. UPDATE: Added bonus action boost 2/SR, then buffed 16->17 for it.
    - Ability to count Shove as a Flesh trait ability moved from Tempered to Adaptive.

    [2/24/2022]
    MAIN CLASS - Swapped Focus Surge and Worldly Guise. This is not a balance concern, but it reduces direct comparisons to Fighters (who don't have their subclass at level 2) and also results in Ozodrin getting the combat main class ability when most other classes are getting their archetype abilities. It also spreads out boosts to Ozodrin dps a bit better (1/3/5)

    [2/25/2022]
    FLESH - Changed Adaptive Musculature's reaction to just be an alternative option for opportunity attacks, that can only knock prone but can be done at-will. EDIT: And it's restricted to 5ft. Blame polrm mastery. >.> E2: Removed 5ft restrict, stacks with damage, usable 1/Rest. Blame quarterstaffs working with PAM.
    TENTACLE - Gripping limbs also lets grappling count as a tentacle alteration ability. The new wording of Long Tentacles doesn't cause issues with that any more (only reason tentacle never got that power).

    [3/2/2022]
    ORIFICE - I took pity on the Actor feat and re-worded the base trait of Orifice. It also implies quite heavily the effect is non-magical (you just have a vocal range of "yes") now.

    [3/5/2022]
    Tentacle - Tugging Tendrils 2/SR ability changed to a more pull-centric ability that can't be used for free disengage anymore but is now at-will.
    - Cleaned up / fixed wording of Coiling.

    [3/6/2022]
    MAIN CLASS - Replaced Malleable Form with Overwrought Form. This change allows for the existence of alterations that are not short-rest locked (WoTC is signalling that SR mechanics will be changing).

    [3/11/2022]
    Main Class - Changed name of Sinister Image -> Reified Image. Sinister is the cooler name, but it doesn't fit the tone of the 5e Ozodrin, tbh.
    Flesh - Tweaked wording of Abstact Flesh. Same effect.

    [3/13/2022]
    Tentacle - Changed Tugging Tentacle's 2nd ability to 1/r (no reaction). The reaction version was too weak, even for a secondary at-will on a 1fp ability.
    - - Also, the first ability can now be used on creatures YOU have grappled.

    [3/24/2022]
    Main Class -
    - Reduced Level 1 form points -> 1fp. Level 2+ remains the same as before.
    - Reverted change, moved choosing Secondary traits to lvl 2.
    Tentacle - Removed "you cannot add tentacles to tentacles", the use of "other" already covers this and I decided I didn't want to emphasize it too much as a level 10 Ozodrin might want to replace their regular limbs with Deadly Tentacles and still have tentacles on them for aesthetic reasons.

    [3/27/2022]
    Flesh
    - Added Recuperate option to Accommodating Flesh and changed choice mechanic to be more useful at low levels. Moved the upgrade to just Filtering as it would otherwise be too fiddly with the new option.
    - Changed Adaptive Musculature's knock down ability to an at-will version that's more tactically interesting. The OA-based version wouldn't effect decision making much.

    [3/29/2022]
    Flesh - Cleaned up some wordings, no mechanical changes.
    Puppet -
    - Meddlesome Playwright renamed the less cool but more descriptive Adroit Handling.
    -- Usher option tweaked to be more clear.
    -- Conspire option, which was very niche given that puppets can use Help, replaced with the more generally useful Prepare option. Granted, Conspire could buff yourself but low level Puppet-Primary Ozodrin need more survival options.
    - Substitute Puppet wording tweaked to be more clear.
    - Completely reworked Collapsing Puppet. It is far less cumbersome / wordy now. Likely a nerf, but the old version was so complicated it was difficult to tell if it was balanced or not.
    -- Tweaked Barrier Puppet / Myriad Self / Doll Breaking Motions to work with the new Collapsing.

    [3/29/2022]
    Tentacle
    - Reduced cost of Paradox Tendrils to 1fp, reduced Writhing Mass to 2fp.
    - Magic Disarraying now specifies "current turn", removing readied action abuse.

    [3/31/2022]
    SPIKE OVERHAUL
    - Carved Spikes combined with Clashing Spikes (Bone Implements).
    -- 4hr duration moved to base alteration.
    - Fluff of Clashing / Hunting improved.
    - Poisonous Spikes moved to T1, reduced to 1fp, and reworked.
    - Noxious Spikes added to T2, Deleterious Existence reworked.

    [4/5/2022]
    MAIN CLASS - Moved Base Tertiary access to lvl 7, to reduce how much reading players have to do at level 6 (they already jump from 5 advanced options to 19! (20 if Primary Orifice))

    [4/8/2022]
    TENTACLE
    - Rending Tendrils now requires Devious, has more fluff, and has been significantly buffed.
    - Whipping Tendrils now specifies how advantage works, and limits the size of sweeped foes.
    - Coiling Tendrils reaction now grapples INSTEAD of prone. Which makes some fluff sense and is also far less powerful in an optimized build.
    SPIKE - Made bone hedges 10ft tall.
    MAIN CLASS - Focus Surge now restricts ALL actions you perform on that turn, as the restriction was almost meaningless before level 5 otherwise.

    [4/9+10/2022]
    TENTACLE - Separated the advantage to dancing from the bonus action of Terpsichorean, to simplify how many things the bonus action does at the same time.
    EYE - Renamed Eldritch Sight something that isn't already being used for an Invocation. >.>

    [4/15/2022]
    SPIKE - Changed based duration mechanics to always 4 hours + crumbling. This is part of change to justify slightly controlling detached spikes allowing for..
    - Poisonous Spikes' at-will ability now triggers after hit instead of when attacking. This simplifies lvl 5+ attacking.
    -- Buffed Stiffened effect (-10 -> -half speed)
    TENTACLE - Reworked Coiling Tendrils to be less clunky. Probably a nerf for high-level builds, but it's more useful for most lvl6-10 ozodrin now.
    FLESH - Adaptive deals twice the d4 instead of +Prof now. Simplifies the ability.

    [4/16/2022]
    MAIN - Simplified Focus Surge Multiclass rule.
    Misc - Other verbage tweaks that don't change mechanics.


    -----------------------------------------------------------

    The first few responses that follow below were made before the FP system, the wording of archtypes, etc was overhauled. The first version was dealing with 62fp at level 20, had costs ranging from 1 to.. 15fp, didn't use archtype terminology, etc.
    Last edited by Magikeeper; 2022-04-17 at 12:33 AM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Hang in there. Someone will take interest eventually.

    I'd comment on it, but I'm really not sure what to say.
    I have a LOT of Homebrew!

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Now the class is insanely complex, so I'm not making a full review just yet (I'm on a phone right now, just waiting for my break to be over), but I will say that the lack of subclasses confuses me a bit. Is there a reason why you chose not to add any?

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Thanks for the responses!

    Quote Originally Posted by Gnomes2169 View Post
    but I will say that the lack of subclasses confuses me a bit. Is there a reason why you chose not to add any?
    There are 60* different (Primary | Secondary, Secondary) trait combinations? Primary trait choice pretty much is a sublcass. Sure, you eventually get <limited> access to the traits you didn't pick but it isn't the same.
    If my not-doublechecked math is right, anyway

    The main reason, however, is that there is so much going on with the traits that I was iffy on adding a bunch of optional main class abilities on top of that. I did consider having more stuff like Focus Surge (main class abilities based on your primary trait choice to make it feel more subclass-y), but I haven't come up with any good ideas for such things.

    Edit: In the long run I think adding "alternate traits" where each chosen alternate trait replaces one of the current 7 could work for expanding the class.

    -----

    Also, I keep rewriting how I describe forming things you can use as weapons. If anyone has a preference for how gaining a 1d6 finesse-able melee tentacle attack* should be worded by all means tell me. :D

    *Just buffed most of the base weapons a little, more finesse as well as I've come to the conclusion that Ozodrin AC was pathetically low and maybe basing damage off of monks (who get more attacks) was being too conservative.
    Last edited by Magikeeper; 2015-07-05 at 12:36 AM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Quote Originally Posted by Gnomes2169 View Post
    Now the class is insanely complex
    Full agreement here. I'm going to have to dig through this and parse it all out before I pass any mechanical judgments. I don't want to be critical, but this is a tough read and I have a lot of questions.

    Traits are clearly the focus of the class, but the Trait Focus feature is either really confusing, or I'm really dumb. There appears to be three categories of traits (Primary, Secondary, and Other. Though, this should really be Primary, Secondary, and Tertiary, unless Other is distinguished in some way as being mechanically different from the other two.) How do these differ? This desperately needs to be rewritten for clarity, and I'd offer some help, but I don't understand how this is supposed to work. (Which traits do you have access to or know? Do you pick one for each and that's it? Can I change this later? It seems like I can reallocate my Form Points for the traits I've selected, which are locked in, and I can't pick other traits ever after level 1.)

    There is a Max Tier for each of these categories specified on the table and Form Points, which are addressed on a different feature. Is there a place here that I don't see where you carefully clarify how these interact? The rules of Form points are problematic in and of themselves, and require a lot of math. I could fully see a player stopping the entire session, as if to pick out spells for the day, just to do the math to determine which traits he can select in which slot.

    I'll look through the rest of the class later, since this was one of the most interesting offerings in 3.5, but at the moment I'm afraid that the class isn't communicating its mechanics in a clear enough manner for me to get through.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    At level 6 you gain access to the Tier II Advanced Alterations of your primary trait, the Tier I Advanced Alterations of your secondary traits, and the Base Alterations of all other traits.
    I am not sure how to make this clearer? "Other" refers to all other traits. As in, every trait that is not Primary or Secondary.

    At level 1 you pick a primary and two secondary traits. You gain Base/Tier I access at level 1 for the primary trait. You gain access to just the Base alterations of your two secondary traits at level 1. You do not gain any access to traits besides the three you have chosen at level 1. Every 5 levels (6,11,16) you gain access to the next highest tier for all traits (imagine Base being Tier 0, and having no access as being -1).

    On FP and Tier interactions: 3.5 Ozodrin could spend FP on any augments they had access to, and their augments were restricted by feature and level. 5E Ozodrin can spend FP on any advance alterations they have access to, and their advanced alterations are restricted by Trait and Tier. For example, Wings is Tier III Fin. So if you don't have access to Tier III Fin, you can't spend FP on it. There is one more difference, however: As noted in the under form points you can only spend up to 1/2 your FP on non-primary trait alterations and only 1/4 on traits that are neither primary nor secondary. So a level 20 Ozodrin can spend at most 31fp on non-primary trait alterations, and at most 15 of that can be spent on non-primary non-secondary trait alterations.

    You cannot re-pick which traits are primary/secondary after first level but you CAN redistribute form points. So your impression in that regard was correct.

    Anyway, I think the confusion appears to be the concept of "alterations". You don't spend FP on Traits, your access to them just determines what alterations you can make. Advanced Alterations use FP.

    For example: "Tentacle" is a trait. "Long Tentacle" is an advanced alteration. Choosing "Tentacle" to be your primary trait gives you access to "Long Tentacle" at level 1. Since "Long Tentacle" is an advanced alteration, you can only add/remove it (spending FP / regaining FP as appropriate) after a short or long rest.[/spoiler]

    --

    Spoiler: Form point math
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    I think it ends up being less time intensive than the 3.5 update, which I feel was less time intensive than the original ozodrin. Most alterations cost 3-9fp and there are almost no +Number augments/alterations anymore which were the most fiddly. I kinda imagine most people will have a core fighting style that eats up much of their FP and then the rest is spent on their preferred utility? This class doesn't have much in the way of "silver bullet" abilities (at least, I try to avoid them), so unless someone's tastes drastically change after every rest I'd think small tweaks would be more common than respending all of your points? Eye has a bunch of cheap alterations, it is might be the most fiddly Trait. Although Tentacle probably has the most FP math going on. The least fiddly is probably.. Fin.

    Granted, I could just limit how many points you can redistribute per rest but I think that could make it more complicated rather than less?


    I have been a bit concerned about just how many alterations level 16 ozodrin have, and I did consider adding Tertiary Traits. Or possibly slowing down the rate you gain access to non-primary, non-secondary traits. On the other hand, I'm not sure it is really necessary. The pile of "other" alterations are fighting over a tiny amount of FP.
    Last edited by Magikeeper; 2015-07-05 at 02:32 AM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Alright, with a quick reading of the material here, I'ma give this advice... Take your traits, break them up into associated categories, and then make those categories into (3, maybe 4) separate subclasses. Tiers will be unlocked with each subclass feature (allowing you to remove that category from the table), the class will have more specific themes that just "eldritch abomination" (one subclass might be "Cthulu", another might be "The King in Yellow" (eyes in particular fit this one) and a third might be "Abbadon"), and it will help the class mesh into the rest of the system to have subclasses.

    Next, the whole primary/ secondary/ other divide is complexity that the 5e system doesn't really support, and is just... Confusing. I do a lot of math in arguments on the internet, but doing it for all of these abilities at the end of each long/ short rest, or designing and memorizing multiple loadouts that I would have to update whenever I level up strikes me as... Daunting. I haven't read too much of the 3.5 ozodrin, but I do recall something like the divide being in it, so I see why you might want to port it into the 5e version. However, it just feels like added paperwork for the sake of added paperwork currently, which is something 5e has gone out of its way to avoid. And I'll be honest... I'm not sure what the purpose of each division is (other than increasing costs somehow), and I'm not sure how one goes about setting a primary/ secondary/ other.

    I would definitely suggest simplifying and clarifying them (maybe by making each trait beyond the first cost extra evolution points to buy initially?), or just cutting them entirely. I also suggest defining what a primary/ secondary trait is, and stating if/ when you can exchange them if you decide to keep the divide around.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    OMG, so much work to read xD.
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    I said "Instant death"
    Then, he grabbed a spike and used it as a weapon for the rest of the adventure.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Hrm. The different terminology seems to really be that big of an issue. Let's try this:

    Spoiler: Trait Archtype
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    Trait Archtype
    Each ozodrin is better at making certain kinds of alterations to their form. Choose one of the seven Traits (Eye, Tentacle, Flesh, Orifice, Spike, Puppet, Fin). This is your "Primary" trait. Then choose two of the remaining traits. These are your "Secondary" traits. All of the remaining traits are henceforth considered as your "Tertiary" traits. These designations form your Trait Archtype, which does not change as you progress through the class.

    Each Trait has a "Base" alteration, and then four tiers (I, II, III, IV) of "Advanced" alterations. At level 1, you gain access to the "Tier I" and "Base" alterations of your primary trait and access to just the base alterations of your secondary traits.

    At level 6 you also gain access to the tier II alterations of your primary trait, the tier I alterations of your secondary traits, and the base alterations of your tertiary traits.

    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.

    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.


    Does that make more sense? Trait Archetype also determines how you can spend your FP but that would be in the Form Point section. "Tertiary" is what the class was calling "all other traits" but that seems to be confusing people as well so I gave it a special name too. This does not cover all concerns mentioned, but I'd like to be sure people understand what is going on currently for the sake of discussion. I could split the traits into subgroups tied to some flavor, yes, although that would be very different from old Ozodrin. I found that people's Ozodrin PCs were all over the place creed/flavor wise.

    As for the daunting-ness, I suppose I could just make it long-rest only. I'd need to tweak a few alterations, but in general it would also reduce complexity since the number of viable set ups for a whole day is less than what you might be able to swing for a few hours. Spellcasters manage to pick their spells each day.
    Last edited by Magikeeper; 2015-07-05 at 10:25 AM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Wow. This is pretty cool, but it's really complex- hard to determine what's balanced. I agree with Gnomes that it could do with some heavy simplification. One thing that jumps out as iffy though is the +AC abilities. That's not really something 5e does (aside from shields and the shield spell)- armor and spells usually set your AC to a given value. One level of Eye or Fin Ozodrin for a permanent bonus to AC is a bit much on a Paladin or Fighter.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Quote Originally Posted by PotatoGolem View Post
    One thing that jumps out as iffy though is the +AC abilities. That's not really something 5e does (aside from shields and the shield spell)- armor and spells usually set your AC to a given value. One level of Eye or Fin Ozodrin for a permanent bonus to AC is a bit much on a Paladin or Fighter.
    I am aware of that, but the Eye/Fin +AC bonus does not stack with armor nor with each other (nor with monk bonus). Eye is sorta a variant unarmored defense while the fin +AC alteration is just light armor. Although now that you mention it, armor does seem to set AC to a value. As does unarmored defense? I think I'll reword those. Same mechanical effects, but they are both armor replacements.

    Edit: Living Mail (fin) has been reworded to set AC. Not seeing an easy way to have Efficient Pathways (Eye) set your AC, since it only increases AC against opponents you are aware of in addition to only giving the benefit when unarmored (and you can't benefit from Unarmored Defense or similar abilities at the same time).

    Hrm, I could just remove the need to be aware of your opponent, and then change the AC bonus to some static value (11 + Dex, reaction 14 + Dex?)

    ----------------------

    Idea - If I tweaked the advanced alterations to all be multiples of 3, then divided all of the costs by 3 and just gave Ozodrin 1 form point per level (2 form points at level 1), would that help with the complexity?

    Actually yeah, I'm going to just do that.

    EDIT: I have changed all of the alterations to fit the new 2fp at level 1, 1fp per level after that set up. That should make the math much easier. I have also changed what all of the "Deadly" augments and such did - based on the responses I have been getting from the damage benchmark thread I'm thinking ozodrin wasn't dealing enough damage. Although I might have overshot it a little...
    Last edited by Magikeeper; 2015-07-05 at 02:58 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    First, a tip of the hat to you sir. This was no small undertaking.

    I don't have much specific advice until I have a chance to playtest this (and I intend to), because its damage/general potential is too complicated to figure out theoretically. With this many moving parts, this class needs to be put on a character sheet.

    The first suggestion I have:
    Add a Barbarian-style Dex+Con unarmored class feature at first level. As a player looking to try this, one of the first things I noticed was that there is no reliable way to get decent AC. This class isn't a caster (even with Eye focus) and it isn't a skill monkey, so that means it has to be combat based. Every core combat class (heck, every core class except for wizard) has a means to boost it's AC to 15 (Dragon sorcerer) to 20 (heavy armor focused alt human fighter with a shield), with 16 being the most common.

    The only way for this class to get anywhere to close to that is to take the Fin focus, which is extremely constricting. And even that isn't comparable to a dragon sorcerer's AC boost.

    Replace the living scales trait with something else, make the efficient pathways trait more closely resemble a limited-use Danger Sense (Barbarian), and add unarmored defense at first level.

    It shouldn't cause any issues with the sophisticated tentacles- that's basically just a shield with a little RP advantage.

    With those alterations, minimum AC becomes 14, max becomes 18, which is about in line with core classes.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Thanks! I look forward to hearing how the playtesting goes. :D

    @AC: Hrm.. I admit, I had considered that a few times. I suppose I'll add it. *Does that*

    I changed efficient pathway's AC option to 18, replaced Living Mail with Sleek Fins, and tweaked Sophisticated Tentacles to still work with UD. I know Barbarians can straight up use shields with their defense, but dexterity isn't a big stat for them and Ozodrin aren't even proficient in shields.
    Last edited by Magikeeper; 2015-07-11 at 11:39 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    What's this? Is it... Yes! It is! It's a version of the Ozodrin that I can actually wrap my head around! I love it.

    Question: does altering your "mental age" have any mechanical effect?
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    Default Re: Ozodrin (5E Conversion, PEACH)

    Well done! I actually think this is much better than the original. Embracing 5E's simplicity has done wonders to make this class more accessible than the 3.X versions. It seems interesting, and it looks like you put a lot of work into keeping it fairly balanced. A couple of points.

    1) The lack of a limit on how many form points you can spend on your primary feature means that it is possible to overspecialize. This means that, in damage in particular, you can outdo all but the most min-maxed multiclass comboey of builds, but will have almost nothing else. This isn't necessarily a bad thing, but the fact that you can change up on a short rest means that you could specialize for a specific scene/encounter then swap out to a more general build in the right situations. I don't think this is gamebreaking, but it is a point of concern. I have a feeling that the class as a whole is actually a touch weaker in total simultaneous abilities than the core classes, but makes up for it in adaptability. It's something to keep in mind and ask about as this gets playtested (looking forward to reading about that btw).

    2)The healing mechanic. Allowing at will attacks that heal you based on damage is potentially problematic. For example, I attack the squirrel, or I attack the stick. This is just a general pitfall with these sorts of abilities, and can be easily handled by a gentleman's agreement between the dm and player not to abuse these with silly stuff. On the other hand, any campaign that allows that probably allows all sorts of other wild exploits, so it may actually not be gamebreaking in the end. I don't think that this potential problem is a good enough reason to trash fun and flavorful abilities, but it is another concern that deserves to be noted.

    3) I ABSOLUTELY LOVE the lack of a subclass. By choosing a primary and two secondaries you have a sort of build your own subclass effect. Like having a specialist mage choose "subclass" by putting together a handful of small and focused spell lists and abilities. I know it breaks the 5E mold, but this is the friggin' OZODRIN! If there is any class that has a good reason to break away from the norm, it's this one. There's absolutely no reason why every class must follow that design. It's a good design and I quite like it, but the ozodrin offers plenty of customizability without needing it. And as was mentioned upthread, an ozodrin is pretty much designed to be a mix and match character, and any subclass system runs the risk of ruining that.

    4) I just want to mention again how incredible a job you did at simplifying this thing. I've never actually managed to read through the 3.X Ozodrin in one sitting. This one, I skimmed and bookmarked yesterday, then read it this morning top to bottom. And it never felt like a chore. I don't even have a headache or that sinking feeling of confusion!!! *Slow Clap*


    The ozodrin was a very ambitious and cool project by the original poster way back when. I can honestly say that though you may have "stood on the shoulders of geniuses" to get there, this is just the absolute best. My hat is off to you!
    Last edited by Kerleth; 2015-07-12 at 07:48 AM.
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    Default Re: Ozodrin (5E Conversion, PEACH)

    Thanks! :D

    I just noticed that the section noting.. how you actually change alterations... was somehow lost during earlier edits. Although how it works is heavily implied by the other abilities and such, and people don't seem to be confused by it? Anyway, I have added this to the end of the Form Points ability:

    "Base trait alterations do not cost form points, and can be added/removed at any time as an action and/or bonus action. Advanced trait alterations can only be added/removed after completing a short or long rest."

    Unless everyone thought base trait alterations could only be changed after resting as well? The idea is that changing general aesthetics (having your "sleeve" unravel into tentacles and such) is at-will while the mechanical effects (besides being able to form attacks or look different) only changed after resting.

    ---

    @Mental age: Not that I know of, although it specifically notes "sleeper agent" as a possibility, which I imagine could give you advantage on deception checks and such (or more). Mostly a fluff thing.

    @Damage: Hrm, the Damage Benchmark thread in the 5E section had convinced me that DPR at high levels was pretty high. Still, if that turns out to be the case I could change the damage scaling, or make the "Deadly" alterations cost more each time they are applied like the speed ones.

    @Healing: Added "to a creature" to Devouring Mouths. Hauling around bags of rats to chug as healing potions is one thing, being able to attack walls is.. another. That said, Ozodrin is a largely martial class with a D8 hit die.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    I like this, seems a lot like the aquanaut class from the cerulean seas for pathfinder, but better.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Would Decentralized Existence make me immune to vorpals instakill ability as my head does not die when severed and in essence could be reattached like any other limb ( and since I can make mouths,eyes,ears, etc. I wouldn't really suffer for being headless)

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Oops, missed the last question.

    Quote Originally Posted by Scaileanna View Post
    Would Decentralized Existence make me immune to vorpals instakill ability as my head does not die when severed and in essence could be reattached like any other limb ( and since I can make mouths,eyes,ears, etc. I wouldn't really suffer for being headless)
    Personally, I'd say "yes". I currently left it up to the DM as to whether Aberrant Metamorphosis' ability to change your internal anatomy makes you immune to things, which is why I didn't specify such immunities in Decentralized form. Hrm.. maybe I should specify that immunity? Or specifically note it might grant immunities at the DM's discretion (like metamorphosis does).

    I also altered rending tendrils to be be str/dex instead of just str since the rest of tentacle supports dex and there isn't a reason for it.. well, to not do so too
    Last edited by Magikeeper; 2015-08-14 at 10:43 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Say, could the fantastic folks playtesting this class note what archetypes they are using? I'd rather not fiddle with traits that are currently being tested.


    ------
    Spoiler: Other stuff
    Show
    I'm currently fiddling with Eye - the base alteration was the only one that didn't really give a mechanical benefit so I added (an admittedly circumstantial) one.

    Since Devouring Glare is one of the few Ozodrin attacks that can't be used with TWF I was thinking of boosting it to 1d6+Cha, and Deadly Glare to 2d8+Cha. Although maybe I could just break the pattern of "Deadly is +1 die size, +1 die" as it's really just the first 4 levels I'm worried about. See below..

    I have heard that damage in 5E jumps ~level 11, but not all traits have a damage boosting tier III alteration. I wonder if this is a problem, or if the ability to keep taking deadly X for +2 each time makes it a non-issue.

    EDIT: After looking through warlock and such once more, I decided to buff Devouring Glare/Deadly Glare, take a weakened version of spirit eye (no school, no life/death detection) and combine it with the incredibly niche otherworldly senses, and then replace spirit eye at Tier III with something that has a side effect of increasing damage (Parallel Pathways, letting you get glares off with a bonus action).


    Edit 2: Among other things, I added Durable Form to tier I puppet:

    2fp - Durable Form
    Your body becomes more resilient and doll-like, increasing your current and maximum HP by 5. When this alteration is unmade you lose 5 hit points and your maximum HP is reduced by 5. You may apply this alteration multiple times, its effects stack.

    ^This is because A) Puppet tier I was kinda pathetic in combat and possibly in general. B) Actually, A pretty much covered it but d8 is kinda small for a potentially front-line class anyway. C) Extra HP works well this the high-tier puppet stuff (although 2fp/5hp might be a bit weak. Would definitely need to test that.).
    Last edited by Magikeeper; 2015-08-22 at 10:01 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Major Overhaul of Poisons! Also, possible TWF changes.

    After finally creating a high-level 5E ozodrin PC I have come to conclusion that the poison alterations are… not good. They demand you dump piles of FP into them to be of any use and what you get in exchange is… some sort of weird sneak attack variant. I think the new poison alterations eat less FP to be useful and do stuff besides damage (they admittedly don't do much damage anymore).

    I’m also pondering changing/nerfing the mass amount of TWF-able weapons the class grants As I think it results in low-level damage being too high compared to other classes (assuming they aren’t being heavily optimized).

    Without TWF a level 6 Spike Ozodrin is looking at 4d10 + 2x Dex, which is already on the high side.

    OLD POISON ADVANCED ALTERATIONS
    Spoiler: old stuff
    Show

    1fp – Hollow Spikes
    Your spikes can generate poison. Once per turn, upon damaging a creature with one or more spikes, you can choose to have the damaged foe make a constitution save or take an additional 1d4 poison damage. You are immune to this poison.

    After using this ability twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

    --

    1fp – Superior Toxins (Requires Hollow Spikes)
    The poison created by your hollow spikes deals an additional 1d4 poison damage. You may apply this alteration multiple times, the bonus to damage stacks.

    ---

    1fp – Obliterating Toxins (Requires Hollow Spike)
    The damage die of the poisons generated by your spikes is increased to 1d6 (this includes extra damage granted by Superior Toxins), and you may now add you constitution modifier (once) to the damage dealt. Furthermore, the poisons generated by your spikes can deal necrotic and/or force damage instead of poison damage. Creatures immune to poison are still effected by your altered toxins unless they are also immune to necrotic and/or force damage. Finally, the bodies of creatures slain by the damage dealt by your toxins dissolve into sludge or dust (your choice, their gear is not effected).

    -----

    1fp – Overpowering Toxins
    The damage die of the poisons generated by your spikes is increased to 1d6, or 1d8 if they already dealt 1d6 (this includes extra damage granted by Superior Toxins). Furthermore, Creatures that successfully save against the effects of the poisons generated by your spikes still take half damage. Finally, any creature dealt damage by your poison(s) is disadvantaged on constitution saving throws made to resist poison(s) until the damage your poison(s) dealt to them is healed.

    1fp – Endless Generation (Requires Hollow Spikes)
    If you would start a combat without any remaining uses of the ability granted by the Hollow Spikes alteration, you start with two remaining uses instead. Furthermore, you can generate an endless amount of a weaker but more dependable toxin without needing to rest. This weaker poison deals 1 poison damage (no save), plus 1 for each time you have made the Superior Toxins alteration. Effects that would increase this weaker poison's damage die have no effect, although other bonuses (such as the ability to add your constitution modifier) to damage still apply. Your spikes can still only generate poison once per turn (either regular toxin or weaker toxin).


    SHINY NEW POISON ALTERATIONS!!
    Spoiler: new stuff
    Show

    1fp – Hollow Spikes
    As a bonus action you can will your spikes to generate poison. Until the end of your next turn, any creature damaged by one or more of your spikes must make a constitution save or take 1d4 poison damage (if hit by multiple attacks they are still only effected once). You are immune to this poison.

    After using this ability twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

    --

    2fp – Superior Toxins (Requires Hollow Spikes)
    You may add your constitution modifier to the amount of damage dealt by the poison your spikes generate. Furthermore, any creature damaged by your poison becomes poisoned for 1 round. You may apply this alteration multiple times, increasing the amount of damage your poison deals by 2 each time.

    ---

    1fp – Obliterating Toxins (Requires Superior Toxins)
    Choose force or necrotic. The poisons generated by your spikes deal can deal the chosen damage type instead of poison damage. Creatures immune to poison / the poisoned condition are still effected by your altered toxins unless they are also immune to necrotic and/or force damage (including becoming poisoned, if used with the Superior Toxins alteration). Furthermore, the bodies of creatures slain while poisoned by your toxins dissolve into sludge (necrotic) or dust (force). Their gear is not effected.

    -----

    2fp – Overpowering Toxins (Requires Superior Toxins)
    Creatures have disadvantage on saving throws made against your spike-generated poison. Furthermore, creatures that fail their saving throw against your poison lose all damage resistances they possess for 1 round (apply poison damage after removing resistances). This ability does not remove damage immunities nor does it remove magic resistance.

    1fp – Deleterious Existence (Requires Superior Toxins)
    If you would start a combat without any remaining uses of the ability granted by the Hollow Spikes alteration, you start with two remaining uses instead. Furthermore, the amount of damage dealt by your poison increases to 2d6 + your constitution modifier.


    Thoughts?

    EDIT - I have lowered various damage totals, some attacks (like spikes) are no longer eligible for TWF, etc. I believe average DPR at level 6 now ranges from 17.4-19.8, not counting limited use abilities like poison [The way that fin is 1.8 higher than neo-spike's average of 18 is... eehhh... but fin is non-reach melee only....] or stuff that requires saves like Harpooning Spike.

    I believe Spike previously had an average of ~27 at level 6, btw, at least following the same gist as https://docs.google.com/spreadsheets...chmarks thread
    Last edited by Magikeeper; 2015-11-12 at 03:53 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    Updated Rejecting Glare to also be usable as a reaction, it's far too niche as just an action.

    Alas, I only had a brief opportunity for playtesting. Has anyone else been using this class? I periodically search the forums for uses of the term "Ozodrin", but last I checked the 5E games on-site usually don't allow homebrew.
    Last edited by Magikeeper; 2016-03-26 at 02:41 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    I've also been attempting to use it, but my 5E group's going through a bout of of real-life-interruptus disease. I'll try to keep you posted.

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