Dolzak had an unstable anatomy that he used in combat, plus various forms of magical transportation. These rendered him nearly impossible to capture. I was considering that the mutated form would grow new/various temporary mutations to fit the situation.
Sounds cool :) ... However, I would suggest that you try to figure out most of what you might want it to be capable of and the effects it might cause before really introducing it to the game.
Then ask yourself ...
1) Will it make the game more fun for the players or is this just a case of the DM thinking it is really cool?
2) Will it make one of the characters significantly more powerful than the others? Will it drive power creep in the game and force you to introduce powerful items for the other players in order to keep them interested? How will that affect any longer term plot lines you might have?
3) Will giving this item to one character make them the center of a significant plot line? How will this work for the other players? Will everyone find it cool to have a story line rotating around one of the other characters? Will it cause "main" character syndrome?
Introducing really significant items that the DM thinks are really cool can be an excellent way to really derail what is a promising campaign. So, I'd suggest adding things like this with a bit of forethought and caution.
The effects I've nailed down so far are mostly uncontrollable by the player, making them not necessarily more powerful, just crazier (teleporting 20 feet to what the claw thinks is a more advantageous position, stealing the player's reaction to force their arm to twist back and stab someone behind them)
It might change the plot or it might not, depending on whether it's kept or destroyed.
I'll run it for a while and see its effects on the players.
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I make homebrew subclasses, usually fixes of existing ones.
Sounds cool :) ... However, I would suggest that you try to figure out most of what you might want it to be capable of and the effects it might cause before really introducing it to the game.
Then ask yourself ...
1) Will it make the game more fun for the players or is this just a case of the DM thinking it is really cool?
2) Will it make one of the characters significantly more powerful than the others? Will it drive power creep in the game and force you to introduce powerful items for the other players in order to keep them interested? How will that affect any longer term plot lines you might have?
3) Will giving this item to one character make them the center of a significant plot line? How will this work for the other players? Will everyone find it cool to have a story line rotating around one of the other characters? Will it cause "main" character syndrome?
Introducing really significant items that the DM thinks are really cool can be an excellent way to really derail what is a promising campaign. So, I'd suggest adding things like this with a bit of forethought and caution.
Agreed. Must calm down a little bit.
The effects I've nailed down so far are mostly uncontrollable by the player, making them not necessarily more powerful, just crazier (teleporting 20 feet to what the claw thinks is a more advantageous position, stealing the player's reaction to force their arm to twist back and stab someone behind them)
It might change the plot or it might not, depending on whether it's kept or destroyed.
I'll run it for a while and see its effects on the players.
I make homebrew subclasses, usually fixes of existing ones.
Way of the Ascendant Dragon but better: https://www.dndbeyond.com/homebrew/subclasses?filter-name=&filter-author=KyrneGnomeBarbarian&filter-author-previous=KyrneGnomeBarbarian&filter-author-symbol=118590905&filter-rating=-40
I'm a social pessimist.