Casimir Liber
Adventurer
So I always loved the idea of the Chaos Lords from Moorcock, also RuneQuest and Warhammer - and am incorporating them into my new campaign (nice for the Slaad Lords to appear in 5e canon finally!) Hence have incorporated the Chaos Lords and Slaad lords into mine as of now and thought about Chaos Gifts - i.e like feats but at a heftier price....but musing on balance. First level....3rd level (i.e. when a person is of sufficient power to get noticed by chaos...i don't know..spitballing here)
Chaos Gifts
The gods of chaos bear gifts with a price, as chaos warps the fabric of the recipient. Aberrations that are visible incur a -3 Charisma/Reaction penalty due to the warped appearance and hatred and fear of Chaos as disruptive to the fabric of the plane. Some can be masked at expense. e.g. Duck feet will require special shoes that cost triple.
Arioch has seduced light elves (high elves) - a la Melnibone (sort of), Mabelode is patron of insane derro (yeah I know he has no face and derro have only weird eyes but I figured close enough...)
All input welcome on balance etc. (i.e CHA penalties, level of introduction etc
Chaos Gifts
The gods of chaos bear gifts with a price, as chaos warps the fabric of the recipient. Aberrations that are visible incur a -3 Charisma/Reaction penalty due to the warped appearance and hatred and fear of Chaos as disruptive to the fabric of the plane. Some can be masked at expense. e.g. Duck feet will require special shoes that cost triple.
Arioch has seduced light elves (high elves) - a la Melnibone (sort of), Mabelode is patron of insane derro (yeah I know he has no face and derro have only weird eyes but I figured close enough...)
- Adept at swimming: recipient has duck feet, or webbed hands and feet
- Breath weapon: treat as per dragonborn breath weapon. Subject has unusually large mouth or discoloured lips consistent with nature of breath weapon (scorched black for fire, green for chlorine gas or acid, bluish-white and frost-encrusted for frost)
- Dark vision (or double range dark vision): recipient has unusual eyes - either large, or odd-coloured
- Chaos aura ripples: the air ripples and warps randomly around the recipient, on a roll of 1 or 2 on a d6, the ripples are large enough to result in Disadvantage on all missile weapon attacks against the target on that round (spells are unaffected).
- Keen vision: recipient has unusual eyes - either large, or odd-coloured. Advantage on perception rolls, and rolls against traps where keen vision would help.
- Keen smell: recipient has unusually large nose, snout or nostrils. Never surprised by Beasts of corporeal Undead. Can track by smell.
- Mobility: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not. Recipients have an unusual loping gait, their limbs move in subtly unusual ways that others find disturbing. The recipient can concentrate to move “normally” if not overexerting, requiring a DC 10 athletics roll per hour.
- Teeth: Subject has large, prominent and very hard teeth. Can crunch bones (saves on rations - has a taste for this) and objects such as small padlocks.
- Thick-skinned: recipient gains a +1 bonus to AC due to their skin, which is either thickened or odd-coloured and looks subtly unseemly.
- Third eye: when open, this eye sees in other wavelengths, and can see ethereal and invisible creatures. However, it is disconcerting to vision of the subject's two other eyes, and the subject suffers disadvantage on dodging or casting missiles or thrown objects of any sort. A third eye is alarming to see for many normal people and will result in negative reaction rolls.
All input welcome on balance etc. (i.e CHA penalties, level of introduction etc