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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Anyone thought of a Swarm/Mob Heritage?
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<blockquote data-quote="Faolyn" data-source="post: 8655925" data-attributes="member: 6915329"><p>Hmm. OK, blue skying here...</p><p></p><p>They'd have to be limited to one action, no matter how many bodies they have. but I would consider giving them an additional reaction per round (but only one per turn). And give them an extra bonus action as a paragon gift.</p><p></p><p>They have multiple hands in which to hold things, and can use the Use An Object action once on each of their turns without having to use an action to do so.</p><p></p><p>They could have the option to have one attack or spell per turn originate at a location within 10 or 15 feet (your choice) of them, representing how not all of their mob is in one five-foot square. This effectively gives them extended reach and range.</p><p></p><p>Give them an expertise die on Perception checks (even while asleep) and on saves against being blinded, charmed, deafened, frightened, poisoned, stunned, and knocked unconscious. They could also gain an expertise die on saving throws against spells that affect an area.</p><p></p><p>And maybe, once per rest or long rest (your choice), as long as they are at half hit points or above, they can choose to make a special all-out attack which automatically either inflicts double damage on a hit or increases the crit range.</p><p></p><p>They count as a single target for the purposes of spells or other effects.</p><p></p><p>Due to size, they could also be able to move through small areas without squeezing.</p><p></p><p>Depending on the nature of your gain, they should either get advantage or disadvantage with disguise kits, if a trench coat is involved.</p><p></p><p>However, since these are some powerful bonuses, I'd say they would need some hindrances. Some possibilities:</p><ul> <li data-xf-list-type="ul">They'd could need to eat at least two Supply a day.</li> <li data-xf-list-type="ul">Nonmagical attempts to heal them, such as with a healer's kit, require two uses instead of one. Possibly potions also require two doses instead of one.</li> <li data-xf-list-type="ul">They can't benefit from the Help action (they're already all coordinating with each other; having another person there doesn't provide any actual help).</li> <li data-xf-list-type="ul">If they're separated by more than 30 or 60 feet (your choice), they have disadvantage on all attack rolls and ability checks, and must make a DC 10 (or higher) Wisdom save at the end of each turn or minute or take a level of Strife.</li> </ul></blockquote><p></p>
[QUOTE="Faolyn, post: 8655925, member: 6915329"] Hmm. OK, blue skying here... They'd have to be limited to one action, no matter how many bodies they have. but I would consider giving them an additional reaction per round (but only one per turn). And give them an extra bonus action as a paragon gift. They have multiple hands in which to hold things, and can use the Use An Object action once on each of their turns without having to use an action to do so. They could have the option to have one attack or spell per turn originate at a location within 10 or 15 feet (your choice) of them, representing how not all of their mob is in one five-foot square. This effectively gives them extended reach and range. Give them an expertise die on Perception checks (even while asleep) and on saves against being blinded, charmed, deafened, frightened, poisoned, stunned, and knocked unconscious. They could also gain an expertise die on saving throws against spells that affect an area. And maybe, once per rest or long rest (your choice), as long as they are at half hit points or above, they can choose to make a special all-out attack which automatically either inflicts double damage on a hit or increases the crit range. They count as a single target for the purposes of spells or other effects. Due to size, they could also be able to move through small areas without squeezing. Depending on the nature of your gain, they should either get advantage or disadvantage with disguise kits, if a trench coat is involved. However, since these are some powerful bonuses, I'd say they would need some hindrances. Some possibilities: [LIST] [*]They'd could need to eat at least two Supply a day. [*]Nonmagical attempts to heal them, such as with a healer's kit, require two uses instead of one. Possibly potions also require two doses instead of one. [*]They can't benefit from the Help action (they're already all coordinating with each other; having another person there doesn't provide any actual help). [*]If they're separated by more than 30 or 60 feet (your choice), they have disadvantage on all attack rolls and ability checks, and must make a DC 10 (or higher) Wisdom save at the end of each turn or minute or take a level of Strife. [/LIST] [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Anyone thought of a Swarm/Mob Heritage?
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