Talk:An'ssel'rr
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Here's the holding place for my threatened homebrew content -slitherrr (talk) 21:57, 28 October 2019 (UTC)
Barbarian, Path of the Totem Warrior
As normal, but Lizardfolk from the Wydmoor area have access to a new totem, the Dragon Turtle. Change Totem Spirit, Aspect of the Beast, and Totemic Attunement by adding the following entries to them:
Totem Spirit
- Dragon Turtle: While you're raging, you gain the Dragon Turtle's intimidating physical presence. Enemy movement through squares within your reach counts as difficult terrain.
Aspect of the Beast
- Dragon Turtle: You gain the amphibious quality and a swim speed equal to your running speed, if you don't already have them. You also gain momentum: as long as you have moved at least twenty feet this turn, any Athletics check made until the beginning of your next turn will have advantage.
Totemic Attunement
- Dragon Turtle: While raging, you gain a steam breath weapon. At the start of your rage, and in every you maintain your rage, you gain 2d6 into a breath weapon pool. You can spend any number of these dice to exhale scalding steam in a 30-foot cone. Each creature in that cone must succeed at a Constitution saving throw (DC 10 + proficiency bonus + constitution modifier), taking the allocated dice damage on a failed save, or half as much damage on a successful one. This dice pool regains 2d6 at the beginning of each of your turns. When your rage ends, any unspent dice in the pool dissipate immediately. [ed note: this is meant to be equivalent to recharge (5-6), starting uncharged, and could be replaced with that. I just like the dice pool mechanic more].
Design notes
- Damage on the breath weapon is in comparison to the regular attack, which would generally be 4d6 + 10 + other bonuses. This works out to less than half of that per-turn, but in an area and burstier.
- Re aspect of the beast, aquatic-themed abilities are always niche, but maybe this will never be used by a PC anyway. That said, the latter part of this is an attempt to come up with something more general, still unique, but also mostly affecting the non-combat pillars like the other Aspects.
- The totem spirit ability seemed to be the simplest physically intimidating ability that was also unique enough not to step on Bear's toes. Other ideas were:
- Shove attack a la the dragon turtle entry, seemed like it was either counterproductive (just shove) or too powerful (shove plus prone)
- Armor bonus (stepped on bear and also super-hard to dial in between "not worth it" and "holy shit this is the best")