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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="Steampunkette" data-source="post: 8656193" data-attributes="member: 6796468"><p>So... for a Fantasy Game I'd probably keep the swarm-life-form PCs in the "Dark" category. You're not actually a swarm of insects or rats, you're a spirit manipulating animals to act as a physical form for you. As such...</p><p></p><p>Immune to nonmagical healing except for short/long rests. Healers kits aren't suited for patching up writhing worms.</p><p>Supply increase.</p><p>Can benefit from help.</p><p>Cannot truly die as their main difference. You're a ghostly presence. So long as there's enough vermin to influence you can reform. You can communicate with your party and take nonphysical help actions (Perception, Knowledge, Etc) but you cannot reform a body until you take a long rest in a safe haven.</p><p>Quasi-Immunity to resurrection magic. Raise Dead and Revivify don't have a functional "Target" unless you -really- liked that one beetle... Resurrection and True Resurrection restore the soul to life, leaving the bugs behind and restoring a human/elf/whatever form so change heritage.</p><p>Move through any space larger than 1 inch, but 1 cubic inch spaces take 1 minute to move through as the bugs have to go single file.</p><p>Unarmed Strike damage deals 1d6 instead of 1d4 as your constituent animals attack.</p><p></p><p>Some of the unique benefits for different kinds:</p><p>Fly/Beetle/Wasp form: You can nonmagically fly for 1 minute per short rest. Can become diffuse to gain resistance to BSP but vulnerable to any AoE.</p><p></p><p>Worms/Maggots: Burrow speed of 15ft and you don't leave a hole, but you do leave a trail. Must 'Hold Breath' while burrowing.</p><p></p><p>Ants/Termites: Your Unarmed Strike can have reach of 10ft to deal 1d4 acid damage.</p><p></p><p>For a Voidrunner game..? Bots. Nanobots and such that act as a single body baseline but can take on a temporary "Swarm Form" to gain some benefits before reverting.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8656193, member: 6796468"] So... for a Fantasy Game I'd probably keep the swarm-life-form PCs in the "Dark" category. You're not actually a swarm of insects or rats, you're a spirit manipulating animals to act as a physical form for you. As such... Immune to nonmagical healing except for short/long rests. Healers kits aren't suited for patching up writhing worms. Supply increase. Can benefit from help. Cannot truly die as their main difference. You're a ghostly presence. So long as there's enough vermin to influence you can reform. You can communicate with your party and take nonphysical help actions (Perception, Knowledge, Etc) but you cannot reform a body until you take a long rest in a safe haven. Quasi-Immunity to resurrection magic. Raise Dead and Revivify don't have a functional "Target" unless you -really- liked that one beetle... Resurrection and True Resurrection restore the soul to life, leaving the bugs behind and restoring a human/elf/whatever form so change heritage. Move through any space larger than 1 inch, but 1 cubic inch spaces take 1 minute to move through as the bugs have to go single file. Unarmed Strike damage deals 1d6 instead of 1d4 as your constituent animals attack. Some of the unique benefits for different kinds: Fly/Beetle/Wasp form: You can nonmagically fly for 1 minute per short rest. Can become diffuse to gain resistance to BSP but vulnerable to any AoE. Worms/Maggots: Burrow speed of 15ft and you don't leave a hole, but you do leave a trail. Must 'Hold Breath' while burrowing. Ants/Termites: Your Unarmed Strike can have reach of 10ft to deal 1d4 acid damage. For a Voidrunner game..? Bots. Nanobots and such that act as a single body baseline but can take on a temporary "Swarm Form" to gain some benefits before reverting. [/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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