Incorporeal- Your physical form is only partially there. You have resistance to Bludgeoning, Piercing, and Slashing damage, but suffer disadvantage on all non-spell attack rolls. In addition, you have disadvantage on ability checks that require some kind of physical effort from you (i.e Acrobatics, Athletics, Sleight of Hand), but have advantage on checks where you being more difficult to see may aid you (i.e Deception, Stealth). You can also move through other creatures and objects, but take 1d10 Force damage if you end your turn inside one. You are vulnerable to Radiant and Necrotic damage, due to the lack of physical protection for your soul. {Probably 4 or 5 as-is, I think} Dread Points.
The advantage on Deception is based off of the idea that it is harder to 'read' the face of someone who is less visible, which is often how you tell someone is lying. Imposing disadvantage on other's Insight checks targeting you would make more sense, but kind of forces more effort on other people, which doesn't seem like something a trait should do.
Reworked Ones (not including the big and most hype reworks like Blades of the Unholy, although these are still some big ones):
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
Blasphemous Resilience(Prerequisite Level 6) (formerly Pained Healing)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
And some new ones! (And there's a lot more where these came from)
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Pacifist. You cannot attack or take any abilities that would let you gain a feature that deals damage or inflicts a damaging condition on another or a condition meant to harm another. 10 Dread Points. (This is only the start of some big stuff)
ALL OF THIS IS SUBJECT TO CHANGE
Also, Cyno is taking a break so some things might not be as balanced. Most will tho, and we'll fix any problems quickly once we notice them.
Incorporeal- Your physical form is only partially there. You have resistance to Bludgeoning, Piercing, and Slashing damage, but suffer disadvantage on all non-spell attack rolls. In addition, you have disadvantage on ability checks that require some kind of physical effort from you (i.e Acrobatics, Athletics, Sleight of Hand), but have advantage on checks where you being more difficult to see may aid you (i.e Deception, Stealth). You can also move through other creatures and objects, but take 1d10 Force damage if you end your turn inside one. You are vulnerable to Radiant and Necrotic damage, due to the lack of physical protection for your soul. {Probably 4 or 5 as-is, I think} Dread Points.
The advantage on Deception is based off of the idea that it is harder to 'read' the face of someone who is less visible, which is often how you tell someone is lying. Imposing disadvantage on other's Insight checks targeting you would make more sense, but kind of forces more effort on other people, which doesn't seem like something a trait should do.
Interesting. We'll see what we can do! (Sorry if I sound like a bot by saying that repeatedly)
I feel like the larger sizes for less/greater than normal are a lot more detrimental than the smaller sizes, because of all the nerfs to movement and stealth. I'm also biased because I'm playing a Gargantuan character, but maybe worth a second look.
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Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
I feel like the larger sizes for less/greater than normal are a lot more detrimental than the smaller sizes, because of all the nerfs to movement and stealth. I'm also biased because I'm playing a Gargantuan character, but maybe worth a second look.
Gargantuan characters have an insane advantage for reach, especially height (I should probably add a size cap for how large you can be in terms of sq ft) because if you’re 60 ft tall, a large character can use 60 ft of fly speed to move straight up and still be within your reach. You also have d20 hit dice, which effectively nearly doubles your health. For small sizes as well, it costs more DP to reach tiny size, and your hp is cut down by a significant amount.
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— δ cyno • he/him • number one paladin fanδ — pretend I have something cool here ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Incorporeal- Your physical form is only partially there. You have resistance to Bludgeoning, Piercing, and Slashing damage, but suffer disadvantage on all non-spell attack rolls. In addition, you have disadvantage on ability checks that require some kind of physical effort from you (i.e Acrobatics, Athletics, Sleight of Hand), but have advantage on checks where you being more difficult to see may aid you (i.e Deception, Stealth). You can also move through other creatures and objects, but take 1d10 Force damage if you end your turn inside one. You are vulnerable to Radiant and Necrotic damage, due to the lack of physical protection for your soul. {Probably 4 or 5 as-is, I think} Dread Points.
The advantage on Deception is based off of the idea that it is harder to 'read' the face of someone who is less visible, which is often how you tell someone is lying. Imposing disadvantage on other's Insight checks targeting you would make more sense, but kind of forces more effort on other people, which doesn't seem like something a trait should do.
Interesting. We'll see what we can do! (Sorry if I sound like a bot by saying that repeatedly)
Thanks. And I can relate, I also sometimes get repetitive.
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If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
Reworked Ones (not including the big and most hype reworks like Blades of the Unholy, although these are still some big ones):
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
Blasphemous Resilience(Prerequisite Level 6) (formerly Pained Healing)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
And some new ones! (And there's a lot more where these came from)
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Pacifist. You cannot attack or take any abilities that would let you gain a feature that deals damage or inflicts a damaging condition on another or a condition meant to harm another. 10 Dread Points. (This is only the start of some big stuff)
ALL OF THIS IS SUBJECT TO CHANGE
Also, Cyno is taking a break so some things might not be as balanced. Most will tho, and we'll fix any problems quickly once we notice them.
I made my character (Tortuga) before these rules came out, should I make it so he isn't Gargantuan now? It was basically just a "he takes up more space" but otherwise cosmetic thing since he had Amorphous.
Rollback Post to RevisionRollBack
If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
Reworked Ones (not including the big and most hype reworks like Blades of the Unholy, although these are still some big ones):
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
Blasphemous Resilience(Prerequisite Level 6) (formerly Pained Healing)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
And some new ones! (And there's a lot more where these came from)
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Pacifist. You cannot attack or take any abilities that would let you gain a feature that deals damage or inflicts a damaging condition on another or a condition meant to harm another. 10 Dread Points. (This is only the start of some big stuff)
ALL OF THIS IS SUBJECT TO CHANGE
Also, Cyno is taking a break so some things might not be as balanced. Most will tho, and we'll fix any problems quickly once we notice them.
I made my character (Tortuga) before these rules came out, should I make it so he isn't Gargantuan now? It was basically just a "he takes up more space" but otherwise cosmetic thing since he had Amorphous.
Could there be a way to buy and sell abilities, like removing flaws by paying dread points and gaining dread points by removing abilities? Especially for the update because people will want to change abilities to get the updated ones. Maybe make the cost/sell rate be lower than the original price, like it takes 6 points to get rid of Do No Evil and you only get 4 points back from losing regeneration.
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Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Could there be a way to buy and sell abilities, like removing flaws by paying dread points and gaining dread points by removing abilities? Especially for the update because people will want to change abilities to get the updated ones. Maybe make the cost/sell rate be lower than the original price, like it takes 6 points to get rid of Do No Evil and you only get 4 points back from losing regeneration.
You can just freely exchange them on a level up. For the new update, you can re-spec for free however you’d like when it comes out.
— δ cyno • he/him • number one paladin fanδ — pretend I have something cool here ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Reworked Ones (not including the big and most hype reworks like Blades of the Unholy, although these are still some big ones):
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
Blasphemous Resilience(Prerequisite Level 6) (formerly Pained Healing)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
And some new ones! (And there's a lot more where these came from)
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Pacifist. You cannot attack or take any abilities that would let you gain a feature that deals damage or inflicts a damaging condition on another or a condition meant to harm another. 10 Dread Points. (This is only the start of some big stuff)
ALL OF THIS IS SUBJECT TO CHANGE
Also, Cyno is taking a break so some things might not be as balanced. Most will tho, and we'll fix any problems quickly once we notice them.
I made my character (Tortuga) before these rules came out, should I make it so he isn't Gargantuan now? It was basically just a "he takes up more space" but otherwise cosmetic thing since he had Amorphous.
Reworked Ones (not including the big and most hype reworks like Blades of the Unholy, although these are still some big ones):
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
Blasphemous Resilience(Prerequisite Level 6) (formerly Pained Healing)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
And some new ones! (And there's a lot more where these came from)
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Pacifist. You cannot attack or take any abilities that would let you gain a feature that deals damage or inflicts a damaging condition on another or a condition meant to harm another. 10 Dread Points. (This is only the start of some big stuff)
ALL OF THIS IS SUBJECT TO CHANGE
Also, Cyno is taking a break so some things might not be as balanced. Most will tho, and we'll fix any problems quickly once we notice them.
I made my character (Tortuga) before these rules came out, should I make it so he isn't Gargantuan now? It was basically just a "he takes up more space" but otherwise cosmetic thing since he had Amorphous.
For the dragon breath weapon and some other unleashables, it doesn't make a lot of sense to use a mental ability as the modifier. Could using constitution for some of the unleashables(not all) be allowed?
Rollback Post to RevisionRollBack
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
For the dragon breath weapon and some other unleashables, it doesn't make a lot of sense to use a mental ability as the modifier. Could using constitution for some of the unleashables(not all) be allowed?
Constitution probably not, but dexterity or strength makes sense. Constitution is sort of a universally used stat regardless of what you’re building for, so allowing it to be the basis of abilities provides a lot of extra flexibility that can lead to power imbalance issues (in theory of course, if enough people would rather it then we can try to implement it and see what happens). But for draconic breath it should be fine to use strength or dexterity as your modifier.
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— δ cyno • he/him • number one paladin fanδ — pretend I have something cool here ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Cyno’s right, as much as I would love for Sorcerers to be able to use Constitution for their spellcasting (it makes sense if you think about it) it could lead to power imbalance. But strength and dexterity (though it wouldn’t make as much sense) would be fine!
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This is TheFriendlyArchfey’s Alternate Account! “Your Dream Girl’s Dream Girl, Your Favorite Artist’s Favorite Artist.”
_-She Don’t wanna be anybody else, she’s a woman in total control of herself-_
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“I believe the greatest act of rebellion in this world is staying soft.”
For the dragon breath weapon and some other unleashables, it doesn't make a lot of sense to use a mental ability as the modifier. Could using constitution for some of the unleashables(not all) be allowed?
Constitution probably not, but dexterity or strength makes sense. Constitution is sort of a universally used stat regardless of what you’re building for, so allowing it to be the basis of abilities provides a lot of extra flexibility that can lead to power imbalance issues (in theory of course, if enough people would rather it then we can try to implement it and see what happens). But for draconic breath it should be fine to use strength or dexterity as your modifier.
Ok :)
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My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Unless I'm reading things wrong, Blades of the Unholy, despite the rework, is still doing less damage than a regular Rend attack. Which makes it a waste of up to 4 dread points if you get a firearm.
Is that right or did I miss something?
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Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
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My average accuracy in Marvel Rivals is about 19%.
If anyone says the words "Spider man lord" in my presence I will immediately lock myself in my room.
Unless I'm reading things wrong, Blades of the Unholy, despite the rework, is still doing less damage than a regular Rend attack. Which makes it a waste of up to 4 dread points if you get a firearm.
Is that right or did I miss something?
It depends on the weapon you’re getting. On average, the damage will be less than rend but you get more add-ons to your weapon and now that magic items, feats, and artifacts are introduced, you can buff your weapon with more investment. Blades of the Unholy can take multiattack an extra time, you can boost the dice of it to 4d12, you get a few more features tied to it, but it doesn’t flatly outdamage Rend. The point of blades of the unholy is that you’re not beating people to death with a blade, you’re using more features that tie to it. For example, with GWM and multiattack and a 25 strength, you’re getting 4d12+34 damage, and that’s without the feature that gives you a bonus action attack.
Blades of the Unholy basically allows you to make more total attacks that are a little less than fully boosted rend (which caps off at 6d8) and there are more features that are tied to blades of the unholy.
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— δ cyno • he/him • number one paladin fanδ — pretend I have something cool here ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Small little change: Rend is now technically an unarmed strike when before it was a melee weapon attack. This won't change much unless you have an artifact or something that affects unarmed strikes, but it makes more sense so yeah.
This is already coming in the new update, actually!
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Suggestion: something like the following:
Incorporeal- Your physical form is only partially there. You have resistance to Bludgeoning, Piercing, and Slashing damage, but suffer disadvantage on all non-spell attack rolls. In addition, you have disadvantage on ability checks that require some kind of physical effort from you (i.e Acrobatics, Athletics, Sleight of Hand), but have advantage on checks where you being more difficult to see may aid you (i.e Deception, Stealth). You can also move through other creatures and objects, but take 1d10 Force damage if you end your turn inside one. You are vulnerable to Radiant and Necrotic damage, due to the lack of physical protection for your soul. {Probably 4 or 5 as-is, I think} Dread Points.
The advantage on Deception is based off of the idea that it is harder to 'read' the face of someone who is less visible, which is often how you tell someone is lying. Imposing disadvantage on other's Insight checks targeting you would make more sense, but kind of forces more effort on other people, which doesn't seem like something a trait should do.
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Sneak peeks since the update is coming soon!
Reworked Ones (not including the big and most hype reworks like Blades of the Unholy, although these are still some big ones):
Punishment of Heresy (Recharge 6)- As an action, you can choose someone you deem blasphemous to your cause within 100 ft of you that you can see, and a 30 by 30 feet pillar of magic begins to form above their current location. On the start of your next turn, the pillar crashes to the ground. Any creature within its radius must make a CON save. On a fail, the creature gains 3 levels of exhaustion and loses the dexterity bonus to its AC for the next minute. On a success, the creature gains one level of exhaustion and has its speed reduced to 0 until the end of its next turn. A creature cannot gain more than 5 levels of exhaustion from this feature, and cannot be killed by it. Any creature hit by this attack has its location known to you and any creature that has sworn fealty to you. 5 Dread Points
Blasphemous Resilience(Prerequisite Level 6) (formerly Pained Healing)- You gain immunity to one damage type of your choice, choosing from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder damage, or Nonmagical Bludgeoning, Slashing, and Piercing damage. This immunity cannot prevent damage inflicted by your own abilities or flaws. You can take this ability up to 3 times. 4 Dread Points
Less or Greater than Normal- You can change your size when you select this ability. When you take this ability, you either grow one size larger or one size smaller, and cannot switch between your new and old size at will. You can take this ability multiple times. You have the following traits while other sizes:
Tiny: Your AC becomes 15 plus your dexterity modifier, and you have an extra 15 ft of movement (any movement you have currently). Your hit dice also becomes d4s and you can only wield weapons and armor made for your size. Enemies that are Large or larger have disadvantage on attack rolls against you, and you have advantage on stealth checks. You cannot be grappled by any creature larger than Medium size, and your movement doesn’t provoke opportunity attacks.
Small: Your AC becomes 12 plus your dexterity modifier and you have an extra 10 ft of movement (any movement you have currently). Your hit dice also becomes d6s and you can only wield weapons and armor made for your size. Enemies that are Huge or larger have disadvantage on attack rolls against you.
Medium: You gain an extra 5 ft of movement (any movement you have currently). Your hit dice also becomes d8s and you can only wield weapons and armor made for your size.
Huge: You lose 10 ft of movement (any movement you have currently). Your armor class becomes 12 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d12s and you can only wield weapons and armor made for your size. You have disadvantage on stealth checks. Your reach increases by 5 ft for melee attacks.
Gargantuan(Level 5 Prerequisite): You lose 15 ft of movement (any movement you have currently), and when you are knocked prone, it costs you all of your movement to stand up. Your armor class becomes 14 plus your CON or STR modifier, your choice when you pick this size. Your hit dice also becomes d20s and you can only wield weapons and armor made for your size. You automatically fail all stealth checks, and cannot take the Hide action. Your reach increases by 10 ft for your melee attacks, and you deal an extra dice of damage on those attacks. In addition, you gain the Siege Monster trait - you deal double damage to objects and structures.
And some new ones! (And there's a lot more where these came from)
Blessing and Burdens(1/day)- When you choose this ability, you pick an ability or flaw that you already have. If you choose an ability, it must be a Passive or Unleashable. As an action, you may bestow it onto a creature of your choice that you can see, with a range of touch. If the creature is unwilling, it must make a Wisdom saving throw against your ability DC, gaining the flaw or ability on a failure. If it is an ability, this creature gains the ability for the next hour. If it is a flaw, the creature can remake its save at the start of its turns, ending the effect on a success. If the creature fails three times, the flaw lasts for the next 8 hours. X Dread Points (X= the cost of the ability or flaw you choose, +2)
Pacifist. You cannot attack or take any abilities that would let you gain a feature that deals damage or inflicts a damaging condition on another or a condition meant to harm another. 10 Dread Points. (This is only the start of some big stuff)
ALL OF THIS IS SUBJECT TO CHANGE
Also, Cyno is taking a break so some things might not be as balanced. Most will tho, and we'll fix any problems quickly once we notice them.
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Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Interesting. We'll see what we can do! (Sorry if I sound like a bot by saying that repeatedly)
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
I feel like the larger sizes for less/greater than normal are a lot more detrimental than the smaller sizes, because of all the nerfs to movement and stealth. I'm also biased because I'm playing a Gargantuan character, but maybe worth a second look.
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(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Gargantuan characters have an insane advantage for reach, especially height (I should probably add a size cap for how large you can be in terms of sq ft) because if you’re 60 ft tall, a large character can use 60 ft of fly speed to move straight up and still be within your reach. You also have d20 hit dice, which effectively nearly doubles your health. For small sizes as well, it costs more DP to reach tiny size, and your hp is cut down by a significant amount.
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pretend I have something cool here
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Thanks. And I can relate, I also sometimes get repetitive.
If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
And here is the updated version of my quiz: Quiz.
Here is my background music for combat: On Soundcloud.
And here is my extended signature: (^v^)
I made my character (Tortuga) before these rules came out, should I make it so he isn't Gargantuan now? It was basically just a "he takes up more space" but otherwise cosmetic thing since he had Amorphous.
If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
And here is the updated version of my quiz: Quiz.
Here is my background music for combat: On Soundcloud.
And here is my extended signature: (^v^)
*They are so cool!*
Could there be a way to buy and sell abilities, like removing flaws by paying dread points and gaining dread points by removing abilities? Especially for the update because people will want to change abilities to get the updated ones. Maybe make the cost/sell rate be lower than the original price, like it takes 6 points to get rid of Do No Evil and you only get 4 points back from losing regeneration.
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
You can just freely exchange them on a level up. For the new update, you can re-spec for free however you’d like when it comes out.
— δ cyno • he/him • number one paladin fan δ —
pretend I have something cool here
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
*Tortuga or the rules?*
If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
And here is the updated version of my quiz: Quiz.
Here is my background music for combat: On Soundcloud.
And here is my extended signature: (^v^)
*Both?*
For the dragon breath weapon and some other unleashables, it doesn't make a lot of sense to use a mental ability as the modifier. Could using constitution for some of the unleashables(not all) be allowed?
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Constitution probably not, but dexterity or strength makes sense. Constitution is sort of a universally used stat regardless of what you’re building for, so allowing it to be the basis of abilities provides a lot of extra flexibility that can lead to power imbalance issues (in theory of course, if enough people would rather it then we can try to implement it and see what happens). But for draconic breath it should be fine to use strength or dexterity as your modifier.
— δ cyno • he/him • number one paladin fan δ —
pretend I have something cool here
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Cyno’s right, as much as I would love for Sorcerers to be able to use Constitution for their spellcasting (it makes sense if you think about it) it could lead to power imbalance. But strength and dexterity (though it wouldn’t make as much sense) would be fine!
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“I believe the greatest act of rebellion in this world is staying soft.”
Ok :)
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Unless I'm reading things wrong, Blades of the Unholy, despite the rework, is still doing less damage than a regular Rend attack. Which makes it a waste of up to 4 dread points if you get a firearm.
Is that right or did I miss something?
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
I main Milio in League of Legends, and therefore have extreme anxiety whenever my glass cannon Vayne main teammate charges at the enemy while I'm at the spawn zone.
My average accuracy in Marvel Rivals is about 19%.
If anyone says the words "Spider man lord" in my presence I will immediately lock myself in my room.
I like cheese.
It depends on the weapon you’re getting. On average, the damage will be less than rend but you get more add-ons to your weapon and now that magic items, feats, and artifacts are introduced, you can buff your weapon with more investment. Blades of the Unholy can take multiattack an extra time, you can boost the dice of it to 4d12, you get a few more features tied to it, but it doesn’t flatly outdamage Rend. The point of blades of the unholy is that you’re not beating people to death with a blade, you’re using more features that tie to it. For example, with GWM and multiattack and a 25 strength, you’re getting 4d12+34 damage, and that’s without the feature that gives you a bonus action attack.
Blades of the Unholy basically allows you to make more total attacks that are a little less than fully boosted rend (which caps off at 6d8) and there are more features that are tied to blades of the unholy.
— δ cyno • he/him • number one paladin fan δ —
pretend I have something cool here
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Small little change: Rend is now technically an unarmed strike when before it was a melee weapon attack. This won't change much unless you have an artifact or something that affects unarmed strikes, but it makes more sense so yeah.
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ