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  1. - Top - End - #1
    Barbarian 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, your highest ability score should either be Strength (Orifice, Flesh) or Dexterity (Tentacle, Fin, Spike, Puppet) or Charisma (Puppet, Eye) depending on your primary trait and how you intend on attacking in combat. Your second highest score should be Constitution. (Puppet) Ozdorin might rely on their secondary traits in combat. Second, choose the Outlander background.

    Level Prof. Bonus Features Form Points Max Tier (Primary) Max Tier (Secondary) Max Tier (Tertiary)
    1 +2 Manifest Form, Trait Archetype (I/Base/-), Unarmored Defense 2 I Base -
    2 +2 Focus Surge 3 I Base -
    3 +2 Worldly Guise 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/Base) 7 II I Base
    7 +3 Colluding Anatomy 8 II I Base
    8 +3 Ability Score Improvement 9 II I Base
    9 +4 Invigorating Surges 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 Sinister 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, Stealth, and Survival

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

    • (a) Any simple weapon
    • (a) A light crossbow and 20 bolts or (b) 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.

    Manifest 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. Which alterations you have access to depends on your level and your Trait Archetype.

    (_) Base alterations
    Base alterations do not cost form points. You may add, remove, or otherwise modify any number Base alterations as an action, and/or as a bonus action on your turn. Base alterations are simple alterations that modify your body in visible ways, such as by adding tentacles. The number of attacks you can make does not change; you still only have one action and possible bonus action per turn.

    (_) Advanced alterations
    You gain 2 form points at level 1, and gain an additional form point at each subsequent level. These form points are used to pay for Advanced alterations, and are regained when the chosen alterations are removed. Advanced alterations can only be added/removed after completing a short or long rest. Unlike Base alterations, Advance alterations do not inherently change what you look like - although they may give additional options when altering your Base alterations.

    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. Choose one of the seven Traits: Eye, Tentacle, Flesh, Orifice, Spike, Puppet, or 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 your Tertiary traits. These designations form your Trait Archetype.

    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.

    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.

    Focus Surge
    At second level and above, in addition to your action and possible bonus action, you can take one additional action that can only be used 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 one of your alterations says otherwise).

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

    Worldly Guise
    At 3rd 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.

    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 trait alteration(s) you may use a second ability or attack that was granted by your trait 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 class 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).

    Invigorating Surges
    Starting at 9th level, you regain 2d8 hit points whenever you use the Focus Surge feature.

    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 complete 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, but not mental, age after completing 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 alter your mental age as well. Furthermore, you may change the way you think and even your memories. Examples of such alterations would be the development of multiple personalities, becoming mindless (not advised), becoming a sleeper agent, any of the truly alien mindsets aberrations are known for, etc.

    Sinister 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.

    Furthermore, as an action you may choose any solid object or severed body part that is part of your body, not currently attached to you, and 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, 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 complete 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; 2021-04-07 at 02:16 AM.

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

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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Traits
    Unless otherwise noted, any given advanced alteration cannot be made multiple times (For example, you cannot spend 4fp to make the Heightened Senses alteration twice). Each trait has a specific tier – this effects when the trait can be chosen.

    If an alteration has a saving throw, the DC is

    8 + your proficiency bonus + primary stat modifier (each trait notes its primary statistic for determining saving throws).

    Tentacle (Strength)
    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, etc – but the appendages are definitely tentacle-shaped. These tentacles can be used as melee weapons (1d6 slashing damage, light, finesse). You are proficient with your tentacles. You can use the two-weapon fighting action with tentacle attacks. You cannot add tentacles to tentacles.

    Your tentacles can be used to hold and manipulate objects/creatures, 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, increasing your reach by up to 5’ for the purpose of making tentacle attacks and other actions made with your tentacles. Depending on your other alterations it may make sense for other attacks and actions to benefit from this increased range as well (such as when attacking with a mouth you've formed on a tentacle).

    As a bonus action on your turn you may stretch your tendrils further, increasing your 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 be less flexible, more defined limbs like a spider’s legs or even humanoid legs complete with feet. Your base walking speed increases by 10’.

    1fp - Tugging Tendrils
    You may, as an action, choose a creature within the reach of your tentacles that is not restrained or grappled. An unwilling creature can make a Strength(Athletics) or Dexterity(Acrobatics) check opposed by your Strength(Athletics) check. If they win the contest, this effect does nothing. Otherwise, you may pull the target up to 10’ to another location that’s also within the reach of your tentacles. Alternately, if the creature is small enough for you to shove you may pull them to the ground instead, knocking them prone.

    Furthermore, your skillfully designed tendrils can substitute fleshcraft for training; if you are not already proficient in the Athletics skill, you may add your proficiency modifier to Strength(Athletics) checks made to pull other creatures, grapple other creatures, and prevent other creatures from escaping your grapples.

    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 wearing a shield.

    Furthermore, you may, as a bonus action on your turn, use such motions for guiding attention as well. Enemy creatures that can see you have disadvantage on Wisdom(Perception) checks, and cannot make opportunity attacks, while within the reach of your tentacles. This effect lasts until the beginning of your next turn.

    1fp – Gripping Limbs
    You can form limbs that are particularly adept at holding onto and traversing vertical surfaces (small hooks, suction cups, etc). These alterations grants you a climbing speed equal to your walking speed. In addition, you have advantage on ability checks made to climb difficult surfaces.

    Furthermore, you may grapple creatures up to two size categories larger than yourself and creatures that are one or more sizes larger than you don’t automatically succeed on checks to escape your grapple. If you've made the Tugging Tendrils alteration you can pull any creature you can grapple to the ground as well.

    Tier II Advanced Alterations:

    2fp – Dexterous 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. The increase in focus comes at a necessary cost; these enhanced tentacle attacks no longer count as light weapons and cannot be used with the two weapon fighting action. They are still finesse weapons.

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

    Finally, your limbs can wield weapons, although such attacks do not benefit from the MultiAssault feature. This ability does not grant you proficiency with any weapons.

    1fp - Coiling Tendrils (Requires Tugging Tendrils)
    Whenever you hit another creature with a tentacle attack, or successfully pull them to the ground, on your turn you may make a grapple attack against them as a bonus action.

    Furthermore, whenever you successfully grapple a creature you may pull it to any location within 5' of you.

    2fp – Magic Ripping Tentacles
    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 and make an attack roll (as though you were making a normal tentacle attack). Any spell on the target whose level is less than your attack roll minus 10 ends. Spells that cannot be dispelled by Dispel Magic cannot be ripped apart in this way.

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

    1fp – Artful Tendrils
    Your tentacles are well-poised to be tweaked and shifted on the spot to maximize their capability for fine, subtle motions. Whenever you make a Dexterity (Slight of Hand) check, or a Dexterity ability check while using a Tool, you may, as a bonus action, roll a d6 and add the result to the check. This capability does not lend itself well to mixing with other forms of guidance; if another ability or spell would add an additional die's result to the roll, such as the Guidance cantrip, use whichever additional die had the highest result.

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

    Tier III Advanced Alterations:

    2fp – Sweeping Tendrils
    You may, as an action, make a single tentacle attack with disadvantage and apply it to two or fewer opponents that are within reach of your tentacle attacks and within 5' of each other. Alternately, you may attempt a single shove attack with disadvantage that is applied against all opponents effected this way.

    Furthermore, when you use the Focus Surge feature the number of opponents you can effect with each sweep increases to three until the end of your turn. This additional opponent must be within 5’ of at least one other effected opponent. For example, you could hit three opponents standing side-by-side.

    2fp - Rending Tendrils
    Once per round, when you hit an opponent with two or more tentacle attacks in the same turn, you may have the attacked creature take an additional 2d6 slashing damage. If you hit multiple opponents with two or more tentacle attacks this turn, such as via Sweeping Tendrils, choose one of them to take the additional damage.

    2fp – Space Clutching Limbs
    If a creature you are grappling attempts to escape via teleportation or planar travel they must make Charisma saving throw. On a failure, they remain where they are.

    Furthermore, you may, as a bonus action on your turn, give your limbs the ability to grasp space itself until the end of your turn. This allows you to act as though there are unbreakable, unmovable handholds/footholds wherever you want them to be. This allows for such feats as running through the air and climbing through water. Only you can touch these handholds/footholds. If you’re in the air at the end of your turn you immediately fall unless you have some other means of remaining aloft.

    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 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.

    Tier IV Advanced Alterations:

    1fp – Magic Disarraying Tentacles (Requires Magic Ripping Tentacles)
    Whenever you use 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 your turn. This happens whether or not you successfully manage to end any spells on that target.

    Furthermore, you may use the ability granted by the Magic Ripping Tentacles alteration one additional time before needing to rest.

    2fp – 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. This means these tendrils can be used to attack creatures, manipulate objects, make grapple attempts, use your movement, etc, but otherwise pass through objects and barriers (such as a wall of force, flaming spheres, etc). 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 - Unerring Tendrils
    If you would have disadvantage on an attack roll, or ability check, made with a tentacle you have neither advantage nor disadvantage instead.

    2fp - Writhing Mass
    You gain an additional bonus action each turn. This bonus action can only be used to use abilities granted by your Tentacle trait alterations, such as Coiling Tendrils.

    Eye (Charisma)
    Spoiler
    Show
    “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 and you gain advantage on saving throws made against effects that would blind you. 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.

    Tier I Advanced Alterations:

    1fp - Listening Eyes
    You can form eyes capable of both hearing and vision. Such eyes are as sturdy as usual, giving you advantage on saving throws against being deafened.

    Furthermore, you may, as a bonus action on your turn, alter your vision to perceive sound as light. This allows you to see in dark but noisy areas and quickly locate the sources of loud noises as though they were flashing lights. 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 effect lasts for 10 minutes or until you dismiss it as a bonus action.

    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, as an action you can expand your sensory capabilities further, giving yourself the ability to see invisible creatures and objects as if they were visible until the end of your turn. While benefiting from this ability you can also see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

    1fp – Splintering Glare
    As an action, one of your eyes can unleash a ray with the appearance of warped, shimmering air. Make an attack roll (Proficiency Bonus + Charisma modifier) against a creature within 60ft. 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.

    2fp – Disorienting Glare
    As an action, you can disorient an opponent with a forceful glance. Choose a creature you can see within 60' of you. The targeted foe has disadvantage on the next attack roll or saving throw it makes before the end of your next turn. A creature effected by this ability knows something was done to them, although they might not know who did it.

    1fp – Clear Reception
    You gain five motes of clarity. You regain all expended motes of clarity when you complete a short or long rest.

    As a reaction, you may spend two motes of clarity to either gain advantage on an initiative check, gain advantage on a Dexterity saving throw, or have your AC become 18 against a single attack if it would otherwise be less than that.

    Tier II Advanced Alterations:

    1fp – Eldritch Sensitivity
    You feel a slight, very distinctive itch whenever a magical effect gleans additional information about you, such as learning your creature type or sensing your location, and/or when you're chosen as the target of a spell or magical effect. You can tell whether or not the effect gleaned information about you, but you do not otherwise know what information was learned nor what kind of effect targeted you. Merely being seen via an untargeted magical effect - such as the sensor created by the Clairvoyance spell - does not count towards this ability.

    Furthermore, as an action you can sense the presence of life and magic within 30' of you until the end of your turn. This allows you to see a faint misty aura around any visible creature or object that bears magic and/or a slightly distorted aura around any visible creature or object that's alive. This life and magic sense is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    2fp - Consuming Glare (Requires Splintering Glare)
    The ability granted by your Splintering Glare alteration deals an additional 1d6 damage.

    Furthermore, you may choose to have your splintering glare rend the physical existence of others instead of their minds. If you do, the glare 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 as much nourishment as a pound of food and a glass of water.

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

    Furthermore, by spending a mote of clarity as an action, you may choose a creature you can see within 60’ of you. If the target is unwilling, they can make a Wisdom saving throw. On a success, this ability has no effect. Otherwise, note the creature’s current location. At the end of the chosen creature’s next turn they are teleported to that location. If the noted location is no longer available, they appear in the closest available space instead. The creature is returned to the noted location regardless of distance, even across planes. In addition, you may choose to have the teleportation effect be more violent in nature; if you do, the chosen creature takes 3d8 Force damage upon arrival. The teleportation still occurs even if the creature did not move. A creature that failed their saving throw feels like they’ve been loosely bound in some way but does not otherwise have any innate understanding of the effect. You can target yourself with this ability.

    2fp – Murmuring Glare (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 you can see are trying to convey to you.

    Furthermore, by spending a mote of clarity as an action, you may slip a thought of your choice (such as “something is watching me” or “A pie would taste real good right now”) into the mind of a target you can see within 60’ of you, forcing them to make a Intelligence saving throw. On a success, the thought is passively rejected without being heard or noticed. On a failure, the target hears the illusionary thought as though they had thought 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. Especially absurd thoughts, like “I should swear eternal loyalty to random stranger”, may still cause suspicion of foul play. The thought is normally heard a single time. You may, however, choose to have this thought continue to repeat in their head like an annoyingly catchy song. If you do, this effect instead lasts until they take a short or long rest.

    Tier III Advanced Alterations:

    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 they have disadvantage on the roll made to oppose your Perception and/or Insight.

    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.

    2fp – Encroaching Gaze (Requires Clear Reception)
    You may telepathically communicate with any creature that you can see. 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 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 or complete a short or long rest.

    2fp - Parallel Pathways
    You can, as a bonus action on your turn, use any ability granted to you by an Eye Trait alteration. This bonus action may alternately be used to take the Search action.

    Furthermore, 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 the MultiAssault feature.

    2fp – Far Reaching Gaze
    The range of the abilities granted by your Splintering, Disorienting, Rejecting, Framing, and/or Murmuring Glare alterations increases to 300'. This alteration does not give you access to any abilities you do not already have.

    Furthermore, as an action you may give yourself telescopic vision until the end of your turn, allowing you to determine the fine details of any creatures and/or objects you can see regardless of distance.

    Tier IV Alterations

    3fp – Unbound Reception
    Your senses extend beyond your current existence, the exact nature of this extension varying from ozodrin to ozodrin. 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.

    1fp – Decentralized Perception
    You can, as an action, sense the surroundings of any part of your body (cut hair, severed limb, etc) 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).

    Anything that counts as a part of your body for the purposes of the Decentralized Existence feature also counts as a part of your body for this alteration.

    2fp – Delving Sight (Requires Encroaching Gaze)
    As an action, you may attempt to mentally question a creature you can see. If the creature does not consider the answer of this question to be a secret you receive what it considers to be an honest answer and the creature remains unaware of the mental probing.
    However, if the answer is something the creature wishes to conceal from someone - anyone at all - it becomes aware of the mental probing and must make a Wisdom saving throw. If it is proficient in the Deception skill it has advantage on this saving throw. On a Success, you only receive static noise and the creature becomes immune to this ability for one week. On a failure, you receive what it considers to be an honest answer.
    If the creature cannot understand the question (such as because it doesn’t speak the language you asked it in), you only receive static noise and the creature becomes aware of the mental probing.
    This ability counts as a divination effect.

    2fp - Rejecting Glare
    As an action, you can attempt to partially remove a target from your sight - and existence itself. Choose a creature or unattended object you can see within 60' of you. If the target is unwilling, it can make a Charisma saving throw. On a success, this effect does nothing.

    Otherwise, 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). You can target yourself with this effect.

    Flesh (None)
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    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 is the most reactive of the seven traits. 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 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, you may, as a bonus action on your turn, draw out the full potential of your muscles for feats of simple brute strength; this doubles your carrying capacity, doubles the amount you can lift/push/drag, and allows you to wield heavy weapons without disadvantage. This effect lasts until the beginning of your next turn. Using this ability for long periods of time is as tiring as jogging.

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

    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
    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, whenever you make a Strength or Dexterity ability check during your turn you may, as a bonus action, roll a d4 and add the result to the check. This capability does not lend itself well to mixing with most other forms of guidance; if a spell would add an additional dice’s result to the roll, such as the Guidance cantrip, use whichever additional die had the highest result.

    2fp – Energy Consuming Flesh
    You count as being naturally adapted to hot and cold climates for the purpose of automatically passing Constitution saving throws to withstand temperature-related environmental effects. In addition, each hour you spend within 5' of a source of heat or cold at least as powerful as a large campfire counts as eating a pound of food and drinking a glass of water for the purposes of avoiding starvation and 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. If at least 10 damage is prevented by this effect, you gain sustenance equivalent to a pound of food and a glass of water. This effect lasts until the beginning of your next turn. Using this ability for long periods of time is as tiring as continuously dashing.

    Tier II Advanced Alterations

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

    1fp – Filtering Flesh
    Choose a substance (such as methane) when making this alteration. You cannot be poisoned by consuming/touching the chosen substance, and are capable of breathing(Gas or Liquid)/drinking(Liquid) the substance as though it were air/water. For example, choosing "water" would give you the ability to breathe it.

    If the chosen substance is solid, like lead, you still cannot be poisoned by consuming/touching the substance but you may or may not be able to digest it. This does not protect you from other hazards related to the substance (such as damage from a methane explosion).

    You may, as a bonus action on your turn, change the substance you have chosen to a different substance. If you are currently being poisoned by the chosen substance any ongoing effects of the poison end.

    2fp – Magic Consuming Flesh
    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 sustenance equivalent to a pound of food and a glass of water for 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 this ability twice, you must finish a short or long rest before using it again.

    2fp - Contorted Existence
    You may, as a bonus action on your turn, blur and expand your existence for an instant, effectively becoming an intangible cloud of distorted space, before contracting and re-solidifying. This allows you to change your location to any available space within 15' of yourself without provoking attacks of opportunity or triggering any other effects based on moving through a specific area (such as being damaged by a Wall of Fire). You may slip through any opening larger than 1/10th your size while using this ability but cannot otherwise move through solid barriers. The range of this ability increases by 5' for each size category larger than Medium you are.

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

    Tier III Advanced Alterations:

    2fp – Blending Flesh
    Your flesh becomes capable of reactively blending in with its surroundings, allowing you to hide without cover. If you are not already proficient with the Stealth skill, you may add half your proficiency bonus, rounded down, to any Dexterity(Stealth) checks made to hide.

    Furthermore, you 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.

    3fp – Sizing Flesh
    Whenever you modify your Base flesh alteration you may choose to increase or decrease your size. This effect lasts until you unmake this alteration or modify your Base flesh alteration 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. This is a magical effect.

    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. You may choose to increase your size category by two instead of one (Medium -> Huge) - if you do, your reach increases by 5’. In either case, 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 (Medium -> Tiny) - if you do, your reach decreases by 5’. In either case, your melee and ranged attacks deal 1d4 less damage (minimum 0).

    Furthermore, whenever you complete a long rest, you may choose to return to your original size and then immediately increase or decrease your size as noted above except: Objects you are wearing do not change size with you, the effect is non-magical, and the effect lasts until you unmake this alteration or complete a long rest and you cannot change your size again until then.

    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:
    • Expend any number of your remaining hit dice. Instead of their normal effect you regain 5 hit points for each hit die so expended.
    • Expend one of your remaining hit dice and sacrifice all temporary hit points you possess. You regain a number of hit points equal to the number of sacrificed temporary hit points plus five. For example, if you sacrificed 3 temporary hit points you would regain 8 hit points.
    • Expend one of your remaining hit dice to instantly restore any of your missing body parts (e.g. regrow a lost arm).

    Furthermore, you may, as an action, regain a single expended hit die. Once you regain a hit die this way, you cannot do so again until you complete a short or long rest.

    2fp – Acclimating Flesh (Requires Energy Consuming Flesh)
    Your flesh can adjust to constant sources of energy, such as those found on elemental planes. At the start of your turn, if you are taking continuous Fire, Cold, Lightning, Acid, Psychic, or Thunder damage, you may use a bonus action to become immune to that source of damage until the beginning of your next turn. This only applies to that source of damage. For example, becoming immune to the wall of fire you’re standing in would offer no protection against a sudden new source of damage – like a second wall of fire. This ability has no effect on instantaneous sources of damage (e.g. fireball). Every 10 damage prevented this way from a single source counts as eating a pound of food and drinking a glass of water for the purposes of avoiding starvation/thirst.

    You can use this ability while sleeping without disturbing your rest.

    Tier IV Advanced Alterations:

    2fp – Living Maelstrom (Requires Energy Generating Flesh)
    The ability granted by your Energy Generating Flesh deals 2d4 damage instead of 1d4 and lasts until the beginning of your next turn. In addition, while benefiting from that ability any creature that touches you or hits you with a melee attack while within 5ft of you takes 2d4 damage of the chosen damage type.

    Furthermore, as a bonus action on your turn you may change the damage type you chose for your Energy Generating Flesh alteration to any one of the following: Force, Necrotic, Radiant, Psychic, Fire, Cold, Acid, Lightning, or Thunder. This change lasts until you change it again or complete a short or long rest.

    1fp – Bizarre Metabolism (Requires Energy Consuming Flesh)
    Whenever you choose an energy type as part of the ability granted by your Energy Consuming Flesh, you may choose Radiant, Necrotic, or Force instead of one of the other types. In addition, if you've made the Acclimating Flesh alteration you may also use it to adjust to continuous sources of Radiant, Necrotic, and/or Force damage.

    1fp - Space that Thinks (Requires Contorted Existence)
    Whenever you use the ability granted by your Contorted Existence alteration, you may choose to remain an intangible cloud of distorted space until the end your turn. If you do, you gain additional movement as though you had taken the Dash action and can walk in any direction, even straight up, for the duration of the effect. While in this state you cannot attack or otherwise interact other creatures and objects, nor can they attack or effect you.

    Furthermore, you may use the ability granted by your Contorted Existence alteration one additional time before needing to take a short or long rest.

    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 sustenance equivalent to a pound of food and a glass of water 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, you don't know it's a traditional Yaversaki 'square dance', just that there's 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.

    You may make this alteration multiple times, choosing a different thing each time.
    Last edited by Magikeeper; 2021-04-10 at 09:28 AM.

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

    Orifice (Strength)
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    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 can use these orifices to make melee bite attacks (1d6 piecing damage, light). You are proficient in using your bites. You can use the two-weapon fighting action with your bite attacks.

    Tier I Advanced Alterations:

    3fp - Ravenous Maws
    Whenever you eat a pound of food, successfully hit a creature with a bite attack, or deal damage to a creature in your stomach, you may gain 5 temporary hit points and enter a Digestive Surge for one minute. While surging, you gain 3 temporary hit points at the start of each of your turns. Any temporary hit points granted by this alteration do not stack*, and last until after you complete a short or long rest. Using this ability removes any nourishment you would have otherwise received from the meal (as though you had not eaten it in the first place). Furthermore, you can digest ordinary food far faster than normal - you are never full unless you want to be.

    Effects that are equivalent to eating a pound of food, such as receiving nourishment from the Energy Consuming Flesh alteration (See Flesh trait), may be used to fuel this ability.
    *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).

    1fp – Salivating Maws
    Choose a damage type when making this alteration (Fire, Cold, Acid, Lightning, or Necrotic). You may use your spit as a ranged weapon (special, range 30'/90'), that deals 1d6 + your constitution modifier damage of the chosen damage type. You can use your strength modifier instead of your dexterity modifier for attack rolls with your spit. You are proficient with your spit. You can NOT use the two-weapon fighting action with your spit attacks.

    Furthermore, whenever you successfully hit a creature with a bite attack, you may choose to have half the damage your bite deals be the chosen damage type instead of Piercing (rounded down).

    1fp – Deceptive Mouths
    Your orifices can make nearly any sound, up to a maximum loudness of twenty humans shouting. In addition, if you are not proficient in the Deception skill, you may add your proficiency modifier to Charisma (Deception) checks made to made to imitate specific voices and noises. If you're already proficient in it, your proficiency bonus is doubled for any check made with it to imitate voices and noises. This doubling does not stack with Expertise.

    1fp - Refined Palate
    Whenever you successfully bite, swallow, lick, or otherwise consume part of a creature or object you may add your proficiency bonus to any ability checks made to discern its physical properties (what it's made of, how old it is, if it's resistant to fire, 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 benefit lasts for 10 minutes, after which point you require another taste to renew the benefit.

    Furthermore, your tongues or tongue analogs can pick up and expertly distinguish scents in the air, allowing you to add your proficiency bonus to any ability checks that would benefit from such a capability. This bonus is not doubled if you are already proficient in a relevant skill.

    1fp – Hooked Teeth
    Your orifices possess teeth, mandibles, etc that are especially well suited to maintaining a hold on an adversary. Opponents that are larger than you do not automatically succeed on attempts made to escape your grapples. Furthermore, any creature you've grappled that uses its action to escape takes 1d6 slashing damage from your teeth whether or not they succeed.

    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.

    Tier II Advanced Alterations

    1fp - Noise that Knows (Requires Deceptive Mouths)
    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).

    Furthermore, 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 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.

    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. These enhanced bite attacks no longer count as light weapons and cannot be used with the two weapon fighting action.

    Furthermore, if you have made the Ravenous Maws alteration your digestive process is refined as well, increasing the number of temporary hit points granted by that alteration by 100% (5/3 -> 10/6).

    2fp – Windswept Maws
    You may, as a bonus action on your turn, choose to suck in or expel large amounts of air:

    Inhale. A chosen target within 5' of you must make a strength saving throw. On a failure, they take damage as though you hit them with a bite attack. If the creature is Large or smaller they are also Grappled by you.

    Exhale. Creatures in a 15’ cone must make a strength saving throw. On a failure, they are pushed 10ft away from you.

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

    3fp – 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. If you take 20 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. You can also 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 change forms to one that does not benefit from this alteration any creatures you have swallowed are immediately regurgitated. If you teleport, any creatures you have swallowed remain in 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 creatures of the largest size category you are capable of swallowing, with smaller creatures counting as ½ the next highest level (for example, if you can swallow at most large creatures your stomach can hold 2 large creatures, 4 medium creatures, or 8 small creatures).

    If a creature dies in your stomach you may regurgitate any items it possessed as a bonus action.
    You may make this alteration a second time. If you do, you can swallow any Gargantuan or smaller target and if you've made the Windswept Maws alteration the maximum size category you are capably of grappling with it also becomes Gargantuan.

    1fp – Controlled Digestion (Requires Swallow)
    The amount of acid damage dealt to creatures you have swallowed increases to 5d6 per turn.

    Furthermore, you may, as a bonus action on your turn, increase or decrease the number of d6 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 choose to have the damage you deal to swallowed creatures be either acid damage or the damage type you chose for your Salivating Maws alteration.

    Tier III Alterations

    1fp – Priming Breath (Requires Windswept Maws)
    When you use the ability granted by the Windswept Maws alteration, 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. 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 use the ability granted by the Windswept Maws alteration one additional time before needing to rest.

    1fp – Barbarous Din (Requires Noise the Knows)
    You may, as a bonus action on your turn, let out a horrendous shriek that 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. This is a magical effect.

    Furthermore, whenever one of your Orifice trait alteration-granted abilities would deal Fire, Cold, Acid, Lightning, or Necrotic damage you may choose to have that damage be Thunder instead.

    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 a bonus 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 a bonus action the following week to suddenly gain the benefits of eating that pound of meat (nourishing yourself, fueling a digestive surge if you have made the Ravenous Maws alteration, etc). There is no limit to how much nourishment you can store this way.

    Finally, if you have made the Ravenous Maws alteration, the number of temporary hit points granted by it are increased by 100% (5/3 -> 10/6). This benefit stacks with the increase granted by Dire Consumption alteration (10/6 -> 15/9).

    1fp – Stomach Realm (Requires Controlled Digestion)
    You can, as an action, expand and/or alter the shape of your stomach, either restoring it to its original state or creating a space of any shape whose size is at most four 10’ cubes for each large creature your stomach is capable of holding. While your stomach is so shaped creatures you swallow are no longer automatically restrained (unless larger than the available space), although they still cannot see outside of your stomach. You may apply base alterations to the insides of your stomach whenever you shape it (such as using the flesh feature 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.

    You make apply this alteration multiple times, increasing the maximum size of the space by eight 10' cubes each time.

    Tier IV Alterations

    2fp – Gluttonous Rift (Requires Digestive Rift)
    You may use a reaction to immediately consume 10 pounds worth of stored sustenance. If you do, you gain 30 temporary hp. This hp does not stack with other sources of temporary hp, as normal, and lasts until you complete a short or long rest.

    After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use the granted ability before needing to finish a short or long rest by one.

    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. If you’re already proficient in it, your proficiency bonus is doubled when using it for this purpose. This 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 10’ of you for the purposes of your Refined Palate alteration. Unlike a normal tasting, this benefit only lasts until the end of your turn instead of 10 minutes, after which point you need another taste to renew the benefit.

    2fp - Deranged Hunger
    When you successfully hit a creature with a bite attack on your turn, you may use a bonus action to enter a feeding frenzy for one round. While in this state you have advantage on wisdom and charisma saving throws and disadvantage on wisdom ability checks and intelligence ability checks. Furthermore, if you would be reduced to 0 HP while in this state you are instead reduced to 1 HP and this effect immediately ends.

    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.


    Spike (Constitution)
    Spoiler
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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 a melee weapon that is a part of your body (tentacle, fin, unarmed strike, 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, or an attack with 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 crumble to dust after one hour.

    Tier I Advanced Alterations:

    1fp – Ballistic Spikes
    You can form spikes that can be fired with muscular action, allowing you to use these ballistic spikes as ranged weapons (1d8 piercing damage, range 60'/180'). 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/Hurled spikes quickly regrow.

    1fp - Goring Spikes
    You can form spikes that are more suitable for melee combat, allowing you to use these goring spikes as melee weapons (1d8 piercing damage, finesse). You are proficient with these spikes.

    Furthermore, you may, as a bonus action on your turn, rapidly modify your spikes in a destructive manner. This includes spikes emerging with great force from where there was only skin before, having your spikes continuously extend and retract in a deceptive pattern, etc. Until the end of your turn, you have advantage on melee attack rolls made with your goring spikes. Once you use a bonus action this way, you must complete a short or long rest before doing so again.

    1fp - 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 form spikes that deal bludgeoning and/or slashing damage, spikes that create a whistling sound as they move through the air, pitons, tool handles, pick axe heads, etc. This alteration does not give you proficiency with any items you create. You may detach these spikes from your body as a part of any action, and may have new spikes quickly grow to replace them if you do.

    1fp – Tether (Requires Ballistic Spikes or Carved Spikes)
    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.

    Any “rope” created this way dissolves in an hour. 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 the Carved Spikes alteration 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 Ballistic 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 Ballistic Spikes or Goring Spikes)
    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 – Poisonous Spikes
    As a bonus action on your turn you can will your spikes to generate poison. Until the end of your turn, any creature damaged by one or more of your spikes takes 2 poison damage and must make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn. A creature hit by multiple spikes in the same round only takes the poison damage once / makes a single saving throw.

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

    1fp – Twisting Spikes (Requires Ballistic Spikes or Goring Spikes)
    The underlying bone, cartilage, and muscle structure of your body can be tweaked to support using muscular action to powerfully twist your spikes in a drill-like motion. This doubles the amount of damage your goring spikes deal to objects and allows your ballistic spikes to embed themselves into any unattended objects and surfaces they damage. 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, this spinning motion can aid in keeping a fired spike on course – attacking at long range does not impose disadvantage on your ranged spike attack rolls and you may ignore half cover when making ranged attacks with your spikes.

    This alteration doesn’t give you the ability to form ballistic / goring spikes if you cannot already do so.

    1fp – Biostraining Cannonade (Requires Ballistic Spikes)
    You may, as a bonus action on your turn, secrete a propulsive mixture and/or otherwise contort your musculature to greatly increase the range of your Ballistic spikes. If you do, the range of your Ballistic Spikes increases to (180’/540’) until the end of your turn. The resulting recoil has a price; You have disadvantage on all Strength and Dexterity ability checks until the beginning of your next turn.

    Tier III Advanced Alterations:

    2fp – Shredding Volley (Requires Ballistic 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 any damage dealt by the attack is halved. The flurry of spikes benefits from your other alterations as normal (Rooting Spikes, Poisonous Spikes, etc).

    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 Spike, 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'.

    1fp – Obliterating Toxins (Requires Poisonous Spikes)
    Choose force or necrotic. The poison generated by your spikes deals 3 points of the chosen damage type instead of 2 points of poison damage. Creatures normally immune to poison damage / the poisoned condition are not immune to being poisoned by your toxin unless they are also immune to the chosen damage type.

    Furthermore, the bodies of any creatures that die while poisoned by your spikes’ toxin dissolve into sludge (necrotic) or dust (force). Their gear is not effected.

    2fp - Deadly Quills
    You gain the ability to instantly extend and retract especially thin and long spikes designed to break into sharp fragments when struck. As a reaction or bonus action you may cover yourself in these quills, causing creatures that successfully make a melee attack against you with a part of their body or a non-reach weapon take 2 piercing damage from your spikes.

    You can likewise retract the quills as a bonus action or reaction.

    Tier IV Advanced Alterations:

    2fp – Deleterious Existence (Requires Poisonous Spikes)
    Creatures have disadvantage on Constitution saving throws made against the effects of your secreted toxins. Furthermore, any creature poisoned by your spikes has disadvantage on all Strength and Dexterity saving throws until the end of your next turn.

    Furthermore, when you roll initiative and have no remaining uses of the ability granted by the Poisonous Spikes alteration, you regain one remaining use.

    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).

    2fp – Flickering Spikes (requires Ballistic Spikes or Goring Spikes)
    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, your spikes ignore cover and can pass through any 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 (like attacking a creature in a heavily obscured area). This attack cannot benefit from the effects of the Tether alteration. Furthermore, any melee attacks made with your spikes have advantage. This effect lasts until the end of your turn.

    After using this ability twice, you must finish a short or long rest before using it again.
    Last edited by Magikeeper; 2021-02-12 at 03:02 PM.

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

    Puppet (Charisma)
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    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 creations are connected to you by one or more thin cords (which can be flesh, hair, etc), and count as you for the purposes of spells and effects. You can move your puppets like any other body part. The cords can have a maximum range of 5’.

    Puppets can benefit from any of your other alterations, although the puppets created by this base alteration cannot be used to attack or perform fine motions unless you've made an advanced Puppet trait alteration that says otherwise. If you do not have access to the Eye trait's base alteration your puppets have disadvantage on wisdom(Perception) checks but are still capable of slightly blurred vision and hearing. You are aware of anything your puppets are sensing. They're a part of you, after all.

    Puppets cannot move objects that weigh more than 1lb. Like any body part, damage dealt to puppets is dealt to you and spells and effects targeted at them are actually targeted at you. You cannot form puppets that are attached to other puppets, and all puppets you form must initially be within 5’ of yourself.

    Puppets are normally incapable of moving farther than the maximum reach of their cords. If a puppet would somehow be forcefully moved outside of their range it immediately unforms instead.

    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.
    • 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.

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

    2fp - Parasite Puppets
    You can, as an action, have one of your 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. On a success this effect does nothing. Otherwise, the puppet attaches itself to their body for 10 minutes (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, may use an action to make a Strength saving throw. 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 puppet's cord the puppet 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.

    1fp – Persuasive Parasites (Requires Parasite Puppet)
    You can, as a bonus action on your turn, choose a creature currently attached to your puppet(s). That creature must make a wisdom saving throw. On a failure, the creature is charmed by you while attached to the puppet. The charmed creature regards you as a friendly acquaintance and desires to remain 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 this effect ends, the target knows they were charmed.

    After using this ability, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you may use this ability before resting by one.

    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 and dehydration. If you take damage while in this state this effect immediately ends.

    1fp - Shifting Strings
    You can, as a bonus action on your turn, extend the maximum range of the cords connecting you to up to three of your puppets to a maximum of 120'. Whenever you use your movement you may move these puppets the same amount of distance. Alternately, you may also use your movement to move your puppets without moving yourself. For example, if you had 30' of movement you could move 15' forward while having three of your puppets move 15' forward and 15' to the side (a total of 30').

    If your puppets are in a different square that you they can be attacked separately, although they are still actually a part of you for all purposes including armor class (although puppets do not benefit from any worn armor / shields you possess).

    If you are already extending the range of three puppets beyond 5' you cannot extend the range of any other puppets at the same time.

    Furthermore, as a bonus action on your turn you can reduce the maximum range of any of your puppet's cords, to a minimum of 5'. The puppet must already be within its new range. For example, if you want to reduce a puppet's range from 120' to 20' it must already be within 20' of you.

    Finally, 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 is stopped by its cord as normal. Such puppets do not, however, need a physical path to you (you could keep them in a closed box, etc).

    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.

    2fp – Substitute Puppet
    You can form up to a single puppet at a time that is as large as you are or one size category smaller. This more powerful puppet can move any objects you could and can be used to perform any actions you could perform (such as attacking with a weapon). You must spend your own actions to have the puppet do this – it is still just a part of your body. Any use limitations 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 you make the Swallow alteration (from the Orifice trait), all creatures swallowed by your puppets end up in your stomach (you do not gain an arbitrary number of stomachs).

    Your Substitute Puppets cannot use the ability granted by the Parasite Puppets alteration to attach themselves to other creatures.

    2fp – Collapsing Puppets
    Whenever you create or modify your puppets you may choose to sacrifice up to 25hp, reducing your maximum HP by the same amount. Your puppets gain a separate HP total equal to twice the amount of HP sacrificed (50hp). If the puppets are dealt damage it is subtracted from their own HP instead of yours. If your puppet(s) would be reduced to 0 HP they are instead unformed. Whenever the puppet(s) are unformed (whether by damage or as a part of altering your body) you regain HP equal to one half the amount of HP the puppet(s) had remaining (rounded down), and your maximum HP total is increased by one-half the unformed puppet(s) maximum HP.

    You may choose to further define the HP totals of individual puppets so long as the total sum is equal to twice the amount you sacrificed when creating them, puppets that would have 0hp are simply not effected by this alteration. Non-damaging effects targeting the puppets still effect you as normal.

    For example, if you sacrificed 25hp you could choose to have all of your puppets share their 50hp. Damage dealt to any puppet would reduce this total, and at 0hp they would all unform. Alternately, you could give 25hp to one puppet and 25hp to another puppet. Damage dealt to other puppets would not effect the hp total of these chosen puppets, and damage dealt to any puppet not effected by this ability would be dealt to you as normal.

    You cannot use this ability if any of your puppets already have an HP total (e.g. you cannot use it twice to give puppets even more hp).

    2fp - Essence Shift
    You may, as an action, transfer your essence to one of your puppets. The puppet transforms into you while your former body transforms into the puppet. Any other puppets connected to you either reform within 5’ of your new location or unform (your choice). 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.

    After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to finish a short or long rest by one.

    Tier III Advanced Alterations:

    2fp – Unchained Doll (Requires Substitute Puppet and Shifting Strings)
    The special puppets created by your Substitute Puppet alteration are no longer connected to you and have no maximum range, although they still count as being a part of your body. These Unchained Dolls still do not have their own actions, although they can use their own movement. Such puppets have a walking speed of 30’.

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

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

    1fp – Barrier Puppets (Requires Collapsing Puppets)
    Spells and effects targeted at any of your puppets that have their own HP total 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.

    Furthermore, you may choose to sacrifice up to 60hp instead of 25hp when using the ability granted by your Collapsing Puppets alteration.

    1fp - Invasive Parasites (Requires Persuasive Parasites)
    Whenever a creature fails their wisdom saving throw against the ability granted by the Persuasive Parasites alteration, you may choose to have that creature forget everything that happened during the past ten minutes. Furthermore, 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.

    Finally, when you use the ability granted by the Parasitic Puppets alteration you may increase the duration from from 10 minutes to one hour.

    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 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 one or more of your puppets instead. If you do, only puppets damaged this way 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.

    2fp - 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 becomes restrained until the beginning of your next turn the first time they intentionally disobey or refuse to obey the command.

    1fp – Myriad Self (Requires Barrier Puppets)
    You can form puppets connected to the special puppets created by your Substitute Puppet alteration. 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 Substitute Puppet they’re connected to unforms. You cannot connect Substitute Puppets to each other this way.

    Furthermore, you may choose to sacrifice up to 100hp instead of 60hp when using the ability granted by your Collapsing Puppets alteration.

    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. A Stage Puppet can be any shape and size that would fit within a 50’x50x50’ cube and has double the carrying capacity of a Gargantuan creature (your STR score x 15 x 8 x 2 [STR x 240lb]). 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, even if you are capable of forming multiple Substitute Puppets at the same time. Your Stage Puppet otherwise has all the abilities and limitations of a Substitute Puppet, including those granted by other alterations (Unchained Doll, Myriad Self, etc), and counts against the maximum number of Substitute Puppets you can have formed at the same time. If you unmake this alteration, your Stage Puppet immediately unforms as normal. You cannot use the ability granted by the Essence Shift alteration with your Stage Puppet.

    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.


    Fin (None)
    Spoiler
    Show
    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 the two-weapon fighting action with your fins.

    Tier I Advanced Alterations:

    2fp - Martial Fins
    Your fins are positioned, weighted, etc. just right for rapid, mobile combat. When you use an action on your turn to make a melee attack with a fin, Dash, or Disengage you may use a bonus action to make a melee attack with one of your fins as long as you are not wearing armor or using a shield.

    2fp - Whirling Fins
    When you hit a creature with a fin attack on your turn you may, as a bonus action while you are not wearing armor or wielding a shield, do one of the following:
    • Use the force of the blow to push yourself 5' in any direction. This movement does not provoke an opportunity attack.
    • Make a Shove attempt against the struck creature. Unlike a normal shove, you may use Dexterity(Acrobatics) instead of Strength(Athletics) for this attempt.

    Furthermore, you may count shoving as a fin-trait granted ability for the purposes of the Focus Surge and Multiassault features (e.g. when you use Mutliassault you could make two normal shove attacks).

    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 are not wearing armor or using a shield.

    As a bonus action on your turn, you can replace your walking speed with your swimming speed until the end of your turn. For example, if your swimming speed was 45’ then you would have a walking speed of 45’ until the end of your turn. Furthermore, while under this effect you gain resistance to falling damage and your movements cause spacial ripples like a fish swimming along the surface of a pond.

    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 saves made to move quickly for long periods of time without stopping and on any ability checks made to move in adverse conditions (stormy water, strong winds, etc).

    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

    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. Once per turn, as an action, you may make a single Strength(Athletics) or Dexterity(Acrobatics) check. Until the end of your turn, any opponent you move within 5' of, whose armor class is less than the result of your check, takes 2d4 slashing damage. Roll this damage once and apply it to all effected creatures a single time. You can't 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.

    2fp – Blitzing Fins (Requires Swift Fins)
    You can alter the composition and structure of your bones and muscles to further enhance the speed and ferocity of your movements. Whenever you Dash, Disengage, and/or replace your walking speed with your swimming speed, all of your fins deal an additional 1d6 damage until the end of your turn. If you’ve made the Razor fins alteration the ability granted by it deals an additional 1d4 damage. This ability does not stack with itself – the extra damage is only added once. You cannot benefit from this ability if you are are wearing armor or using a shield.

    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. If you are not already proficient in the Athletics and/or Acrobatics skill, you may add half your proficiency bonus (rounded down) to any ability check made using that skill.

    Furthermore, you can count the Dash and Disengage actions as Fin Trait alteration-granted abilities for the purpose of using them with MultiAssault and Focus Surge.

    2fp - Spacial Diving
    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. You may make this alteration multiple times, each time increasing the number of times you may use this ability before needing to finish a short or long rest by one.

    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 Blitzing Fins). You can use the two-weapon fighting action 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.

    2fp – Sprinting Fins (Requires Specialized Organs)
    You may, as a bonus action on your turn, 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 spells and abilities, such as for gaining the benefit of the Blitzing Fins alteration. You cannot use this ability if you are wearing armor or wielding a shield.

    Furthermore, if you’ve made the Blitzing Fins alteration you may increase its bonus damage from 1d6/1d4 damage to 1d8 damage.

    2fp – Unfettered Motions
    Your body can freely shift to and from an almost liquid state, achieving a degree of flexibility that strains the notion of what is physically possible. You have advantage on ability checks 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.

    Furthermore, you may spend 50 feet of movement to pass through any barrier made of magical force. Some barriers, such as those created by artifacts, may be immune to this ability.

    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.

    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, you can still move, take actions, and use reactions while surprised.
    Last edited by Magikeeper; 2021-02-18 at 12:02 PM.

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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 - The Focus Surge class feature draws from the same pool of uses as the Action Surge class feature; using one counts as a use for both class features (so if you could use Action Surge a single time before resting, and you use Focus Surge, you would have to complete a short or long rest before being able to use Action 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.
    Last edited by Magikeeper; 2021-01-27 at 12:26 AM.

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    Default Re: 5E Ozodrin Draft and Discussion Thread

    Change Log
    Spoiler: Changes
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    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.

    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.
    Last edited by Magikeeper; 2020-12-21 at 11:18 AM.

  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

    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.
    Last edited by Magikeeper; 2021-02-20 at 04:11 PM.

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    Default Re: Ozodrin (5E Conversion, PEACH)

    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.

    I have added the promised fluff! So much fluff! So soft. So soft. I tried to match the style of the 5E player's handbook when writing it. Since magic/non-magic appears to be described in fluff these days (and the weave is in the PHB), I mentioned that as well. I also added a brief snippet in each Trait section talking about what that trait offers, what it pairs well with, etc.

    I've also made a truckload of mechanical tweaks over the last week, that those of you who aren't checking this thread every day might have missed! Which I presume means everyone. :P

    I also removed the FAQ as it I felt it wasn't that great yet and I don't really get asked any questions frequently. or at all.
    Last edited by Magikeeper; 2015-08-18 at 11:41 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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    Once a player almost fell into a trap full of spikes. He asked me "how much damage would a spike do?"
    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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