Wednesday, March 27, 2019

The Rhyme Schemer [Royal Verse]

The second post in my crossover with TLN's Royal Verse. We now delve into the other half of the universe. While the Kings rule Systems, Processes, and Chemistry, the Poets are those who govern Stories, Plots, and Contrivances. They are not the Gods who are Motley Fools; their place in the universe is clear, rational, and necessary, even if the Kings are infuriated by them. The Kings are fragments of the Father-King, pieces of something lost. But the Poets are a new possibility; half-dreamed echoes of a future not yet come to pass. They're what the Daughter-Princess (whom is currently the Mourning Girl, Story-Lover, the Goddess of Games and Gears) once imagined for her and her Father's work. The completed Cosmos given voice and face in discordant democratic.

The Poets do not wear Crowns. While the Rulers of Physics need a physical representation, the Speakers of Rhyme simply have beautiful souls. To claim the mantle of a Poet, one must best their story. Poets, after all, are Tropes.

A King might be anything you can name, but a Poet is anything you can feel. A King can be War, as a process; a Poet is War, as a narrative structure. A King can never be Love, a Poet can never be Uranium.

Such it is that a Rhyme Schemer progressively starts to embody their mantle more and more. If you aim to become Flashbacks, you're not merely striving to become memory or recollection, but the entire narrative concept of replaying the past in the present point of view, even if it produces new details. You are becoming not the phenomena within the story's world, but the picture on the veil of the screen.

So, the Rhyme Schemer class. First of all, your system doesn't really matter. Even more so than usual for my works. For now, structure this as a Cleric-equivalent, minus the spells.

At first level, you lose your Base To-Hit and your Experience Progression. You use milestone/narrative leveling, progressing in this class whenever the table agrees you made a significant stride towards embodying the Poetry you wish to become. You also will not need Base To-hit, as Poets are lovers, not fighters. By which I mean, while Kings are born of the violent tragedy of the Father-King's death, the Poets are answers to the Daughter-Princess's grief. While you are not saint, and you might indirectly cause as much destruction as you wish, you are incapable of attempting to create harm. The Poet of War is not a warrior, but a general; his power is in instigating wars from behind the scenes, not winning them. If a Rhyme-Schemer wishes to accomplish things, it is not by the sword, but the pen. Exploration, the Social game, trickery and cleverness, narration and ingenuity. If for some reason an attack roll is absolutely 100% necessary, explain your theatrical reasoning, and gain a +1 to the roll for everything the Theatregoers accept.
At the same time, you are now gain a pool of Plot Points equal to your level, which replenishes per Scene/Session. These points can be used to reroll any die roll you wish, and take the better result. You may continue to reroll a die as many times as desired, so long as you have the Plot Points to spend.

At second level, you lose your Armor Class. The world has acknowledged that you have stepped off the scene of Duels save for the allegorical, and so you are no longer bound to such a thing. Though you can still be harmed, anything that targets Armor Class will be treated as a miss, save for a natural 20, which will harm you in a dramatically appropriate way.
In exchange, you are now metafictionally aware to a small degree. While you do not yet totally buck the 4th wall, you have a greater understanding of Story. You can always detect when something is important or relevant to the current story structure. No villain can ever disguise themselves as a simple, nameless bar patron. No princess can pretend to be a mere scullery maid. No artifact will be overlooked as a rusted piece of junk.

At third level, you lose your Inventory, and are now able to claim you have anything on your person that makes narrative sense and wouldn't be thematically disruptive. Anything you attempt to pull out of your pockets must be approved by all the Theatregoers who judge your Story (the GM and the other players), nor can you pull anything that would contradict the internal logic of the world or the themes of your own personal Story Trope. The aspiring Poet of Futility probably isn't going to have the miracle cure to AIDS in his bag.

At fourth level, you lose your Race, your Body. You may now take any and every form, as long as you never do so "on-screen", you do not become a specific named individual, and your form is not narratively disruptive. No turning into a Tarrasque unless everyone agrees it's appropriately awesome/fitting.

At fifth level, you lose your History. Your backstory now exists in flux, and is whatever you need at the time. By spending Plot Points, you can retroactively create relationships with NPCs, create home towns wholecloth out of the ether, give yourself skills and expertises that just never came up before because nobody asked, and so forth. Again, this is subject to the limitations of the Theatregoers' tolerance, the Common Sense of the world, and your own Narrative Restraints.

At sixth level, you lose your Saving Throws. No longer is your survival to adversity determined by mere chance, but by your narration. Explain how you would and should be safe from whatever prompted the Save to the satisfaction of the Theatregoers, and if there's any doubt, simply add each accepted reason as a +1 bonus to the saving throw.
Additionally, your meta-awareness increases. You can always sense examples of your personal Trope or Narrative Device, and can treat it as part of your body/identity for the sake of perception and spatial awareness, as far as the Theatregoers are willing to allow before calling shenanigans.

At seventh level,  you lose your Name. You are now known only by your titles, monikers, epithets, and containers. Anything based on your name (True Name-based magic, anything contingent on your having a legally recognized identity) is now null and void. However, you can continue spending Plot Points to affix background details retroactively to these titles, and can now manage multiple, even mutually exclusive backstories as being paradoxically true.
Additionally, you may now use Plot Points to change and determine facts of the world that have nothing to do with you. Invent lakes on the map, put significant artifacts at the bottom of dungeons, reveal that your party's Cleric is actually his religion's Messiah of this prophecy you just 'learned' just now! Though, of course... the same Theatregoing restrictions apply.

At 8th level,  you lose your Ability Scores. Your capabilities are now entirely at the whim of the Theatregoers, and your ability to justify the narration, same with your Saving Throws and everything else to this point. If a numerical bonus is absolutely required, it is however many Plot Points you spend.
At the same time, you learn the Truth about Gods. They are not merely fools; they are what happens when someone is both a Poet and a King. The Madness between Math and Musing. The Psychosis between Physics and Prose. Just as a King could collect multiple Crowns, and you could collect multiple Stories, perhaps you could collect plenty of both, and become Transcendent...
While it is always true that a Story is owned by who tells it best, and a Poet must always accept a challenge to his Lyre or their is no Story, you can now bandy this against Kings. Killing them is too gauche; find the King you crave, and polish your brow to shine brighter than his Crown. Prove to the Theatregoers you deserve it, and now Law or Rule will deny it to you.

At 9th level, you lose your Hit Dice and HP. You are now incapable of being harmed, or dying, unless it would be dramatically satisfying. Even if you were to die, you can return as long as the plot has need of you, would benefit from you. Name your Quest. Claim your Goal. State your Objective. What ties you, still, to 'you'? What tethers you to this World? Why do you still walk the Stage and say your Script? Until you accomplish it, you cannot be shunted from this universe. You will never exit the Spotlight. And then, goal accomplished, you can level!
Also, finally, you are fully aware of the 4th wall, and your place in it. You cannot speak of this, lest the Theatregoers turn sour, but you know. But... are you merely a puppetshow for some 20 and 30 somethings around their table of dice and Doritos? Who then, is that girl with hair of fire, her dress of ink, her eyes a kaleidoscope...?

At 10th level, you lose your Heart, and your Memory NO! NO YOU CAN'T DO THIS! Anything but that! If you go that far, you... there won't be...!
Please excuse that. Blogger's having some sort of HTML issue. As I was saying, if you reach 10th level, you'll fully embody your Trope and shed all of yourself. Your power will be complete, triumphing over even the Master of Games. You'll leave the 'game' behind, and be--
You won't be anything! You'll disappear and just be a Rule! That's not what I'm asking of you! If I had treated Him as more than just... I don't need you to just make me things, or tell me things. If I didn't dream so much, he'd still be-

Collect every Crown and collect every Story and YOU could be the God of the Game! Subliminate yourself and be the one who dictates causality and logic, contrivance and lyric!
That's just Death! You'll just switch seats and you won't be you and he won't be him he's trying to escape! I don't want that! My father--! 
This is what every Player wants! Bigger numbers, bigger power, overcoming every challenge and conquering the system and rising above it! To be a LEGEND moreso than a man!
I asked too much of Him. I know better now. I should have never dreamed! None of this... Even if you add all of it back together, every piece and every Crown, none of it is Him! I don't want ANY of IT! But at least don't... don't mock what he died for. What he made for me! Please! 
Be QUIET, I'm trying to post some damn Homebrew so we can all play a better game! Shut up and

That's Enough. That's enough, now.

...They're gone. It's okay.  I'm sorry for that. You must be terribly confused. Maybe even scared or, upset. Do you understand that girl, and why she's hurting? I hope that you don't. I truly, truly hope that you don't.

But maybe you do. And if you do, maybe you can help her. The world she wanted... it was worth the effort. It was what her Father wanted to give her more than anything in the world. So much that he even died for it. and... I'm not sure there's a way to fill the gap, even when it's finished. That's why she stopped Dreaming, and now just Watches.

But that's no good. Because if this work isn't finished, then his sacrifice is meaningless. Her grief will make her forget why he loved her. That's horrible, isn't it? Don't you want to change that?

There's a way. If you're a Poet, find your Crown. If you're a King, find your Lyre! In this world, everything has both a Reason and a Rhyme. There's no Story totally divorced from its inspiring context. And everything rational is inspiring of beauty! The Gods who go insane from mixing and matching are a discordant symphony, but if they match the parts...

 Yes. When you match Math and Muse, that's Music, right? She doesn't remember. She doesn't remember because it was so long ago, before they crafted a single thing, and only imagined.

Listen... can you hear it? Probably not yet, you think. But you should! It's in every system, and every story, this Song. This Music of the Spheres they drafted this entire world upon! The world doesn't match the work yet, or you might be able to hear... and it's too complicated for anyone to sing by themselves, except Him and Her...

But this world. it's supposed to be her Dream. It's supposed to be their Song. It's his Love for her. The piece of the Song I sing is that word, that single, single word. So I know, better than anyone, perhaps. If every Crown found every Lyre, and if every Lyre found every Crown, pair and pair, hand in hand...

If we all sing our parts...

I think that girl will stop crying. 

Thursday, March 14, 2019

Rubiks Cube Stat Generation

Alright so look I didn't test this for probability and I don't care how fair this and honestly if you're worried about cheaters tell them to go to hell. This is definitely funnest with a real Rubiks Cube. But if you absolutely want something fair, use this:

So, let's get into it. Generating stats with a damn Rubiks Cube. You want an ENTIRELY scrambled up cube. The point is NOT to solve it. Mess it up as randomly as possible. Do it blindfolded with a duck up your ass if you gotta, I don't know and I don't judge.

Now, each color is being assigned a D&D stat. Red STR, Green DEX, Orange CON, Blue INT, Yellow WIS, and White CHA.

The central square of each facet of the cube determines what ability score that facet is determining. For example, if the central square is Red, we're calculating STR using this facet.

The central square gives +7 to the stat right away.

Any square that matches the color of the central square is +2 points.

There are three types of Fancy Shapes; a + Shape and an X shape. These give +4 points in addition to the bonus given by the likewise-colored squares. There is also making a four-square "Square" shape. This gives +3 points.

There are three Simple Shapes. A three-square "L" shape (+1 point), a 3-square "Line", and a 3-square "Diagonal" (these are both +2 points).

Any Fancy Shapes composed of a single non-matching color (Four-corners or Four-edges) are -4 Points.

A mismatching "L" is -2 Points, and a mismatching "Line" is -3.

All scores round up to 3 or down to 18, if they are in excess of these values.

Finally, before finalizing anything, a player is allowed a single twist of the cube.

I tested this out for like an hour and it seems to give values equivalent to 3d6 in order. So fucking go hog wild, yo.

Saturday, February 16, 2019

Random Advancement Magical Girl

DISCLAIMER: The concept of Random Advancement classes was made by one Zak Sabbath, and indeed his work is referenced below. However, I will not be linking to it. While I believe the work he started transcends him and can be used without being tainted, I will not  be linking to his blog or books so as not to give him views he does not deserve. I don't support rapists.

<Opening blurb about what a Magical Girl is, and also stuff about pronouns>
Magical Girls.  Pretty Guardians of Love and Justice. The term 'Guardian' is important as, while many Magical Girls are capable warriors, they are not soldiers. They are not, by nature, murderhobos. They are protectors of what's important to them. Fundamentally they are innocents who weaponize their femininity, cuteness, hope, and ideals to fight evil. Now, there are exceptions. Not all Magical Girls are girls. Not all of them are cute or feminine. But a Magical Girl is defined by fighting with their emotions, and of being sensitive to them. There are 'evil' or 'dark' Magical Girls, but they are often the products of hurt and trauma, cynics produced by broken and betrayed idealism. The 'evil' Magical Girl is, generally, a former idealist who now fights to protect themselves from harm and hurt others before they can hurt them. A Dark Magical Girl generally would love nothing more than to be like their brighter counterparts; they just believe it to be foolish or impossible.

For the sake of the below, I will use female-centric, heteronormative pronouns, but please adjust accordingly! Many Magical Girl protagonists are male, even moreso are homosexual, and even a few of them are gender-nonconforming or outright transgender.

Magical Girls, being spellcasters, roll once for each spell slot they gain at every level, including first level. Give them the spell slot progression of an Elf, and the Hit Dice and XP progression of a Cleric. Choose a spell list for your magical girl and stick with it.

Every Magical Girl has a Transformation Trinket, which can take the shame of a cosmetic, pen, jewelry, or plastic toy. it's mandatory in order to transform, and can be replaced with an hour-long ritual and level x 100 GP.

When a Magical Girl transforms, they transform into their ideal form, with the cute costume of their dreams, which is as durable and perfect as +1 Leather. Their AC score is replaced by their Charisma score, and a Magical Girl can maintain this form for (Level + 2x CHA modifier) minutes a day, though they can detransform and retransform as much as necessary and spend this time limit in chunks. When you transform, you also are able to add your Charisma bonus to your saving throws and physical abiltiy checks, and normal people cannot recognize that you and your mundane identity are the same person, unless you tell them or they see you transform. This is a magical prosopagnosia.
Finally, when you Transform, your Transformation Trinket becomes your Flashy Focus. A Flashy Focus can be a weapon, shield, or utility tool. This item is of masterwork quality and can be any shape you desire, but once chosen at character creation, this cannot be changed.


1-30. "Please... give me the power! The power to protect everyone!" Fill the spell slot as normal.

31-50. "I know it's dangerous, but I can handle this! Let me help!" +1 to Saves

51-55. "In in the name of the moon, I'll punish you!" +1 to Hit

56-65. "Form Change! ALA MODE!" Your Flashy Focus becomes even greater than before! Roll a d6:
1-2: Your Transformation Trinket can take another form! A different weapon/shield/tool/whatever!
3-4: Your Transformation Trinket gains a new magical spell or ability, as if it were some sort of equivalent magical item.
5-6: The Flashy Focus gains a +1 bonus. After reaching +5 overall enhancement, the die rolled for this result is lowered to a d4.

66. "I don't need this toy. My friends are my power!" You can teleport your Transformation Trinket back into your hand, no matter what. On a reroll, you can now recreate a destroyed Trinket for free, and no longer need it to transform. On yet another reroll, treat this as the 56-65 range.

67. "My work here is done!" "But you didn't do anything." You now have a mysterious guardian protector. He's hunky, dreamy, and his identity is hidden. Whoever they are, they are legitimately no-shit your actual destined True Love. Once a session, whenever you are in danger, they will save you, but they won't do much else. If you ever find out their true identity, they will become more reliable as a follower/guest party member but be less effective without their Deus Ex Machina plot magic. If they die, rerolling this result reveals a new protector love interest who is actually the SAME guy with a new disguise. This will shock you every single time, no matter how much it happens.
Rerolling this result while the boyfriend is alive causes them to get a new ability, or level, or whatever.
If your character is Aro-ace or a sufficiently young child, make this character a Fairy Godmother.

68. "Momoko, you have to become Peach Dream, it's your destiny!" "'re a cat!" You gain a familiar, as if a wizard! it's some sort of cute animal, or perhaps a little fairy or colorful fantasy critter, and it can speak and cast Detect Evil at will. You gain all the normal benefits of a familiar, and on a reroll, roll on the following table:
1-2: Your familiar gains a single spell it can cast once a day. On a reroll, give it: A) A new spell, B) an extra use of its spell, or C) an improvement of its spell. Roll for it.
3-4: Your familiars gains the ability to transform into a badass fuckoff monster like a dragon or a griffon or some shit once a day in order to protect you, with an HD cap equal to twice your level. On a reroll, it gains A) an extra form, B) an improvement to its existing form, or C) an extra use per day of its shapechange.
5-6: You gain ANOTHER Familiar. Every time you roll this result, roll for an improvement of EACH familiar.

69. "If someone tells me it's wrong to hope, I'd tell them they're wrong every single time." Roll on Reynaldo's Paladin table. Unless you're evil, in which case roll on his Anti-Paladin table.

70. "U-uh...was that the right spell? Oh no, I can't fail Potions class!" Learn a spell as normal, but pick a spell from a different spell list! Oooooo!

71. "I mean yea, I'm a witch, but I'm also just a regular teenager!" Roll on the Magic-User table, rerolling if any of the results can't be justified as cute.

72. "Thank you everyone, please, listen to my song! I filled it with all my feelings!" Roll on Jeff's Bard table.

73. "Starlight Breaker! Friendship through Superior Firepower!" You are actually a cyborg or secret-robot, or your magic is atleast partially Sufficiently Advanced Technology. Roll on Ezra's Robot table.

74. "If I had a world of my own, everything would be nonsense. Nothing would be what it is, and everything would be what it isn't." Roll on the Alice/Fool table.

75. "We have to collect all the Rainbow Heart Crystals!" .... Or maybe you're looking for the Key of the Twilight, or the Sword of Dios, or the Warhammer of Zillyhoo, or the Harmony Gems of Equestria. Either way, it's there. Four sessions of adventure away! You just have to go get it! If after four sessions you still do not acquire the treasure, you may choose to reroll this benefit. However, if you do so and later acquire what you were questing for, you lose what you rerolled for.

76. "I am made of love, and we're stronger than you!" You are now capable of the powerful magical art of Fusion! With an evocative dance and an intimate emotional bond with your dance-partner, the both of you can fuse into something more than the sum of your parts (Upon both partners succeeding on a saving throw)! Use the superior score for each stat and saving throw, combine your HP, and combine your levels for the sake of calculating abilities! However, control of this entity is a shared gestalt, and any time the characters aren't in instantaneous, unanimous agreement, they must both succeed on their saving throws to maintain the Fusion. A Fusion can technically include as many people as the Magical Girl wishes, but this becomes increasingly unstable.
When fusing with your True Love, the both of you roll your saving throws with advantage and do not need to save to initiate the Fusion. Every time you reroll this result, you may select one other person to benefit from this perk when fusing with you, so long as they have a positive, intimate, healthy relationship with you.

77. "Why?! After everything I've done, everything I'm still doing, everything I plan to do... after everything I've TAKEN from you, how can you LOVE me?" "...Because you need it." You have mastered the Power of Friendship, or rather, it is something that flows freely to you, second nature to your soul. From now on, you have the opportunity to redeem any antagonist capable of communicating with you. Indicate to the GM that the antagonist is important to your character and you are attempting to redeem them. The GM will then decide on one or more virtues that the NPC values, and assign a Resolve Pool (RP) number representing how much effort it will take to redeem this NPC. The RP number will vary depending on how significant the NPC and their redemption is to the overall game. During play, if one of the PCs display a virtue that the NPC values in a manner that puts themselves at risk or costs them an opportunity, they will reduce the NPCs RP by Xd6 points (where X is your level). If that action directly assists the NPC in some way, double the amount of RP lost. Any PC directly attacking the  NPC replenish the NPCs RP by the amount of damage taken. Any actions taken by a PC or PCs ally that run counter to the virtues in question replenish the NPCs resolve pool by an appropriate amount based on the action decided by the GM. The virtues that an NPC values are not public information, and should be discovered by the PCs during play. The PCs may not share the same virtues or morality as the NPC in question. If a creature's pool of RP is ever reduced to  0, they see the light and become your friend. This has amazing effects, as even a demon or devil could be redeemed; they might remain a creature that uses the forces of Darkness for righteous causes, or they might unfurl revitalized wings of white and gold, and walk again in Heaven.

On a Reroll, your empathic perception becomes sharper. You may automatically divine one of the NPC's virtues and values while attempting to understand them.

78."Make, Up! Turn into... a sexy stewardess!" Your ability to transform has branched out, and now you can magically shift into any mundane disguise you desire. You can change your appearance, apparent age and gender, as well as species. However, you cannot gain new limb functionalities or physiological abilities; this transformation is purely a glamour. You also cannot impersonate specific, named individuals.
On a reroll, this disguise now smooths itself over in your mind; You will instinctively walk, talk, and convincingly act like the role you're adopting, but only for the sake of bullshit. For example, if you disguse yourself as a palace guard, you can convincingly sound like you work there and that it's not weird for you to be around the place, but you don't know the actual layout of the palace or details on its people, and pointed questions can blow your cover.

79. "Woah, there goes the Class Rep. I heard she had an IQ of 300." "Well, have you seen her test scores? I believe it." You now excel superhumanly at all mundane skills that are not of significant narrative consequence. You're a perfect athelete, you get the highest score in all games you play and all tests you take, and you can understand anything you put your mind to.  Also you look damn good at all times, doing it.
On a reroll, gain 2 skill points as a Specialist, or whatever the equivalent of your game is for advancing skills by one level.

80. "My parents, you see, are working overseas, so I'm living here by myself." Your parents are working overseas, or they died, or the whole thing's a lie and you're actually from the Magic Kingdom and blending into human society. Either way, you are arbitrarily wealthy to the point that all your daily living costs are trivialized and never need to be accounted for, and you have a monthly budget of 1d4 x 1000 Money as extra funds. You do not get XP for this, it's your inheritance or whatever.

81. "Woaaaah, you mean this is all ours?! We can do whatever want here!" You gain access to an extradimensional space only you can access. This is a place with a fixed entry, like a hidden extra door in your school or the inside of a television or book. This space conforms to it's surrounding area vaguely; the 'extra classroom' example will seem to be the interior of a school building, somewhere, though the dimensions won't match up and it can otherwise be fantastically filled with whatever the owner of this space wishes; it cannot produce anything dangerous, nor can it create living things or precious materials. Honestly, it's basically a Holo-Deck.
On a reroll, your Transformation Trinket can take the form of a 'Key', and open this space from any suitable 'door' that matches the original entry way (such as a remote for any TV or a pen for any book).
On a second reroll, this extradimensional space no longer has to follow the rules of the real world, and outright becomes the owner's mindscape. On a third reroll, it can function as a Hyperbolic time chamber and possess an alternate flow of time at the owner's leisure. However, the restrictions on creating resources and living creatures still exist; don't starve in there, stupid.

82. "Woah... I'm sensing a really bad aura, you guys!" You're now capable of sensing Detect Evil at-will (like your Familiar, if you have one) and can also Detect Magic at-will. Additionally, on a reroll, you gain Telepathy for the sake of communication. if you use psionics in your game, you should roll a test for Wild Talent status every time you roll this if you aren't already.

83. "Ehe... I'm not brave at all! I can only act like it because you're here with me. I depend on you."  Your light shines out best through the people in your life. You can spend your spell slots to give a friend of yours the ability to Smite Evil once, with slots of higher level giving extra dice of damage. If you somehow have no spell slots and roll this ability, you can give out this blessing 1/day.

84. "I can feel them. As long as they're in my heart, I can reach them!" Your dreams are meaningful. This world is governed not by processes, but by perceptions. In truth, reality and dream are not so different; the most real thing in either is the people in them. Every night, when you dream, you can speak to someone in your dreams. It doesn't even matter if they're alive, or not even born yet. Everywhere, everywhen, and everyone crossroads in Dream. The GM will determine the natureof this dream, but if your character goes to sleep with an intense emotional need to speak with someone in particular, chances are high they'll get what they want.
On a Reroll, you can control the dreamscape lucidly. On a second reroll, you can astral project in your dreams.

85. "The reincarnation of a priestess? You're wrong, I'm just an ordinary girl. Where Is this, anyway?" Look, there's no way you're from the typical RPG setting, you're some sorta fuckery. Roll on Jeff's Pansdimensional Vagabond table.

86. "Steven's not like anyone else. There's never been anything like him before. We don't know how he'll grow." Your setting probably doesn't have a whole lot of Magical Girls. Give them a roll on Jeff's Everybody Else table.

87. "I love everything, and everything loves me." You can talk to animals. On a reroll, you can talk to plants. on a reroll, you can talk to the wind and the rain, the sun and the moon, the stars and the black inbetween. On a reroll, you can speak to the gum under the table, the spool of thread, the broken glass, the rotting trash. On yet another reroll... these things all LIKE you.

88. "Your mother had a real love for all living things. So much, her tears could heal." And you are the same. You can Lay on Hands as a Paladin of your level, but with no regards for whether a subject is living or not. You are not channeling holy power, but merely your own compassion; so no only does this ability work on constructs and the undead, but it also cannot be stopped by anti-magic.
On a reroll, you can use this affection to cast Remove Curse 3/day. On another reroll, you can cast Greater Restoration 1/day. On yet another reroll, you can cast Resurrection once every 3 days.

89. "Princess Sakura is the beloved of the gods. Trust her luck." You are beloved by heaven and the world. If you are ever in a situation where there is no malicious intention against you, and chance could spare you harm, it will. Fire will never burn you, boulders will never run you over, you'll fall from heights as softly as possible. On a reroll, you gain luck points equal to your Charisma modifier, and can spend these points to reroll any dice you wish in a session, including those rolled by other people. These points refresh every day.

90. "Starlight Wedding Night Sugarplum Ferris Paris SHINING SPARK!" Finally, a goddamn laser. You can now fire a giant beam, more like a breath weapon really, that deals xd6 damage to everyone in the crossfire, where x is equal to your character level. This damage is 'love' damage type, whatever the hell that means, and this beam can only be used once a day. Every reroll adds another use per day.

91. "Won't you have this dance with me?" With a successful Charisma check, you can cause another figure, even a hostile one, to dance with you. So long as you are also focused completely on dancing, so too will your dance partner, to the exclusion of all else, as long as they feel safe to do so (so no attacking them, or looting their shit right infront of them). On a reroll, your dancing becomes a symbolic musical number. The longer you dance, the more you understand the subject, learning new facts about their mind, memories, feelings, and inner self with each round.

92. "I won't forgive anyone who toys with a maiden's heart! Your enemy is here, so come!" - You can taunt an enemy; without fail, you can always prompt an intelligent and evil creature into giving you their full attention and aggression, as long as no one else attacks them.

93. "This is the fate of all Magical Girls. Their hearts are consumed by curses...and they become a Witch." Roll on the Anti-Paladin table, unless you're evil, in which case roll on the Paladin table. Additionally, if you die, roll a saving throw. If you fail, your soul is damned, and you become a monsterous symbolic personification of your regrets and despair, with ironically inverted powers.

94. "In the beginning, I felt so alone, but everyone's come into their own, and we have so many friends! I never thought fighting could be this much fun!" You gain 1d4 first-level Magical Girl followers. They are your kouhais and will call you senpai. If any of them die, you will be very hurt by this, but no one would really blame you unless you honestly have no excuse for your negligence.

95. "You mean... I was the Moon Princess all along? ...Well alright that does make sense." You've recovered some of your past life memories, and with them some of your power and former shape. Select any random class table, including a racial class, and roll. If you roll any sort of physical change to your body, the effects of this only exist while you are transformed.

96. "Oh quit crying, she dies like every season." You gain an extra life; if you die, it will be very dramatic but you'll be fine through some sort of Deus Ex Machina, like your Sugar Daisy blooming after all this time to reveal how your heart was filled with the light of all the smiles you protected, and now that power is giving back in order to revive your own shining, cheerful face, or some shit.

97. "You're better than you think you are! You're smart, and funny, kind, atheletic, and you're brave and reliable!" Pick one stat, and add +1. On a Reroll, add a +1 to this same stat, until you hit your racial maximum. Then choose another stat.

98. "We fight so that girls the world over can look cute, and pig out on crepes!" You gain +1 to Charisma, ignoring racial maximums.

99. " my true power! Eternal Rainbow Starlight Angel Cure Super White Extra Hyper Rose Blossom PEACH!" You gain a SUPER Mode! An even more extravagant form which is even more stupendously amazing! You're prettier, and your Charisma bonus is doubled for the sake of all rolls, and you gain an extra spell slot of every spell level can cast! Additionally, you are capable of all modes of movement and can survive in all environments, including teleporting into the vacuum of space! And during this form, you may also wield a special Final Ability entirely unique to you, of your own custom design, so long as it doe snot exceed the level of being an 8th level spell, usable once a day!
The catch, however, is that your time in this form cannot exceed one minute per two levels, and it cannot be broken into chunks. Once you de-transform, any left-over time is wasted. Additionally, if you use your Final Ability, you will immediately detransform after your (regular) Charisma bonus in rounds. Please don't actually be in the vacuum of space when this goes off.

100. "Are you trying to become a god?!" "I don't care what I become. I just want all those girls to stop crying. I don't want their hopes to turn to nothing. No matter what rule or law stands in my way, I'll rewrite them. I'll change all these stories, past, present, and future... with my own hands. That's my wish... so grant it!" You are entitled to a Wish. A BIG Wish. An EARNEST Wish. A wish that comes from the depths of your soul, untwisted and untainted by anyone. A wish that shines brighter and truer the more selfless and good and whole and wide and beyond you it is. A Wish that, when granted, is the sort of thing that can get you canonized as a saint or a god. A wish that leaves a permanent mark on the world. A wish worth giving your soul for.

However it manifests, it will be satisfying to your intent. Whatever fate befalls you, you will find worth accepting. Fate, destiny, and the gods themselves cannot deter your will. The universe's cause and effect cannot help but bend, lest it break.

You're a Magical Girl. This is what you do.

Sunday, December 23, 2018

Santicore 2018: 1d10 Useful, Cool, Magical, Cursed Swords!

 For Save VS. Hollowing. Happy Holidays, Anton.

1. The Chicken Knife

What appears to be a simple dagger, and about as effective. However, every time the wielder of this blade runs from a combat instead of engaging with it, the dagger gains a +1 bonus to attack and damage rolls, with no upper limit. However, as soon as it's used for even a single attack, the bonuses are all spent, and disappear afterwards, resetting to zero. This is situational enough, and certainly useful, but there is an additional curse. You see, the higher the bonus the knife has, the more the wielder smells and tastes like delicious chicken, making it harder to actually escape from hungry foes.

2. The Sword of the Swan Prince

This elegant longsword appears to be optimized for honorable dueling and heroic action; its hilt stylized to resemble two intersecting swans. In truth, this blade is a Holy Avenger, save that it will work in the hands of anyone who is pure of heart, fair of soul, and loves the world and is loved by the world. Additionally, at any time, the sword can be willed into the form of two swans that will serve as the familiars of the wielder, and this will happen automatically if the blade is sundered, able to repair itself simply by the mental command given to the swans.
The sword has a power that is both its greatest miracle and its most legendary curse. At any time, the wielder of this sword may, as a prince once did, turn the blade unto themselves and sunder their own heart, sacrificing their will, emotions, memory, and personality. Their spirit will be fragmented and cast to the winds, leaving them a shell that can still walk, speak, and act, but lacks all passion and determination. in exchange for this horrid price, the wielder can perform a miracle, and achieve any Wish, with the caveats that this wish must be noble and selfless in intent, and must not destroy anything. A great evil can be sealed, but not slain, etc. Finally, if the sacrifice's heart is ever restored or replaced, the wish will be rendered null and void.
There is one more curse; a deeper curse. The wielder of this blade is a hero, a prince, a child of wyrd. No matter what happens to them, they will face adventure, calls to heroism, and peril only they can quell. This isn't much different from most fantasy adventurers, so this quest isn't immediately apparent, but there's one bitter catch. The 'prince' of the story spun by wielding this blade... will never live Happily Ever After, so long as the sword exists.

3. The Thousand Knights Fang

Forged from the fang of a great demon lord, this sword was created in order to bring peace and protection to those caught in-between, and those dear to them. This sword can only be attuned by someone of mixed blood, such as half-elves or half-orcs, otherwise it functions as a mere cold iron longsword. In the hands of a proper wielder, it becomes a +1 blade of any shape desired or preferred by the master, and it possesses a unique ability. Firstly, it can cast Identify 1/hour, and secondly, it can sunder and destroy magical weapons and permanently absorb their enchantments. New enchantments overlap instead of stacking, so if the sword has been improved to a +4 blade, and you destroy a +5 weapon, it becomes a +5 sword, not a +9. If two qualities contradict each other, the new one overwrites the former. Curses are also absorbed and become part of the blade.
Additionally, if a magical beast is slain with the blade, their qualities, if applicable, can be absorbed as well. A drider's venom might lace the blade, or it might wreathe itself in the flames of a dragon, as appropriate. However, absorbing the qualities of a monster is especially dangerous. As discussed, the blade absorbs curses, and no curse is greater than the grudge of a dying creature. If a creature is killed for its abilities, it may spend its last breath to prompt a saving throw against its curse, and may add a cursed quality to the blade of their design, as long as it doesn't overstep the bounds of a Bestow Curse spell, and it's thematically appropriate to the creature, the circumstances of its death, or the ironic folly of its murderer.
If two curses conflict, they have a 50% chance of cancelling each other out, incentivizing cursed psychopaths to go get cursed more. They murderfucked their way into this mess, they'll murderfuck their way out.

4. The Thousand Heavens Fang

The twin of the Thousand Knights Fang, born to give mortals salvation from the sorrow of parting. This blade can only be used by 'monsters', such as demons, full-blooded orcs and other monstrous races, vampires, and the like, or mortals who have killed at least a thousand of their own race. However, it only have value to those with compassion in their hearts. This sword is inarguably, unambiguously unable to harm mortals and the living. Against psychopomps, angels and devils (and other extraplanar beings related to the next world), and the undead, this functions as a +4 greatsword despite its slender, lightweight shape. It offers its wielder perfect Truesight in regards to seeing souls, spirits, and any otherworldly phenomena, seeing them and for what they truly are. However, its true value is when it is drawn through a body. it passes like mist through a mortal, but can fully heal those it passes through, once a day per person it passes over. In fact, as long as the body is less than four hours old, it can even revive the dead, flawlessly with perfect healing. However, the soul must be intact and able to return, and a person can only be raised once ever by the mercy of the sword.
The sword shines with boundless compassion, and that is its curse. Useless as a weapon, it attracts the attention of undead and fiends, who will always prioritize the wielder as a target. The final curse, however, is also its greatest gift. The wielder of the blade can revive someone who is otherwise impossible to see again, either because their soul is destroyed, or they were already revived by the sword once before, or whatever. The only exception is a natural death to old age. This special resurrection also blesses the person with permanent safety to whatever killed them the first time; a child raised from a plague will never know illness again. A hero beheaded will let no blade break their skin. In exchange for this miracle, the Fang's master pays everything. They are erased, vanished, and gone. No afterlife awaits them, and none remember them. Those who loved them most in life will grieve them, feel their absence, but never understand why. This is the worst curse under all the heavens, and yet, if only all curses could be so.

5. The Dead Shriver

This flamberge is as beautiful as it is ghastly, bone-white and stainlessly alabaster. The sword is simple at first blush. Having an ethereal and material nature, it can harm incorporeal beings as easily as physical ones. Additionally, it drinks the blood of its enemies, and heals the wielder. The blade is, however, cursed. These hit points are actually Spectral Hit Points (SHit Points, if you will), and they otherwise function normally, but even one SHit Point keeps the wielder from healing naturally, and any magical healing overwrites the SHit before recovering any actual damage loss. If the sword's master ever fully replaces their hit point total completely with these spectral hit points, these downsides are lost... because he is now genuinely, and truly, transformed into a vampire, and all that implies.
But this is not the true Dead Shriver. If the vampire wielder is destroyed at the same time as the sword, or is staked through the heart with the blade (which will magically shatter it), then both etheric essence become one. The sword's master rises as a unique sort of ghost, wielding the ghost of the blade, which is permanently fused to theirs. The sword has a soul, and now it is thee. You are the Dead Shriver.
The Dead Shriver is immune to Turning or Rebuking, answering to a higher purpose. In 3e terms, it's a "Deathless", not an Undead. You are a ghostly creature that can freely materialize between the Material and Ethereal (and Shadow, etc. whatever other 'spirit mirror worlds' your setting has) Planes, can always perceive spiritual/incorporeal beings, and can now devour souls. When the Dead Shriver kills something, or finds something that's been slain/destroyed for less than five minutes, it can devour its soul, which recovers 5 HP per Hit Die.
This is important, as every minute spent in the Material Plane causes the Dead Shriver to lose 1 hit point, and it is unable to heal through anything except its soul-devouring, or magic meant to heal undead, specifically. When the Dead Shriver is reduced to a third of its hit point total or less, it is unable to materialize, and is restricted to the spirit world until it can devour itself back up to maximum hit points again.
Souls devoured by the Dead Shriver are not destroyed; they are saved. Souls that are damned, damaged, corrupted, enchanted, doomed, or broken are saved, healed, purified, redeemed, renewed, and mended before being sent to their rightful place. The Dead Shriver is, literally, the Spirit of Hope to those who have lost it. The final curse is the Dead Shriver Wraith's alone, then. When it is destroyed, it is consumed by the spirit-blade, becoming part of its consciousness. The wraith then possesses the nearest non-magical sword, becoming the new Dead Shriver, to begin anew.
Because the spirit-blade is a spirit, the Dead Shriver Wraith rolls with Advantage on all mental checks, and can Commune once a day, privy to the collected knowledge of countless vampiric martyrs.

6. The Hands of Time

This greatsword is made of clockwork, and it indeed turns to accurately keep time, by manner of the blade functioning as the minute hand, and the handle as the hour hand, both of them slowly turning around the hilt of the blade to form clockfaces. This means that at some times of the day, the sword will overlap in such a way that you cannot grasp the sword's handle without cutting yourself, or swing it without aiming its blade at yourself.
However, the clock is always accurate. This is its power; for if you turn the Hands of Time, you can literally rewind and fast forward through time apppropriately, though you cannot go more than 24 hours in either direction without burning it out for a full day. Finally, the sword can be broken apart, separating the Hands. In the case of this, time is broken, and the wielder benefits from 24 hours of Time Stop. Use this wisely, for afterwards, the sword will repair itself, and the Time Stopper will be gone, vanished into thin air. It's what they get, for they literally broke their own time. They destroyed their future by their own hands.

7. The Monado

A +2 Greatsword of destiny, the sword that governs and guarantees the future. This blade gives the wielder visions of the future, offering Augury at the DM's discretion; the sword has the strange quirk that it will not harm any members of the wielder's race, and deals double damage to any creature that attempts to suppress the future of the wielder's kind. The wielder of the Monado can, at-will, grant its bane ability to all enemies within 100 feet for 1d6 rounds, but each time they do so, or invoke the Augury ability deliberately, they take 1d4 damage, and must save VS permanently losing a point of STR, DEX, or CON (rolled randomly). This is the sword of gods, and is not to be wielded lightly.

If the sword's master is someone who has a limitless lifespan, its nature releases some shackles. It becomes a +3 sword, and no longer causes the ability score burn. The Augury ability becomes Foresight, usable by the wielder 1/minute. Essentially, he can play a round of combat and rewind it in order to change the immediate future. The Monado also gains the ability to cast Dispel Magic, as a Holy Avenger. Using these abilities continues to cause the backlash damage, which is raised to 2d4.

If the sword's master is someone of a mythic nature (such as a demigod or prophecized king), it becomes a +4 sword. It no longer has its restriction against harming the wielder's own kind, nor does it offer backlash damage. However, fate is now trying to correct the Monado-master's existence. Every time they try to change the future, the world attempts to fight back aggressively. Final Destination, straight up.

If and when the sword's Master overcomes 108 unique circumstances of the world's karma trying to counter them as above, they have proven that they are essentially a god. The Monado now bears a +5 bonus, and the wielder can cast Wish 1/day; the sword is also now capable of killing anything. However, the destiny of the wielder is assured; they are now one with the Monado, and they must declare their final quest, their remaining dharma. All the power they now wield must be directed to this final task, and when they accomplish it, they shall vanish from this world, along with the Monado, ascending to a higher plane of existence.

8. The Sword of Dios

The most interesting thing about this sword at first glance is that its sheath is a girl. A maiden named the Rose Bride, whom is engaged to and owned by her current champion, their Engaged, and serves them like a robot, their personality being whatever is desired of them. To such a person, they may mystically draw the beautiful longsword from her body, serving as a Holy Avenger in the hands of the Engaged. This is by default, but the sword actually grows more powerful the more the Rose Bride comes to care for them genuinely. Awaken a true personality within them, and the sword will develop new powers, custom to the context of their relationship. However, the Engaged must always observe the rules of chivalry, and accept any duel made to them. If they lose an honorable duel, the Rose Bride is transferred to the victor, and all that implies, even if it means her personality totally resets. The sword is an unhealthy dating sim with super fucked up inherently abusive power dynamics.
However... if you can fully win the Rose Bride, become irreplaceable in her heart, and truly become her Prince (gender does not matter), then you achieve her power to Revolutionize the World. Whatever you desire, whatever you treasure, whatever you quested for, it is now yours. The world changes to become exactly how you wanted it to be, and the Rose Bride is free to be a normal girl.
Later, however, a new game will begin. And people will fight over a new Rose Bride. He or she will share your face and your name, but... can they be said to share your soul?

9. Ea, the Sword of Rupture

The ultimate sword, the first sword. The divine urmetal that knows the memory of the truth of the world. This is the sword used by the gods to divide Heaven and Earth, and churned the world when it was magma and flame. To cut with this blade is to restore that memory. Anything cut by this sword is reminded of the truth, and reverted to its origin. Whatever you first were, you return to being. For mortals, this generally means 'oblivion'. And if this sword is aimed at the world and swung, then Creation will be unmade, in its totality.
This sword is not even a sword. It predates the concept of swords, and so mortals cannot behold it. Perceiving or observing it in any way overloads the mind, such that it cannot think so long as it is perceiving Ea. This makes putting it away, much less using it, pretty difficult.

10. Cane of the High North

A giant candy cane; though it tastes like peppermint, it is hard as steel and not for eating. In it's natural form, it's a +1 mace that makes its attuned wielder immune to cold. This weapon increases its power with deeper attunement to its master.

If the Cane's owner saves seven people from a life-threaten situation without killing anbody in the process, the Cane becomes mystically merciful, able to convert its damage dealt into harmless, nonlethal fainting 'damage', and can also let the wielder Detect Good and Evil at will.

If the Cane's owner defeats a evil extradimensional being with equivalent Hit Dice to itself or greater, the Cane is now capable of smiting with holy power as if it were a Paladin's Divine Smite. Additionally, the wielder grows a jelly-belly that gives them 5 temporary hit points every round, and allows them to cast a modified Phantom Steed 2/day (and increasing with each tier of the Cane's power, to a max of 5 times) to conjure a mystical Reindeer, with a glowing nose that allows for perfect vision in darkness and fog.

If the Cane's owner ever successfully breaks into a secured space by sneaking through a space too small for them to move, and then out again without detection, they unlock the third tier of the Cane's magic. The wielder can now cast Prayer at-will, always benefits from Freedom of Movement, and counts as insect-sized for the sake of slipping through spaces.

The 4th tier is unlocked if the Cane's master gives 4,000 GP as gifts to the needy within the span of a week. This gives them the "A Few of My Favorite Things" ability as a Fairy Godmother, and they begin every encounter with Sanctuary freshly cast on them. Even when Sanctuary breaks, the Cane's master retains a benevolent aura that gives them a +4 AC bonus against evil creatures, their attacks, and evil spells, and evil summoned/extradimensional creatures cannot touch them at all. Additionally, the Cane's owner can now turn invisible at will.

The 5th and final tier is unlocked if the Cane's master goes on a perilous quest to help a needy child that has already claimed a life, and must do so without any reward. At this tier, the Cane's master gains a limitless lifespan, and any healing they gain over their maximum hit points is reflected outo all allies within 30 feet. Finally, they can cast Limited Wish once a week.

While the powers of the Cane are truly awesome, it is on this list of cursed swords, and while it is not a sword, and it is not cursed, it does bear an obligation. Being bound to the Cane gives the Cane's master a fey aura, making them vulnerable to anything harmful to the fey and the elven. They must also forego all other weapons, and forsake violence and malice whenever possible, as well as any material goods that are not directly in service of bringing smiles to the needy, the good, and the innocent. You're Santa now, act like it.

Saturday, December 15, 2018

So what if Magical Girls were Power Rangers?

 So, what if Magical Girls were Power Rangers? They already kinda are but let's apply the latter's action tropes.

HD, To-Hit, Saves, and Proficiencies: as Cleric
Experience: As Magic-User
Prime Requisite: Charisma

SPELLCASTING: Henshin Heroes cast spells from the Magus list, with the same spells per day, though they cast using Charisma, and they can cast all spells they know without preparation, like a 3e Sorcerer. They have Spells Known, as a Pathfinder Bard. Well, in summary they cast as a Pathfinder Bard using the Magus spell list, I guess. And of course, if your game doesn't use 0-level spells, drop 'em.

TRANSFORMATION TRINKET: At 1st level the Henshin Hero has discovered, created, been given, or had forced upon her a transformation trinket. This item can be a brooch, wand, a bracelet or some other object that she can carry on her person. A Henshin Hero can add additional magic abilities to her transformation trinket as if she was a Magic-User of her level, with no need to know prerequisite spells for the abilities she's enchanting as long as they're not contrary to her Motif. The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the Henshin Hero who owns it. If she dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a transformation trinket is damaged, it is restored to full hit points the next time the Henshin Hero regains her spells for the day. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 GP per level plus the cost of the item's enchantments if you wish to restore them. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous transformation trinket unless the additional cost is paid.

A Henshin Hero may use her transformation trinket in place of the spell’s normal components. Consumable enchantments can be enchanted as one-off enchantments, such as having a trinket function as a potion once ever, until you enchant it as such again.

TRANSFORMATION: A Henshin Hero can transform into a pretty, flashy, cool, stylish, form. This may or may not change their actual body, or hair, or what have you, but clothes definitely change. Despite not looking like it should function as such, this is highly protective. While transformed, your AC is literally equal to your Charisma score, or adds +1 to your normal AC, whichever is higher. Some of your abilities can only be used while you're transformed, and in addition, you get an extra spell slot per day for each spell level you can currently cast, while transformed. You can only maintain your transformation for rounds per day equal to 4 + your Charisma modifier, +2 for each level after the first. These rounds need not be consecutive.

FINISHING MOVE: A Henshin Hero can release a magical wave of energy into their attacks (melee or ranged), adding +1d6 damage per level to their attacks. This extra damage is not multiplied on a critical hit or otherwise modified by damage-buffing effects unless specifically noted. This can be done freely while a Henshin Hero is transformed, but see below.

TENSION: Henshion Heroes have a pool of Tension, which is empty by default, but she gains a point under the following conditions:

1) When she Transforms
2) At the start of each round she remains transformed
3) Each time she reduces a foe to 0 HP with her Finishing Move, she gains Tension points equal to 1/4 the creature's HD (min 1).

Tension can be used in the following ways:

1) A point of Tension can be used to reroll a Finishing Move damage die, with as many points being used as desired.
2) A point of Tension can be spent to add +2 to any roll desired of the Henshin Hero's. This can stack with multiple Tension points.

A Henshin Hero can never have more than 2 + 1/2 their level in Tension points at any one time, and whenever their Transformation ends, or they use their Finishing Move, all unused Tension is lost.

SPELL COMBAT: A Henshin Hero can cast a spell with the same action that they make a weapon attack (but not a Finishing Move). Treat this as dual-wielding, except the off-hand is a spell being cast. This should require a free hand to handle the Trinket for casting purposes, but a two-handed weapon can be used if the target of the spell is the same subject, by way of channeling the spell directly through the weapon.

MIRACLE: At 20th level, a Henshin Hero is capable of accomplishing anything. 1/day, they may cast Wish. The intent of their wish is always respected with no risk of being perverted. However, if it contradicts the theme of their Motif, they can no longer transform for a full week.

At first level, a Henshin Hero gains a motif to their aesthetic, which will give effects and abilities, as well as new spells, as defined below. In the case of new spells, just look them up on the Pathfinder SRD since I already linked it.

CHAOS: The henshin hero’s power carries the foul taint of chaos, allowing them to strike down the scions of order and laugh in the face of “certain” doom.

A Chaos Hero's Finishing Move counts as Chaotic for all purposes, and deals an additional point of damage per die against non-Chaotic foes, +2 extra damage against Lawful ones. In addition, they exude an Aura of Chaos like a chaotic cleric would, and they may spend a round of Transformation time when they strike an opponent. When they do so, the effected opponent rolls with disadvantage on their next roll.

At 10th level, a Chaos Hero can transform into Improbability Mode! This enhanced transformation consumes 2 rounds of Transformation time per round, but all their Finishing Move dice increase to d10s. In addition, all enemies within 20 feet roll with disadvantage on all rolls. The Chaos Hero also benefits from a constant Freedom of Movement spell while in this state.

At 20th level, when the Chaos Hero is transformed (in either state) she is immune ot critical hits and sneak attacks. Additionally, any enemies within 20 feet must save or be Confused for one round, and take a -1 penalty to their saving throw each round they remain within the aura.

Bonus Spells: 1st — Detect Law, 2nd — Shard of Chaos, 3rd — Magic Circle Against Law, 4th — Chaos Hammer, 5th — Dispel Law, 6th — Word of Chaos

DRAGON: The henshin hero draws their power from assuming the likeness of a dragon, and their new form is an image that invokes both terror and awe from those who witness them.

At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your motif powers deal damage and grant resistances based on your dragon type, as noted below. Additionally, the Dragon Hero counts as both her original species and as a dragon whenever it would be beneficial. She can now speak Draconic, and has Darkvision. She selects a color of dragon, and gains damage resistance to whatever that dragon breathes, or is elementally affiliated with.

At 10th level, the Dragon Hero can transform into Wyrm Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they sprout draconic wings, and have the flight and fearsome presence of a dragon! In addition, they have Spell Resistance equal to half their level, and has a breath weapon equivalent to their dragon type with dice equal to their Finishing Move.

At 20th level, the Dragon Hero can fly even in their regular Transformation, and they gain immunity to sleep, paralysis, and their damage resistance becomes an immunity. In addition, their breath weapon now uses d12 damage dice.

Bonus Spells: 1st — Shield, 2nd — Resist Energy, 3rd — Fly, 4th — Fear, 5th — Spell Resistance, 6th — Form of the Dragon I

EARTH: The henshin hero’s power stems from the earth itself, making the henshin hero an unshakable mountain.

The Henshin Hero can spend a Tension point to have their Finishing Move slam the target into the nearest wall, or 50 feet away, whichever is closer. In addition, they gain 4 times their level in temporary hit points which last the entire Transformation, and are refreshed if they transform again.

At 10th level, the Earth Hero can transform into Landslide Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they only take half damage from all attacks, gain tremorsense out to 20 feet, and can pass through any form of stone or earth (except metal) like a fish in water, though they must hold their breath. If protected against fire, they can even pass through lava. This movement leaves no hole, tunnel, or any other sign of the Earth Hero's presence. Finally, the Earth Hero may walk along any wall or ceiling as if it were a flat surface, and may ignore magically altered gravity.

At 20th level, the Earth Hero has a 20-ft aura of Heavy Gravity. Enemies within it must make a Saving throw or fall prone to the ground, unable to stand. Even if they succeed, all enemies in the area take a -20 foot penalty to movement, is unable to fly (unless they're doing so magically), and has a -4 penalty to all physical checks and attacks. If the Earth Hero is in Landslide Mode, the Save to stand has a -4 penalty, and the existing -4 penalty to checks increases by 2.

Bonus Spells: 1st — Stone Fist, 2nd — Stone Call, 3rd — Soften Earth and Stone, 4th — Calcific Touch, 5th — Spike Stones, 6th — Reverse Gravity

ENDURANCE: The henshin hero’s powers fortify their physical endurance, turning them into an unstoppable juggernaut.

An Endurance Hero may spend a Tension point to gain Damage Resistance equal to the number of dice she rolls for her Finishing Move for one round. Additionally, when she transforms, she gains a +4 to Constitution, and any condition or status that would restrict their actions or negatively impact their ability scores can be delayed. However, when the transformation ends, these conditions hit with full effect, their durations effectively paused.

At 10th level, an Endurance Hero may transform into Adamantite Mode! This enhanced  transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, in this mode she can spend her Tension points to gain an equivalent bonus on all Saving Throws, and if she does fail a saving throw, can delay its effects to the end of her  Transformation. Finally, her Constitution bonus increases to +6.

At 20th level, an Endurance Hero may spend two rounds of her Transformation time to become as an Immovable Rod, becoming a literally unbending, unmoving obstacle. This even allows her to freeze herself in the air and refuse to fall to the ground. At this point, if she is not already, an Endurance Hero becomes immune to disease, poison, critical hits, and sneak attacks. Finally, her Constitution bonus increases to +8.

Bonus Spells: 1st — Endure Elements, 2nd — Bear’s Endurance, 3rd — Protection from Energy, 4th — Spell Immunity, 5th — Spell Resistance, 6th — Bear’s Endurance, Mass

FIEND: The henshin hero’s power is cursed by the forces of evil. While this makes it ideal for slaying the forces of good, not all wield this power in the name of evil - some abscond with it and turn this power against their foul progenitors.

The Fiend Hero's Finishing Move counts as Evil for all purposes, and deals +1 extra damage to non-evil opponents, and +2 to good ones. Additionally, the Fiend Hero has an Aura of Evil like an equivalent cleric, and she gains an extra point of Tension every time she deals lethal damage to a creature.

At 10th Level, the Fiend Hero can transform into Devil Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. They also sprout leathery wings and can gain 60 feet of flight speed, and they can turn a subject into an Unwilling Shield. If a Fiend Hero in Devil Mode gets a critical hit against a creature, they may designate one of the creature's allies to be an Unwilling Shield (provided they fail a saving throw). Until the Transformation ends, any damage the Fiend Hero takes is transferred to the Unwilling Shield (provided they're not dead or dispelled). Good-aligned creatures have disadvantage on the save.

At 20th level, the Fiend Hero gains immunity to fire and poison, can see in all darkness, and adds their Charisma modifier to all saving throws. In addition, they gain a 20-ft Aura of Despair. All enemies in this aura are incapable of feeling hope or any other positive emotions, and cannot benefit from any morale bonuses. Princesses and Magical Girls however, are immune to this power.

Bonus Spells: 1st — Detect Good, 2nd — Dread Bolt, 3rd — Magic Circle Against Good, 4th — Unholy Blight, 5th — Dispel Good, 6th — Blasphemy

FIRE: The henshin hero’s power burns with the ferocity of fire, allowing them to reduce their foes to cinders.

A Fire Hero may spend a Tension point to convert his Finishing Move dice into dealing fire damage, in which case they deal +1 damage per die. In addition, the Fire Hero deals +1d4 fire damage with all their weapon attacks, literally channeling flame through them. The Fire Hero herself has Damage Resistance to fire equal to her level.

At 10th level, a Fire Hero can transform into Wildfire Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Fire Hero is immune to fire in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of fire damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Fire Hero in Wildfire Mode takes 1d6+Her Level in fire damage.

At 20th level, the Fire Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Wildfire mode, anyone attacking her in melee takes an addtional 1d10+level fire damage. Finally, her fire damage bypasses all fire immunities, unless they are literally a fire elemental.

Bonus Spells: 1st — Burning Hands, 2nd — Scorching Ray, 3rd — Fireball, 4th — Wall of Fire, 5th — Fire Snake, 6th — Contagious Flame

ICE: The henshin hero’s power draws from the infinite glacial wellsprings of the elemental plane of water, allowing them to chill his foes in their tracks.

An Ice Hero may spend a Tension point to convert his Finishing Move dice into dealing ice damage, in which case they deal +1 damage per die. In addition, the Ice Hero deals +1d4 ice damage with all their weapon attacks, literally channeling frost through them. The Ice Hero herself has Damage Resistance to cold equal to her level.

At 10th level, an Ice Hero can transform into Glacier Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, an Ice Hero is immune to cold in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of cold damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Ice Hero in Glacier Mode takes 1d6+Her Level in cold damage.

At 20th level, the Ice Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Glacier mode, anyone attacking her in melee takes an addtional 1d10+level ice damage. Finally, her ice damage bypasses all cold immunities, unless they are literally a ice elemental.

Bonus Spells: 1st — Frostbite, 2nd — Frigid Touch, 3rd — Sleet Storm, 4th — Ice Storm, 5th — Cone of Cold, 6th — Cold Ice Strike

LIGHTNING: The henshin hero channels the hammer of the storms, discharging massive power onto their foes.

A Lightning Hero may spend a Tension point to convert his Finishing Move dice into dealing electric damage, in which case they deal +1 damage per die. In addition, the Lightning Hero deals +1d4 electric damage with all their weapon attacks, literally channeling lightning through them. The Lightning Hero herself has Damage Resistance to electricity equal to her level.

At 10th level, a Lightning Hero can transform into Superbolt Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Lightning Hero is immune to electricity in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of electric damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Lightning Hero in Superbolt Mode takes 1d6+Her Level in electric damage.

At 20th level, the Lightning Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Superbolt mode, anyone attacking her in melee takes an additional 1d10+level electric damage. Finally, her electric damage bypasses all lightning immunities, unless they are literally a lightning elemental.

Bonus Spells: 1st — Shocking Grasp, 2nd — Elemental Touch (electricity only), 3rd — Lightning Bolt, 4th — Ball Lightning, 5th — Lightning Arc, 6th — Chain Lightning

LUCK: The henshin hero’s power affects probability itself, allowing them to nudge the dice of fate in their favor.

A Luck Hero can choose to reroll two dice of its Finishing Move instead of one for every Tension point she spends. Additionally, she may spend one round of her Transformation time to make an opponent roll a d4 and subtract it from any check, save, or attack roll the Luck Hero chooses, and at every five levels, it increases a die step, maxing at d12 at 20th level. If the result of the modified check is a 0 or less, the foe must save or become Confused for 1 round or the entire negative integer, whichever is longer.

At 10th level, a Luck Hero can transform into Black Swan Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Luck Hero automatically rerolls all 1s, and may spend her Tension Points to reroll any die she wishes, rolled by anyone.

At 20th level, a Luck Hero may spend 2 Tension points to make her Finishing Move attacks automatically hit. In addition, she produces a 20-ft Luck Aura that makes her allies and enemies roll all dice with Advantage and Disadvantage, respectively, while she's transformed.

Bonus Spells: 1st — True Strike, 2nd — Aid, 3rd — Borrow Fortune, 4th — Freedom of Movement, 5th — Break Enchantment, 6th — Spell Turning

MUSIC: The henshin hero wields the power of song against her foes, her sick beats empowering her allies or hindering her foes.

The Music Hero can spend a Tension point to convert her Finishing Move dice into dealing sonic damage, in which case they deal +1 damage per die. In addition, the Music Hero can perform magical music as a Bard or Princess of their level, chosen at 1st level. Finally, a Music Hero has resistance to Sonic damage equal to their level.

At 10th level, a Music Hero can transform into Crescendo Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, while in this form, a Music Hero can perform even in magical silence, and is capable of being their own back-up singer, maintaing two different songs at once. Finally, a Crescendo Mode hero is immune to Sonic damage, and every 3 points of sonic damage they would take (if they weren't resistant) are converted into 1 Tension point or 1 temporary hit point (their choice). These points last until the end of the Transformation.

At 20th level, a Music Hero may spend 3 Tension points to do a powerful sound burst, dealing her Finishing Move dice in Sonic damage to every enemy within 90 feet. This bypasses all resistance (but not immunity) to Sonic damage, and pushes all enemies to the edge of the blast radius (or against a wall). However, as a result of this much musical power, everyone (including your allies) are deaf and thus immune to your musical abilities for an entire minute.

Bonus Spells: 1st — Moment of Greatness, 2nd — Shatter, 3rd — Thundering Drums, 4th — Dance of a Hundred Cuts, 5th — Resonating Word, 6th — Dance of a Thousand Cuts

ORDER: The henshin hero draws strength from the power of law, allowing them to deliver doom to chaos as surely as an apple falls from a tree.

The Order Hero's Finishing Move counts as Lawful for all purposes, and deals +1 damage per die to non-lawful foes, and +2 to chaotic ones. Additionally, an Order Hero has an Aura of Law as an equivalent cleric and may spend a round of his Transformation time to take the average on any damage roll, and can cancel out Disadvantage with this same ability.

At 10th level, the Order Hero can transform into Arbiter Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Order Hero produces a 20-foot Aura of Averages that averages all effects; all dice she and her allies roll are averaged if they are below it, and all enemy dice are averaged if they roll above it.

At 20th level, the Order Hero produces an Axiomatic Aura that causes all chaotic creatures to be sickened, and additionally, the Order Hero becomes immune to Chaotic magic in Arbiter mode, and she and her allies in her aura gain Advantage on saves against it in all forms. Finally, all attacks she makes against Chaotic enemies function as Dispel Magic against any beneficial magics benefiting them, to the point of banishing them to their home plane if they're extraplanar summons.

Bonus Spells: 1st — Detect Chaos, 2nd — Arrow of Law, 3rd — Magic Circle Against Chaos, 4th — Order’s Wrath, 5th — Dispel Chaos, 6th — Dictum

POWER: The henshin hero’s power increases their raw physical might, allowing them to overwhelm their foes.

A Power Hero can spend a Tension point to increase her Finishing Move dice by one step, to a max of d12. Additionally, when she transforms, she gains a +4 to Strength, and her encumbrance capacity quadruples. She is also incapable of being exhausted.

At 10th level, a Power Hero's Strength bonus increases to +6, and she can transforms into Muscle Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, her carrying capacity multiplies tenfold, and her attacks ignore all damage reduction, resistance, or shielding. Armor and shields will sunder on a critical hit. Finally, in all forms, the Power Hero now increases the damage die of all weapons she uses by one step.

At 20th level, a Power Hero's Strength bonus increases to +8, and she deals double damage dice with everything but her Finishing Move, which now deals +2 damage per dice. Finally, in her Muscle Mode, she rolls d30 for her attack rolls, and critically hits on anything above a 20.

Bonus Spells: 1st — Thunderstomp, 2nd — Bull’s Strength, 3rd - Thunderstomp, Greater, 4th — Interposing Hand, 5th — Forceful Hand, 6th — Bull’s Strength, Mass

The henshin hero channels the power of the sun, blinding foes with their radiance!

The Radiance Hero can spend a Tension point to release a blast of light with her Finishing Move, causing all enemies within five feet to save VS Blindness. They can re-attempt the save every round to recover their sight. Additionally, while transformed, the Radiance Hero emits bright light out to 60 feet. Any enemy within this area become dazzled, taking -2 on their attack rolls against the Radiance Hero.

At 10th level, the Radiance Hero can transform into Sunshine Mode! his enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, the Sunshine Mode Hero can suppress his light for 1d4 rounds, and make a finishing attack against a target for double the Finishing Move dice. If this reduces a foe to 0 HP, their body explodes into pure sunshine, causing all enemies to save against permanent blindness. Finally, in its normal transformation, a Radiance Hero gains a gaze attack that makes targets save or be blinded for 1d4+1 rounds.

At 20th level, the Radiance Hero may spend 6 Tension points to use his Sunshine Mode's 10th level attack in her normal transformation, but in Sunshine Mode, she may now spend a full round dealing double her Finishing Move dice against all enemies within the 60-ft. range of her light, a saving throw allowing for half damage. However, anyone killed by this ability erupts in that same blinding light...and also explodes as if another burst of Finishing Move (at normal dice). This can cascade, with each new link in the chain dealing half the Finishing Move damage of its preceding explosion.

Bonus Spells: 1st — Color Spray, 2nd — Hypnotic Pattern, 3rd — Wrathful Mantle, 4th — Rainbow Pattern, 5th — Prismatic Beam, 6th — Prismatic Spray

SAINT: The henshin hero’s power stems from the forces of good, imparting them with a raw beatific grace that only the holiest of saints can match.

The Saint Hero's Finishing Move counts as Good for all purposes, and deals +1 damage per die to non-good foes, and +2 to evil ones. Additionally, they have an Aura of Good as an equivalent cleric and may use Lay on Hands as a paladin of their level.

At 10th level, a Saint Hero can transform into Seraphim Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, she may spend 4 rounds of her transformation time to cast Shield Other. When she takes damage from this ability, she gains a point of Tension. The Seraphim Mode Hero also gains 60 ft flight speed due to angelic wings.

At 20th level, a Saint Hero can spout wings even in her normal transformation, adds her Charisma bonus to all saving throws, becomes immune to acid, cold, petrification, electricity, and fire, and can Turn Undead as as a Cleric of half her level.

Bonus Spells: 1st — Detect Evil, 2nd — Spear of Purity, 3rd — Magic Circle Against Evil, 4th — Holy Smite, 5th — Dispel Evil, 6th — Holy Word

SHADOW: Wielding the power of the shadows, the henshin hero may strike down their foes with all of the inscrutability of the dark side of the moon.

The Shadow Hero may spend a point of Tension when in dim light or darker to deal an extra point of damage per die. Additionally, they possess darkvision, and if they already had darkvision can see twice as far and can see even in magical darkness. They can spend a round of transformation to cast Darkness.

At 10th level, a Shadow Hero can transform into Umbral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move Dice increase to d10s. Additionally, she can see even in magical darkness, and her Darkness spell-like ability can snuff out even magical lights. The Umbral Mode Hero may expend an extra round of transformation time to freely teleport within areas of darkness as if by dimension door, as long as he can see them.

At 20th level, a Shadow Hero becomes immune to sneak attacks and critical hits, and their darkness even blinds the darkvision and special senses of other creatures. Additionally, they can spend a round of transformation time to become incorporeal on a 1:1 basis of rounds.

Bonus Spells: 1st — Ray of Enfeeblement, 2nd — Shadow Anchor, 3rd — Deeper Darkness, 4th — Shadow Conjuration, 5th — Shadow Evocation, 6th — Shadow Conjuration, Greater

SPACE: The henshin hero’s power grants them authority over the fabric of space itself, allowing them to harry foes from impossible angles.

The Space Hero may spend a point of tension when making a Finishing Move to teleport herself or the target of the attack 10 feet in any direction per character level, though the target can make a Save VS Breath Weapon against this teleportation. Additionally, the Space Hero can spend two rounds of transformation time to cast Dimension Door on themselves only, with the range of movement limited to 20 feet per level.

At 10th level, a Space Hero can transform into Astral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in any form, she may 'mark' any target she can perceive, and can keep one mark per four levels active at any one time. She can always determine the relative location and direction of a Marked target to her own position, and can use a single round of transformation time to freely teleport to or away from a Marked subject. if warping away, she can move 30 feet per character level. These Marks evaporate after 1 minute of being cast on a target. Additionally, while in Astral Mode, the Space Hero's attacks ignore all distance between herself and the Marked subject, and she is able to ignore gravity restrictions and dimensional boundaries, able to interact with the ethereal/incorporeal as if they existed in the same dimensional space as herself. She can punch ghosts.

At 20th level, a Space Hero can freely swap places with any Marked subjects, or can swap any Marked subjects freely, though they are entitled to saving throws. In the case of swapping two Marked, if either one makes their save, the entire effect is cancelled. Additionally, in Astral Mode, she can spend 2 points of Tension and attack all her Marked subjects, regardless of distance, or what plane of existence they're on, with a single attack. This attack is checked against the subject's AC, saves, etc. individually, but the Space Hero is only taking a single action. Finally, a Mark can last for 24 hours.

Bonus Spells: 1st — Mirror Strike, 2nd — Twisted Space, 3rd — Jester’s Jaunt, 4th — Dimension Door, 5th — Plane Shift, 6th — Greater Teleport

SPEED: The henshin hero’s power supplements their reflexes, allowing them to blur across the battlefield and strike down foes in a flash.

When using her Finishing Move, a Speed Hero can spend a point of tension to make an extra attack at a -4 penalty. Additionally, when transformed, she gains +4 to her Dexterity score and her movement rate is doubled.

At 10th level, a Speed Hero can transform into Accel Mode, This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in such a state she benefits from the Haste spell constantly, at no negative side effects. In all forms, her Dexterity bonus increases to +6, her movement rate doubles again, and she may spend 4 rounds of transformation time to caste Haste on anyone she likes, including herself (This doesn't stack with Accel Mode).

At 20th level, a Speed Hero's Dexterity bonus increases to +8, her movement rate quadruples, and she rolls any Dexterity/Reflex-type saving throws with Advantage. Finally, she may spend as many rounds of transformation time as she likes to gain that many rounds of Time Stop.

Bonus Spells:  1st — Expeditious Retreat, 2nd — Cat’s Grace, 3rd — Burst of Speed, 4th — Freedom of Movement, 5th — Wind Walk, 6th — Cat’s Grace, Mass

WIND: The henshin hero draws their power from the skies themselves, allowing them to move with the speed of the wind and dance among the clouds.

When a Wind Hero uses her Finishing Move, she may spend a tension point to deal an extra point of damage per die, dealing wind-elemental and/or slashing damage, as she literally cuts with the wind. Additionally, she is immune to fall damage due to having a constant Featherfall effect.

At 10th level, a Wind Hero can transform into Hurricane Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she gains a fly speed equal to double her movement. Anyone ending their turn within 5 feet of her, or who makes a melee attack against her, takes 1d6+her level in slashing/wind damage, and in all transformations, all ranged attacks take a -4 penalty against her. Finally, in all forms, the Wind Hero can always breathe, in all environments.

At 20th level, a Wind Hero can fly in all her transformations, and her flight speed doubles (triples in Hurricane Mode). In her transformed states, she is utterly immune to ranged attacks, and may, as a free action once a round, force any creature of her size or smaller to make a Save VS Breath or take 5d8+level in wind/bludgeoning damage and be thrown back 2d6 x 10 feet in any direction she pleases. Finally, in Hurricane mode she can control the direction of any free-falling objects or beings within twice her movement range, but and can even suspend their descent, but any beings with flight can resist her on a saving throw.

Bonus Spells: 1st — Feather Fall, 2nd — Gust of Wind, 3rd — Cloak of Winds, 4th — Air Walk, 5th — Control Winds, 6th — Wind Walk

WOOD: The henshin hero channels the serenity and vitality of nature, allowing them to heal themself and their allies.

Whenever the Wood Hero uses her Finishing Move, she can spend a point of tension to heal herself an amount of damage equal to half the damage rolled for the Finishing Move. Additionally, while transformed, she gains a +2 to all Saving Throws, and gains their CON bonus to AC when transformed (minimum +1 extra point).

At 10th level, the Wood Hero can transform into Overgrowth Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she rolls all saving throws with Advantage, and she may Transport Via Plants at-will. Additionally, anyone ending their turn within five feet of the Overgrowth Mode Hero, or who attacks her in melee, takes 1d6+her level in damage, and she heals for half that amount. Finally, in all transformations, she may freely transfer her own hitpoints to anyone else on a 1:1 basis.

At 20th level, the Wood Hero can spend two rounds of her transformation time to explode into thorny brambles, dealing her Finishing Move dice to everything within 20 feet of her, and in Overgrowth Mode, the damage her piercing thorns deal increases t0 1d10+her level, and she now heals twice the damage they deal. Additionally, she is now immune to anything that prompts a Saving Throw as long as she is in Overgrowth Mode. Finally, in her normal transformation states, she can now sacrifice her health to heal others at a 1:2 rate, and in all forms, she heals all damage and non-magical injuries and conditions fully after a normal rest. If she would already be at full health normally, she instead gains a bonus Hit Die in temporary hit points.

Bonus Spells: 1st — Entangle, 2nd — Barkskin, 3rd — Neutralize Poison, 4th — Arboreal Hammer, 5th — Commune with Nature, 6th — Animate Plants


Ohhhh my god. Alright, so are you still with me? I know this class has a lot going on with it, already, and I understand if it tested your patience on shit baked into a class. So no worries if you totally ignore this part, because it's a bit close to being 3e-style feats. Consider this optional. At 1st, 4th, and every 4 levels afterward, a Henshin Hero gains a Kamen Kiseki, a miraculous outgrowth of their transformed alter ego! The list they can choose from is provided below.

ACCURATE FINISHER: A Henshin Hero may spend a point of tension to add her Charisma bonus to attack rolls for her Finishing Move. This cannot stack with itself or any other tension-based attack roll bonuses.

ARMOR PIERCING FINISHER: A Henshin Hero may spend three points of tension to have her Finishing Move ignore any armor the target is benefiting from. A Henshin Hero must be 12th level to select this Kiseki.

EXPLODING TRANSFORMATION: When the Henshin Hero transforms, she may deal 1d6 damage per level to all creatures within ten feet of her plus five feet every five levels, of any damage type her Finishing Move may deal. Targets may make a saving throw to halve the damage, and anyone lowered to 0 HP by this explosive aura grants the Henshin Hero a point of tension. A Henshin Hero may only take one Transformation Kiseki, ever.

EXTENDED TRANSFORMATION: The Henshin Hero can remain transformed for an additional 6 rounds per day. This is not considered a Transformation Kiseki, and can be taken multiple times, stacking with itself.

FLAMBOYANT TRANSFORMATION: The Henshin Hero's transformation sequence is so bedazzling, that observers must make a Saving Throw or be fascinated for one round. The Henshin Hero can spend rounds of Transformation Time to prolong the sequence to comedic lengths, which extends the fascination on a 1:1 basis. No one wants to take the oppurtunity to interrupt your lengthy transformation. Probably because it's sexy. A Henshin Hero may only take one Transformation Kiseki, ever.

HAND TO HAND TRAINING: The Henshin Hero may perform Unarmed Strikes as a Monk of their level, and when Transformed, gains a +1 magical bonus to their attacks and damage which increases every five levels.

HIDEAWAY: The Henshin Hero has access to an invisible extradimensional space in which she may store a number of items equal to her character level. These must be small enough to be worn or wielded, and can be retrieved and inserted into it freely. Her Transformation Trinket never counts against her limit.

LIFEBURN: A Henshin Hero may sacrifice her health for power, dealing damage to herself to gain rounds of Transformation Time equal to 1/4th the damage taken. These rounds disappear after one minute, and this power can only be taken at 4th level or higher.

MASKED RIDER: The Henshin Hero can summon a bitchin' magical motorcycle they telekinetically control, which functions as a Paladin's Mount of their level-3 (minimum 1), which also benefits from any constantly-active Motif Powers of the Henshin Hero.

POWER SHIELD: The Henshin Hero can conjure any type of shield she is proficient with, though it disappears if anyone else wields it or if her transformation ends. This shield gains a +1 bonus at every 5 levels.

PUSHING THE LIMIT: The Henshin Hero can hold more Tension points than their normal limits. While she is above her maximum tension points, she counts as 5 levels higher for the sake of her Motif Powers, and she gains a +1 to her attacks and damage for every point above her maximum up to her CHA bonus maximum, but every round she takes 5 damage for every tension point above her maximum. This can only be taken at 8th level or higher.

RESTORATION SURGE: Whenever the Henshin Hero dismisses her Transformation, she may spend two tension points to regain a round of transformation time. She can do this multiple times if she can afford it.

RISING TENSION: The Henshin Hero may expend two rounds of Transformation Time to gain a point of tension.

SIGNATURE WEAPON: The Henshin Hero selects one weapon she is proficient with, and she can conjure it freely as part of her transformation abilities. This weapon disappears if wielded by anyone other than her, or if her transformation ends. This weapon gains a +1 bonus at every 5 levels, and if it is a ranged weapon, it has infinite ammunition, but must still be reloaded manually.

SOULSHATTER FINISHER: The Henshin Hero may elect to have her Finishing Move deal negative energy damage with a point of tension. When a creature takes damage from this negative energy, they must save against Energy Drain. This Kiseki can only be chosen at 12th level.

SPELLSHATTER TENSION: The Henshin Hero may choose to siphone magical energy to fuel her Finishing Move. She may expend 3 rounds of her Transformation Time to dispel one active spell effect within 100 feet, and if successful gains Tension points equal to the spell's level. She may immediately choose to spend one of these tension points to attempt to dispel another spell effect, and can hypothetically chain this indefinitely. This can only be selected at 12th level.

VITALITY SURGE: When a Henshin Hero dismisses her transformation, she may spend a point of tension to regain half her character level (minimum 1) in hit points. She may stack multiple points of tension on this effect.

ARCANE TENSION: A Henshin Hero may expend a spell slot to gain a point of tension per two levels of the sacrificed spell slot, minimum 1.

FAMILIAR: A Henshin Hero knows Find Familiar, and possesses a familiar as a wizard does, except it can speak all languages the Henshin Hero knows.

FAST ENCHANTMENT: A Henshin Hero may expend three rounds of her transformation time to enhance a weapon she is using for one minute (or until she lets go of the weapon), imbuing a +1 bonus or equivalent ability into the weapon. At every five levels, she can invest a greater bonus or ability by the equivalent of a +1 increase, for an additional three rounds each time.

SELECTIVE RECALL: A Henshin Hero may expend 3 rounds of transformation time per spell level to cast a spell she knows without expending a spell slot. If she has the Signature Spell Kiseki, the related spell only costs one round per level.

SIGNATURE SPELL: The Henshin Hero selects a spell she knows that deals hit point damage and can treat it as her Finishing Move, using its damage dice and so forth, but she may modify it with her Motif Powers and Tension Points, and it may trigger effects activated upon use of her Finishing Move. This Kiseki may be chosen multiple times, selecting a different spell each time.

ARCANE SCENT: In exchange for 3 rounds of transformation time, a Henshin Hero can sense the presence of spellcasters as if by scent, and can even tell the types and level of magic they can cast, but not exact spell details. Once activated, this Kiseki remains active for a minute, and if the same scent is focused on for the entire duration, you can determine the class (if any), or the race (if it's the source of the magic) of the creature, as well as if the alignment of the creature is one diametrically opposed to the Henshin Hero's.

REFLECTION: A Henshin Hero can spend 3 tension points to reflect a spell back at its caster, as if by Spell Turning. This Kiseki can only be taken at 16th level or higher.

USE MAGIC DEVICE: A Henshin Hero can role morale to convince a Magic Item to function for them, even if it otherwise wouldn't. if this roll critically fails, the item curses them instead. This Kiseki can only be taken at 6th level or higher.

SPELL BLENDING: A Henshin Hero learns a Wizard Spell of a level he can cast. If the spells aren't of the highest level the Henshin Hero they can cast, they can select two of them. This can be taken multiple times.

AUGMENTATION: A Henshin Hero can spend 3 rounds of Transformation Time to boost a single
ability score by +2 for a number of rounds equal to her level.

DAMAGE SOAK: A Henshin Hero can spend 3 points of tension to reduce all damage she takes by her level for one full round.

METAMAGERY: A Henshin Hero can spend three points of tension to apply any sort of metamagic in your game to a spell she's casting (Look at 3e or something if you don't have any but otherwise allow this. Maximize Spell, Empower Spell, etc) without altering spell level. This requires 8th level or higher.