Here is how I would translate the Missile ability into DnD mechanics:
Missile
Action: The Bopls launches a missile from above, which can be guided for greater accuracy before impact.
- Effect: As an action, the Bopls fires a controllable missile from above. The missile can be steered by the Bopls for up to 6 seconds (1 round) when held. Upon release, the missile speeds up and travels in the direction it is currently aimed, dealing damage upon contact.
- Damage: The missile deals 2d6 force damage to any creature it hits.
- Guiding: While holding the action, the Bopls can steer the missile up to 15 feet in any direction, but the missile's speed does not increase until released.
- Release: Upon release, the missile travels at a speed of 30 feet per second, dealing damage to any creature it strikes within a 5-foot radius of the target point.
Spike
Action: The Bopls summons a large spike to emerge from the ground, dealing damage to creatures that come into contact with it.
- Effect: As an action, the Bopls causes a spike to burst forth from the ground in a space within 30 feet of itself. The spike remains for 1 minute or until destroyed.
- Area of Effect: The spike occupies a 5-foot square area and is 3 feet tall.
- Damage: Any creature that enters the square or starts its turn there must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 2d6 piercing damage, or half as much on a successful save.
- Destruction: The spike has 15 hit points and can be destroyed with a successful attack. It has AC 12.
Time Stop
Action: The Bopls manipulates time, freezing the world around it while allowing its allies to act. However, activating it requires concentration and preparation.
- Activation: To activate Time Stop, the Bopls must concentrate for 3 rounds, holding an action each round. After the third round of concentration, the Bopls activates Time Stop, freezing time for up to 10 seconds.
- Effect: During the Time Stop, only the Bopls and its allies can move, take actions, and use abilities. Enemies remain frozen in place, unable to take any actions or react.
- Cooldown: After the effect ends, the Bopls enters a state of exhaustion (level 1) for 1 turn. Additionally, the Bopls’ abilities recharge faster for the next 1 minute, as the flow of time accelerates for them.
- Duration: The Time Stop lasts up to 30 seconds, after which time resumes for all affected creatures.
- Limitations:
- Any physical changes to the environment (like moving objects) will affect frozen enemies but won’t cause immediate damage or actions until time resumes.
- The Bopls and its allies can act freely, but any attack or ability used on frozen enemies will not have an immediate effect until time resumes.
Smoke
Action: The Bopls throws a smoke bomb that creates multiple clouds of smoke, which can later be ignited by fire-based abilities to trigger a chain reaction.
- Activation: The Bopls aims and releases a smoke bomb that explodes on contact. Upon explosion, it creates four smoke clouds scattered in the area within a 20-foot radius.
- Effect: Each cloud lasts for 1 minute or until triggered.
- These smoke clouds obscure vision and grant half-cover to creatures within them.
- Any fire-based ability (e.g., Fireball, Flame Strike) cast within 10 feet of a smoke cloud will ignite the cloud, causing it to explode.
- The explosion causes fire damage (equivalent to 2d6 Fire damage) to all creatures within 10 feet of the cloud and may chain to other nearby clouds if they are within range.
Platform
Action: The Bopls transforms into a solid platform that persists after the transformation ends. The Bopls can create multiple platforms if they possess the ability more than once.
- Activation: The Bopls transforms into a platform, which can be resized and repositioned by holding and aiming for a few seconds (up to 30 feet long and 10 feet wide). The Bopls' form is held in this platform state for 1 minute or until the resizing is completed.
- Effect:
- Platform Persistence: Once the transformation ends, the platform persists and remains solid even after the Bopls leaves the platform. The Bopls can no longer control the platform after leaving it.
- The platform can support weight, provide full cover, or act as a physical barrier. It can also be used as a bridge or for tactical positioning.
- Platform Duration: The platform remains until the Bopls uses the Platform ability again, causing the previous platform to vanish.
- Multiple Platforms: If the Bopls has the Platform ability multiple times, they can create up to two platforms at once.
Revival
Action: The Bopls creates a "revive point" at their current location, allowing them to respawn upon death if the point still exists. If the Bopls has more than one Revival ability, they can create multiple revive points, allowing them to clone themselves upon revival.
Activation:
- The Bopls creates a revival point by holding the ability for 2 seconds and placing it at their current location.
- Upon death, if a revival point is present, the Bopls respawns at that location, consuming the point.
- If the Bopls has more than one Revival ability, each revival point can be used individually. After respawning, a new clone of the Bopls is created at the revival point.
Effect:
- Revival Point: The revival point persists until it is used, even after the Bopls is dead, but can only be used once per Bopls.
- Clone Creation: If the Bopls has more than one revival point available, they create a clone when respawning. The clone is identical to the original Bopls and persists until its death. The clone has full stats and abilities.
- Persistence of Clones: Clones remain until death, disappearing after being killed.
- Intentional Death: The Bopls can intentionally kill themselves (via environmental hazards, abilities, or other means) to clone themselves.
Roll
Action: The Bopls performs a rapid roll across solid surfaces, dealing damage to any players it hits. The roll lasts for a short duration, and the longer it is charged, the greater the damage and range.
Activation:
- The Bopls begins charging the roll by holding the ability. The longer it is charged, the more powerful the roll becomes.
- Upon release, the Bopls rolls across the platform or solid surfaces they are touching, dealing damage to any creatures in their path.
- The roll can be canceled if the Bopls jumps while charging, halting the action immediately.
- Solid Surface Requirement: This ability only functions if the Bopls is touching a solid surface (platform, ground, or similar). It cannot be used in mid-air or on floating platforms.
Effect:
- Spin Duration: The roll lasts for up to 10 seconds or until the Bopls completes their spin across the platform.
- Damage: Any creature in the Bopls' path suffers damage based on the roll’s charge time and strength. The longer the charge, the greater the damage.
- Charging: The longer the Bopls holds the ability, the more powerful and damaging the roll becomes.
- Canceling: The roll can be canceled by jumping during the charge, stopping the spin immediately.
- Solid Surface: The roll only works when the Bopls is in contact with a stable platform or solid surface. The roll cannot be performed in mid-air or on floating platforms.
Shrink Ray
Action: The Bopls transforms into a shrink ray, firing a shrinking beam that temporarily reduces the size of creatures or objects it hits, including players.
Activation:
- The Bopls transforms into a shrink ray by holding the ability, and upon release, fires a beam that shrinks any creature or object hit (including players).
- Duration: The shrinking effect lasts for 1 minute on non-player creatures or objects, while players are affected until the end of the current round.
- Size Change: The target of the shrink ray is temporarily reduced to half its size (rounded down) and loses corresponding physical mass, including speed (for creatures), weight, and the area they occupy.
- Effect on Players and Creatures: All creatures (including players) hit by the Shrink Ray are reduced in size. Creatures lose speed (for players, this might be a 10-foot reduction to their movement) and their combat effectiveness may change.
- Range: The Shrink Ray has a range of 30 feet.
- Restrictions: The size change is temporary and does not cause permanent changes to the target. Effects last until the end of the round for players, or for 1 minute for other creatures/objects.
Effect:
- Targeted Shrinking: Any creature (player or NPC) hit by the Shrink Ray is reduced in size, altering how they interact with the environment. For example, a player may become smaller, reducing their ability to reach certain areas but increasing their evasion.
- No Permanent Effects: The shrinking is temporary, and once the duration ends, creatures and players return to their normal size and state.
Black Hole
Action: The Bopls creates a permanent black hole that attracts and consumes anything that comes into contact with it. This black hole remains until dispelled or disappears after 1 hour.
Activation:
- Creation: The Bopls creates a black hole at a targeted point within 30 feet. The black hole has a radius of 10 feet. Once created, it remains indefinitely or until the conditions listed below occur.
- Effect on Creatures: Any creature or object that enters the black hole’s area must make a Strength saving throw (DC 15). On a failed save, the creature is pulled toward the center, taking 2d6 force damage as they are consumed by the black hole. On a successful save, the creature avoids being pulled in.
- Effect on Objects: Objects that enter the black hole’s area are also drawn in and remain within until the black hole is deactivated.
- Environmental Impact: The black hole distorts the environment within its radius, pulling in objects, debris, or causing collapse in fragile structures. Anything within its pull will be caught.
Duration:
- Active: The black hole remains for 1 hour before it naturally dissipates, or until it is dispelled by magic or similar effects.
- Cooldown: The Bopls cannot create another black hole until they die and are revived, or the current black hole is dispelled or expires.
Interaction with Shrink Ray (if applicable):
If the black hole is hit by the Shrink Ray, it turns into a "White Hole" for 1 round, releasing everything inside back to their original locations.
Range: 30 feet
Invisibility
Action: The Bopls becomes invisible for a short period of time, though using any other ability briefly reveals their position before becoming invisible again.
Activation:
- Invisibility: Upon activation, the Bopls becomes invisible for 2 rounds (or 12 seconds). During this time, they cannot be targeted by attacks or spells unless they are in the line of sight of an enemy.
- Effect on Abilities: If the Bopls uses any other ability, they momentarily become visible to any creature within 30 feet for 1 second before becoming invisible again.
- Effect on Movement: The Bopls can still move normally while invisible, but any movement that causes loud noises (e.g., jumping, stepping on loud terrain) can give away their location.
- Invisibility Duration: The invisibility lasts for 1 round or until they use another action or attack.
Duration:
- Active: Invisibility lasts for 2 rounds (12 seconds), and the Bopls remains invisible unless they use another action or ability.
Meteor
Action: The Bopls charges up a meteor smash and launches straight down, creating a massive impact that deals significant damage in the area of effect.
Activation:
- Charge and Impact: The Bopls charges up for 1-2 seconds and then slams down onto the ground, creating a shockwave of energy upon impact.
- Area of Effect: The meteor impacts in a 10-foot radius around the Bopls. Any creature within the radius must make a Dexterity saving throw (DC = 8 + Bopls' proficiency bonus + Constitution modifier) or take 2d10 bludgeoning damage. On a failed save, the target is knocked prone. On a successful save, the target takes half damage and remains standing.
- Damage Type: Bludgeoning (with potential secondary effects like fire or force damage depending on any additional effects you wish to add).
- Effect on Bopls: The Bopls takes no damage from the impact but is briefly stunned or slowed during the charging phase, preventing immediate subsequent actions for 1 second after the slam.
Duration:
- Charging Phase: The Bopls must hold the meteor ability for 1-2 seconds before releasing, during which they cannot move or perform other actions.
Throw
Action: The Bopls grabs a large boulder or debris from the surrounding environment (or platform) and throws it in the aimed direction. The boulder can be carried and repositioned before being thrown.
Activation:
- Grab and Hold: The Bopls reaches down to grab a boulder or similar object from the surrounding terrain (if available) or from a nearby platform (if within range). This action takes about 1 second to complete.
- Carrying: While holding the boulder, the Bopls can move normally, but cannot perform any other actions or abilities. The boulder can be carried up to 20 feet from the initial grabbing location before it needs to be thrown. The Bopls can reposition while holding the boulder, but the object will still be thrown once the action is released.
- Throwing: The Bopls throws the boulder in the direction they are facing. The boulder travels up to 30 feet before landing or hitting an obstacle.
- Impact and Damage: Upon impact with an enemy or object, the boulder causes 2d8 bludgeoning damage. Any creatures in the impact zone must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone. On a failed save, creatures take full damage; on a successful save, they take half damage and are not knocked prone.
Duration:
- Carrying Time: The Bopls can hold the boulder for up to 1 minute, but the boulder is thrown as soon as the action is released. Moving the boulder around before release does not change the damage.
Push
Action: The Bopls exerts force to move a solid object or structure that they are standing on. The effect is influenced by the size and weight of the object, with smaller objects being more easily pushed.
Activation:
- Hold and Push: The Bopls focuses on a solid object or terrain feature (such as a movable platform, large boulder, or similar object that can be moved). The Bopls exerts force to push it in the direction they are facing.
- Speed and Size:
- The size of the object determines how fast it moves. Larger objects or structures move slower, while smaller objects or terrain features move faster.
- For every 5 feet of object size, movement speed is reduced by 5 feet (or similar effect based on the DM's discretion).
- Distance: The Bopls can push objects up to 30 feet before the effect ends or the object encounters an obstacle. This can be repeated with different objects or terrains, but the Bopls can only push one object at a time.
- Impact: If the pushed object strikes another creature or object, the object deals 1d6 bludgeoning damage for every 10 feet it is pushed.
Duration:
- The Bopls can keep pushing as long as they hold the ability, but they cannot act on any other abilities while pushing.
- The object will move at a steady rate, allowing the Bopls to reposition objects over time for strategic use.
Tesla Coil
Action: The Bopls creates a powerful electrical device at their location, which discharges energy when activated, creating a conductive connection between two Tesla Coils.
Activation:
- Place the Coil: The Bopls places a Tesla Coil at their current position, but only if they are standing on a solid object (such as a movable platform or ground).
- Connection: If the Bopls places a second Tesla Coil within 30 feet of the first, an electrically charged line appears between the two. This line acts as a conduit for electrical energy.
- Effect:
- Electric Damage: Creatures within the line’s path or close to either coil take 2d6 lightning damage at the start of each of the Bopls' turns.
Mine
Action: The Bopls creates a floating mine that targets enemies and explodes on contact.
Activation:
- Place the Mine: The Bopls spawns a floating mine at their location. The mine floats up to 10 feet off the ground and hovers, following the nearest enemy within a 30-foot radius.
- Tracking Movement: The mine moves toward the nearest target on its own each turn, but its movement speed is limited to 15 feet per round.
- Explosion: Upon coming within 5 feet of the target, the mine explodes, dealing 4d6 fire damage to all creatures within a 10-foot radius. The explosion can also cause environmental hazards (such as igniting nearby flammable materials).
Effect:
- Movement and Tracking: The mine will follow the closest enemy, but it can be outpaced or distracted if the target moves quickly enough. The mine follows the enemy until it either detonates or the target escapes its range.
Teleport
Action: The Bopls creates a teleportation bubble at their current position, which remains until the Bopls chooses to teleport to it. Upon teleportation, everything within a certain radius (e.g., 10 feet) of the bubble is transported to the bubble’s location.
Activation:
- Spawn Bubble: The Bopls spawns a small teleportation bubble at their position. The bubble lasts until activated but does not dissipate on its own.
- Teleport to Bubble: When the Bopls activates the ability again, they (and all other creatures in the radius) are immediately teleported to the bubble’s location.
- Swap Effect: All creatures within the bubble, including enemies, allies, or even the Bopls themselves, are transported together.
Effect:
- Duration: The teleportation bubble persists until the Bopls teleports to it, making it a strategic tool for positioning.
- Radius: The bubble can affect all creatures within a 10-foot radius, allowing for tactical movement and group teleportation.
- Swap Locations: If there are multiple creatures in the bubble, they are all teleported, potentially swapping their positions for confusion or escape tactics.
Drill
Action: The Bopls transforms into a drill, burrowing through the ground and platforms. Any player hit by the drill takes significant damage, but does not instantly die. The drill ends once the Bopls reaches open air or releases the ability manually.
Activation:
- Transformation to Drill: Upon activation, the Bopls transforms into a drill and begins burrowing in the direction aimed.
- Damage: Any player hit by the drill takes 3d4 piercing damage, with the possibility of additional effects based on platform type or environmental factors.
- Release: The Bopls can release the drill at any time, returning to their original form when they reach open air or stop moving.
Grappling Hook
Action: The Bopls launches a grappling hook that can attach to various targets, such as platforms, creatures, or other surfaces. Once attached, the Bopls can manipulate the rope to create strategic opportunities.
Activation:
- Launch: The Bopls fires the grappling hook at a target within 30 feet, such as a player or platform.
- Retracting the Rope: The Bopls can then retract the rope, pulling themselves toward the hook's location. This movement uses their movement speed for that turn.
- Release: The Bopls can release the hook by pressing the jump button, causing the rope to detach.
Effect:
- Movement: Only the Bopls that created the grappling hook can use it for movement. This allows them to reach new locations or escape from danger.
- Rope: If the Bopls attaches the grappling hook to another player or creature, the rope acts like a sturdy tether. It becomes a permanent connection that is difficult to destroy (DM's discretion on its durability). The other creature cannot use the rope for movement unless specified by the DM.
Beam
Action: The Bopls charges and fires a radiant energy beam that lasts for 18 seconds (3 turns) after charging for 6 seconds (1 turn). During the charging period, the beam is prepared, and once fired, it deals radiant damage over the course of its duration.
Activation:
- Charging: The Bopls must charge for 6 seconds (1 full turn) to prepare the beam. During this time, the Bopls cannot perform other actions except for movement.
- Firing: Once charged, the Bopls releases the beam, which lasts for 18 seconds (3 turns). The beam travels in the aimed direction, dealing radiant damage to any creature or object it hits.
Effect:
- Beam Damage: The beam deals radiant damage (DM's discretion on exact amount, typically in the range of 2d6 per turn of beam exposure, i.e., 6d6 total).
- Beam Duration: The beam lasts for 18 seconds (3 turns), continuing to deal radiant damage to any creature or object in its path.
- Beam Range: The beam has a range of 240 feet. It moves in the direction the Bopls is aiming.
Duplicator
Action: The Bopls transforms into a duplicator gun and fires a shot that duplicates any object it hits. The duplicated objects persist until the end of the round. If more than one platform is hit, the first duplicated platform will disappear after a new one is created.
Activation:
- Transformation: The Bopls holds the ability to charge the duplicator gun and then releases the shot. This action requires aiming at a target, such as a platform, object, or other environmental elements.
- Duplication: Any object hit by the duplicator ray is copied and materialized in the direction that the ray was fired. For platforms, this creates a new platform in the direction of the shot.
Effect:
- Duplication: Anything struck by the duplicator ray, such as platforms or small objects, is duplicated.
- Platform Duplication Rule: If more than one platform is targeted, the first duplicated platform will vanish when the second one is created.
- Duration: The duplication lasts until the end of the current round. Once the round ends, the duplicated objects disappear.
- Directionality: Duplicated objects appear in the same direction as the ray was fired, following the trajectory of the shot.
Comments