A blog where some insane weirdo posts his OSR/DIY D&D ideas, content, recollections, and stuff. He might post other things not related to that, like music, art, literature, or memes. Probably not that much, though. There will also be content from the my boyfriend(s), namely the under construction Polyheus setting.
Showing posts with label Anime Classes. Show all posts
Showing posts with label Anime Classes. Show all posts
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!" "...you'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. "This...is 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.
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.
MOTIFS:
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
RADIANCE: 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
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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.
Tuesday, August 14, 2018
Racial Class: Kitsune
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| This blog isn't pink and gay enough, right? |
To-Hit and Hit Dice: As Rogue
Save: As Elf
XP per Level: As Elf
Prime Requisite: Charisma 13
Background:
The kitsune probably need no
introduction; they are Yokai from Japanese mythology; tricksters,
fox-spirits, shapeshifters, with many tails. And everyone does them
wrong. Literally everyone. I hate it.
Kitsune live forever, and have a tail
for every one hundred years of life, gaining their final ninth tail
when they are 900 years old. It is possible for a kitsune to gain
tails early for major promotions of gaining great magical power. For
gaming purposes, Kitsune PCs are exceptional enough that their
magical growth gives them a new tail every two character levels, just
like a wizard gets access to new spell levels due to obvious
implications.
To elaborate on kitsune tails, the
number of tails a kitsune has is about equal to their power. For
simplicity, the number of tails a kitsune has is equal to the level
of spells they can cast. A nine-tailed kitsune is able to bang out
9th-level spells. This also increases their needs when they magically
drain; A kitsune cannot regain spell slots simply through rest like a
mortal wizard; perhaps they could if they were mere spirits, in the
spirit world, only affecting other spirits. But in the material
world, they must drain to fuel their magic and their existence.
Chinese and Japanese mysticism broke
the world into different elemental affinities than the familiar four
Greek elements, and of particular interest was the existence of
thirteen lower elements, which almost all yokai spirits fell under.
These elements were Wind, Earth, Fire, Rivers, Heaven, Thunder,
Mountains, Void, Spirit, Time, Forest, Ocean, and Music. Heaven could
be understood to be the sky and celestial forces, the Void to be
darkness and emptiness, Music to encapsulate all 'good sound', and
Spirit to be the invisible forces of magic, spiritual influences, and
invisible beings.
In the case of kitsune, they had powers
influenced by their element. A Fire Kitsune would be immune to fire
damage, and have greater aptitude at fire magic, etcetera. We'll
elaborate more on this later.
Additionally, kitsune were divided into
something similar to Seelie and Unseelie Courts; kitsune are meant to
serve Inari, God of Rice (and thus the patron god of all human life
in Japan), and were not unlike his/her angels. These 'Myobu' kitsune
were meant to refrain from manifesting directly in the world without
permission to satisfy some task, and were cut off from the pleasures
of the world (for good reason, as we'll discuss later). Wild foxes,
or 'nogitsune', were willful, independent, pleasure-seeking foxes
with wanderlust, and are thus what a PC is assumed to be. A Myobu
kitsune is always Lawful, and a Nogitsune is always Chaotic.
The kitsune is a spirit, and physical
existence is not natural for them. A kitsune can appear directly in
the physical world, but this is disruptive of nature, and as kitsune
are nature spirits, there are consequences. When a kitsune manifests,
it drains energy of its respective element from the environment. A
fire kitsune kills flames and drains heat; a music kitsune kills
sound, drains the beauty out of voices and music, and turns song into
wretched noise. More on this below.
A kitsune can avoid this issue by
possessing a person, instead. This is done by invading a subject's
dreams and draining their willpower. A possessed person is not aware
of their possession state, and remembers none of it. Possession is
not usually long-term, as in this state a kitsune can be banished by
Turn Undead and any other exorcism effects, and in addition their
shapeshifting is limited (see below).
A third option is to possess an unborn
child, and to effective reincarnate as a human. We'll call this the
avatar method. An avatar cannot be banished or exorcised, but while
they retain their long-life, they must eat, drink, sleep, and suffer
the ravages of disease like any other living being. A physically
manifested kitsune is also totally susceptible to vice; a kitsune is
totally vulnerable to all pleasures and indulgences, such that they
need to make a saving throw to not indulge in any slight temptation.
Kitsune are, fundamentally, a sort of
vampire or succubus-like creature, and this must be kept in mind.
When they physically manifest directly, they must feed on their
element or, more daringly, on actual people and their souls. The
amount of energy to manifest physically is extreme. A kitsune
possessing a host still needs to feed for their magic, and must drain
the host or another human to maintain the possession, but an avatar
needs to drain only for the use of their magic. For all intents and
purposes, they are part of the physical world as long as their avatar
lives.
If a kitsune wishes to feed off of a
person's soul, they must first touch them. This is only for the first
time; after that, a link is maintained. A soul only gives energy if
the subject is willing; for a willing subject, the experience is
pleasant, and so many kitsune disguise and establish their feeding
via sexual intercourse. The more a subject willingly gives, the more
pleasure they feel, and the less severe the drain on their body.
Essentially, treat this as a succubus' Energy Drain, except that in
the case of genuine love, this drain is purely temporary.
As a general rule, a kitsune has to
drain one level per HD to exist physically/maintain a possession, AND
one level per spell-level to regain those spells. To clarify, to
recharge your 9th level spells, you need to drain 9 levels to charge
all of your spells of that level, not 9 levels per 9th level spell
slot.
Or, actually, if you want to do it that
way, be my guest, that's metal as hell. Tamamo-no-Mae, one of the
most famous and wicked nine-tailed foxes, literally had to drain a
thousand people to death to enter our world.
Either way, translating this into
elemental feeding is trickier. How many HD does a river have, or a
song? The point is that a kitsune is an environmental, elemental
blight that causes major suffering, disparity, and ugliness in the
world. A GM has to account accordingly and really sell this in the
story. The effects of a drain should never be anything that can be
turned to a boon, like a Sound Kitsune letting their friends be
silently sneaky; attempting to drain the sounds of a thief makes them
cacophonously loud and disruptive, in a way that pleases no one's
ears.
On the matter of kitsune reproduction,
since kitsune have a lot of sexual intercourse; a kitsune only
conceives a child when it consciously wishes for it; the child can be
a fox or human regardless of the form the kitsune is currently in,
but in any case the child is actually a kitsune with its own avatar
by default. If a kitsune is possessing a human, they cannot control
their fertility and their children are not kitsune, but their
children often have innate magical powers like a third edition
Sorcerer. A kitsune can choose to do this on purpose instead of
having avatared kitsune kits, as well.
Elemental Properties:
Wind - Feeding from the wind would
leave stale, unhealthy air. This would be hard to breath, and would
be sort of a 'pocket', remaining in an area until a stronger, fresh
wind could dissipate it. Think of more of a 'dead zone' in the spirit
world, that needed to be swept away. This would tie in well with the
legend of Tamamo-no-Mae, where when she transformed into a stone,
anything that approached her died or withered.
Earth - Feeding from the earth would
allow kitsune to draw from the stones, and from the soil. This would
more than likely kill most crops, as the land becomes cracked and
blighted.
Fire - Feeding from fire would snuff
the flames. Note that most kitsune create foxfire, so this most
likely would be a common form of feeding.
Ocean - The kitsune could draw
nourishment from the oceans, the waves, and from the sea creatures
found there. This would leave behind still, flat water, with no wind
or sea life to be found in the vicinity.
River - The river kitsune would feed
from the riverside and brook, leaving tainted water, dead fish, and
possibly a dry riverbed at the most extreme.
Forest - These kitsune would wither
trees, feeding from the wood and the plants around them. Animals in
the vicinity would weaken.
Time - Time kitsune would feed on the
lifespan of the things around them, aging them at an unnatural rate.
Time might seem to slow around them as they feed, making tasks seem
longer and harder than expected.
Void - These kitsune could feed from
the marshes and swamps, leaving stagnant, poisoned waters and dead
creatures. They could also feed from the shadows around them,
stealing the shadow of people, or making the darkness seem more
bleak.
Heaven - These kitsune feed from the
essence of magic and the heavens. This includes drawing from
sorcerers if they can, or ley lines. They would also feed from
knowledge, like books or from stories told. This would make the books
harder to read or remove the words, or could cause a person to forget
what had been said, or what they were saying. (And this does seem to
be a trick some kitsune do..) These kitsune would also feed from
starlight, or if bold enough, from the warmth of the sun.
Mountain - These kitsune can feed from
rocks and stones and precious metals and gems. Such things would
crumble or become fragile after. The mountain ranges and hills the
kitsune fed from could transform into barren wastelands and jagged
rocks.
Thunder - These kitsune feed from the
storms and harsh weather around them. This quells the storm
eventually, after producing a stale, lifeless rain.
Spirit - These kitsune feed on other
spirits, hunting them and devouring them. They would leave weak,
lifeless spirits in their wake, if anything at all. These are also
the ones most likely to harm people they fed from.
Music - The kitsune can feed from
music, poetry, and the feelings connected to this. It can leave a
musician without inspiration or skill, or leave the music lifeless
and dull.
Abilities & Weaknesses:
Kitsune have a number of weaknesses. As
explained before, kitsune are vulnerable to spiritual wards,
exorcisms, Turn Undead, etc. when in spiritual or possessing forms;
but the Men of the Cloth are their bane in general. Someone who has
genuine faith (Clerics, Druids, Paladins, extremely, notably
religious NPCs, etc) are practically toxic to a kitsune. They cannot
see a kitsune's illusions whatsoever, and automatically dispel them
when touched; they are also capable of breaking a kitsune's
connections to a feeding victim with an opposed saving throw, and
roll with Advantage to see through a kitsune's shapeshifting.
Finally, they cannot be drained, themselves.
Kitsune have a large number of
abilities. They cast spells as illusionists of their level (If your
game has no Illusionist spell list, just restrict them to the
illusion and mind control spells of the Magic User), with the
exception that for a kitsune, their illusions are reality. When a
Kitsune disguises themselves as a human, they ARE human and can even
sire human children. If a kitsune disguises a staff as a snake, that
snake can move, bite, and kill. If a kitsune disguises the sky with
night, vampires may walk even if it's afternoon teatime. If a kitsune
makes a wall invisible, they can walk through it. You get the
picture. However, as established before, people of faith cannot see
their illusions, and automatically dispel them on contact. The
psychic shock of this always drives a kitsune into temporary
insanity, as their sense of reality is broken and needs to rebuild
itself. Illusions based on that kitsune's element are slightly more
real, and everyone rolls with Disadvantage on their saving throws for
those effects.
In fact, their ability to fool reality
is so powerful that at name level, a kitsune is capable of producing
a functional pocket dimension, capable of even controlling its planar
traits and time dilation.
Kitsune can shapeshift, outside of
their spellcasting. All kitsune, save for possessors (they must use
illusions), can shift between fox, human, and anthropomorphic forms.
They can also shift into anything else that could be encountered in
the natural world, including other people. They do not gain the
abilities or powers implied by these forms, though if the form is
related to their elemental affinity, people roll with Disadvantage on
saves or checks to notice the deception. This is because when a
kitsune shapeshifts, their tails are always visible, EXCEPT in their
Avatar form, or in a form related to their element.
A kitsune can also produce foxfire,
ghostly white balls of flame created by rubbing their tails together.
These free floating, heatless orbs radiate a pale and clear light,
and move as a kitsune mentally directs. They are lanterns and toys,
as if they were an at-will Dancing Lights, but they can also be
thrown as simple, burning weapons. This is not Magic Missile, and
thus still be aimed, but a Foxfire ball can be thrown for 1d4 damage.
A kitsune in a possessed or avatar
state has a white ball called a Kitsune Ball. It looks like a simple
toy ball, to all respects, is one. It doesn't even produce a magical
aura. However, when manifested in a proper body (either theirs or
otherwise), a kitsune must store the majority of their power in a
kitsune ball. It is, effectively, their soul. If stolen from them, a
kitsune can be trivially bound by the right spirit-binding magics,
and they are unable to use any of their kitsune powers except for
vampiric draining. Even a simple peasant can magically bind a kitsune
to perform three services in exchange for their ball. You should
probably make sure one of them is "Don't kill me and everyone
I've ever loved."
Kitsune, depending on how they have
manifested, can be harmed in different ways. A physically manifest
kitsune cannot be harmed by normal weaponry, only blessed and magical
ones. However, even when they are, they have prodigious regeneration,
capable of healing damage through their vampiric draining. If a
kitsune is harmed, they can drain a level from the environment or a
person to effectively cast Cure Light Wounds on themselves.
Possessing or Avataring Kitsune do not have this ability.
However, a Possessing kitsune is safe;
what happens to their host does not matter to them, as they will just
escape into their spirit forms. An Avatar Kitsune suffers damage like
any other mortal, but has no special spirit-based weaknesses.
As a reminder, a kitsune does not have
access to the memories, knowledge, or special powers of a subject
they possess either.
When a kitsune is killed, they are
banished back to the spirit world. It is here they must be defeated
to be permanently slain. Unless in the case of a possessing kitsune,
their powers are effectively stripped of them; a kitsune in this
state cannot cast spells or use any of their abilities save for their
vampiric draining, and all their existing links to mortal souls are
broken. Regaining their abilities requires them to drain levels equal
to their Hit Dice, every day for a year and a day. This can be
hastened by ritualistic offerings, which shave off a week for every
day they are performed. The kitsune must still drain during these
times. If these ritual offerings involve human sacrifices, they shave
off a week per HD/level of the sacrifice, in addition to the normal
benefit.
Finally, a kitsune can sacrifice one of
its own tails to immediately revive itself when it is killed,
effectively burning off its own levels to fuel its own resurrection.
Due to all the above, it's no surprise that the most powerful kitsune
are generally all horrible monsters.
As a final note, any Magic-User spells
that can be associated with a kitsune's element should be added to
their spell list. These are not illusions, and are genuine changes to
the world. A Time Kitsune can cast Time Stop and Haste; a Music
Kitsune can create genuine sounds and Power Words.
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