Disciples of Tzeentch

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Disciples of Tzeentch

"I watch you. I see the hatred in your eyes, well hidden behind courtly graces. I listen. I know
the terrible darkness that hides behind your well-rehearsed lies. I wait for you at the edge of
sanity. I taste the pain in your mind, the yearning to end this charade. I make my home in
the darkest pits of your soul. In the shadows, I bide my time. I patiently wait for you to open
your eyes and realise that it is by my will alone that you draw breath. For I am Tzeentch and
you are my puppet who dances to my tune."

Physical Description
Disciples of Tzeentch are humanoids who have been warped by the dark god Tzeentch. Their
appearance is widely different. Some may look like your average human, while others
possess bluish taut skin with tiny zit-like feathers growing from their chests, shoulders, and
backs, have sharp beaks, goat-like horns, and will have either talons or hooves for feet.
Disciples of Tzeentch Traits
Medium Humanoids
Ability Score Increase. Your Charisma increases by 2, and your Intelligence score increases
by 1.
Age. Most Disciples age at the same rate as normal humans while others corrupted by their
masters magic may not age at all.
Alignment. Disciples of Tzeentch strongly lean towards chaos, and they also lean toward evil.
Exceptional circumstances may allow a Disciples of Tzeentch to retain a moral compass,
however.
Size. Due to the nature of their metamorphosis, Disciples of Tzeentch do not vary very much
in size. They typically stand about 6'. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aura of Dark Glory. Tzeentch's blessings offer you some protection from harm. When
unarmoured your Armor Class is equal to 10 + your Dexterity modifier + your Charisma
modifier. You can use a shield and still gain this benefit.
Seekers of Relics. Your innate desire to seek artifacts and magic gives you proficiency in your
choice of arcana or religion. In addition, you know the spell identify, and may cast it once per
long rest.
Languages. You can speak, read, and write Common, and one other language of your choice.
the Lord of Change. Tzeentch is known as the great mutator and thus your body is
constantly changing. You gain access to Transformation Features and transformation levels.
You start at transformation level 1. You gain a new transformation level at level 5, 11, and
17.
Some of your abilities will require your target to make a saving throw to resist their effects.
The saving throw DC is calculated as follows:
Transformation Save DC = 8 + your proficiency bonus + your Constitution modifier.

Transformation Level 1
Starting at 1st level you gain the following Transformation Boons and this level’s
Transformation Flaw.

Transformation Boon: Aberrant Adaptations


Your body can twist and reshape itself as you will it, changing body parts into dangerous
weapons or useful tools, and regenerating after damage. This ability is represented trough
Adaptations.
Basic Adaptations
At 1st level you gain the following adaptations:
Chitinous Shell. As a bonus action, you can develop a hard, crustacean-like shell. When you
use this adaptation and are not wearing heavy armour, you gain a +2 to AC. However, this
reduces your speed by 10 feet. This adaptation lasts for 1 minute or until you are knocked
unconscious. On your turn you may use a bonus action to end this Adaptation.
Eldritch Limbs. You can transform one or both of your arms into a weapon of thick muscle,
sharp claws, or hardened bone. When you make an attack, you can use this Adaptation. If
you do, you gain the following features:
- You can choose what type of damage your unarmed attacks will cause, from Piercing,
Bludgeoning or Slashing. Your arm becomes a claw, tusk, or bone club depending on the
damage type chosen.
- You may roll a d6 instead of normal damage for unarmed strikes.
- You cannot hold any object in the affected arm. This includes, but is not limited to,
weapons, shields, and spellcasting focuses. Any object you are holding merges into your
adaptation or immediately drops to the ground. The DM may decide if they feel the
object is too large to merge.
This adaptation lasts until you become knocked unconscious. On your turn you may use a
bonus action to end this adaptation.

Transformation Boon: Aberrant Form


Your Constitution score increases by 2 and your Strength score increases by 1. An ability
score cannot be increased beyond 16 this way.
You become an Aberration in addition to any other creature types you are. Spells and
Abilities that affect Aberrations of a specific CR have no effect on you.

Transformation Flaw: Unstable Mutations


Your body becomes malleable and struggles to maintain any one physical shape. Upon
completing a long rest, you must roll 1d100 on the Unstable Form table and apply the
effects of the result, determined by your transformation level. These effects last until you
complete another long rest. If you roll the same result on the table more than once in a row,
roll again until a new result is rolled.
Transformation Level 2
At level 2, you can pick one of the following Transformation Boons. In addition, you also
gain this level’s Transformation Flaw.

Transformation Boon: Efficient Killer


When you make an unarmed attack while you are benefitting from the Eldritch Limbs
adaptation, you can gain one of the following effects depending on the type of damage you
chose:
Piercing. You can launch a razor-sharp barb from your arm. Make a ranged attack at a target
within 30 feet. Upon a hit, the target takes piercing damage equal to 2d6 + your Strength
modifier.
Bludgeoning. You can manifest a long tentacle, tipped with a hardened bone club. Your
unarmed attack deals an additional 1d6 bludgeoning damage. When you hit a creature with
an unarmed attack, you can then attempt to damage another creature within 5 feet of the
original target. If the original attack roll would hit the second creature, it takes Bludgeoning
damage equal to 1d6 + your Strength modifier.
Slashing. Your arm forms a row of viciously hooked claws and talons. Your unarmed attack
deals an additional 1d6 Slashing damage, and the target must succeed at a constitution
saving throw. Upon a failed save, the target gains the bleeding condition for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on
itself upon a success
Transformation Boon: Other-Worldly Tendrils
Starting at level 2, you can use a bonus action to grow a long, tendril-like appendage out of
your body that you are proficient with. On subsequent turns, immediately after taking the
attack action, you may use a bonus action to have the tendril attack an enemy within 10
feet of you. If you do, make a unarmed melee attack using your Strength modifier. On a hit,
the target takes 1d4 + your Strength modifier.
The tendril lasts until you become unconscious. On your turn you, you may use a bonus
action to retract it. In addition you gain the following Adaptations:
Toxic spray. A lamprey-like mouth opens at the end of the tendril and sprays a noxious
toxin. When you attack a creature with one of your tendrils, you can choose to use this
Adaptation and forgo dealing damage. If you do so, instead of rolling to hit, the target must
make a Constitution saving throw against your Transformation Save DC. On a failed save,
they become poisoned. A creature that has failed this saving throw makes another
Constitution saving throw at the end of each of its turns. On a successful save, it is no longer
affected by this Adaptation.
Constrict. A tendril wraps tightly around the target. When you hit with a tendril attack, and
the target is Large or smaller, you can choose to use this Adaptation. If you do, the attack
deals no damage and the target it grappled. Until the grapple is ended, the tentacle cannot
be used against other targets.
Hypnotic Trance. A tendril flashes a Myriad of coloured bioluminescent lights, attempting to
disorient the target. When you attack a creature with one of your tendrils, you can choose
to use this Adaptation and forgo dealing damage. If you do, instead of rolling to hit, the
target make a Wisdom saving throw against your Transformation DC. On a failed save, all
attack rolls against the target have advantage, until the start of the affected creatures next
turn. A creature that has failed this saving throw makes another Wisdom saving throw at
the end of each of its turns. On a successful save, it is no longer affected by this Adaptation.
Transformation Boon: Situational Evolution
You can use an action to grow gills and flippers, thin hairs on your extremities to climb walls,
or a layer of rapidly-regenerating flesh. You gain the following Adaptations:
Scopulae. Your climbing speed becomes the same as your walking speed. You can climb
vertical objects, while leaving one hand free.
Gills and Flippers. Your swim speed becomes the same as your walking speed, and you can
breathe underwater.
Regenerative Tissue. At the beginning of your turn, you regain hit points equal to your
constitution modifier if you have no more then half your hit points left. If you take fire or
acid damage, then this Adaptation has no effect at the beginning of your next turn.
These adaptations last until you become unconscious, use a different one of these
Adaptations, or use a bonus action on your turn to end the Adaptation.

Transformation Flaw: Hideous Appearance


Your appearance has grotesquely transformed. You may be a hulking mass of flesh, adorned
with countless eyes, or a bone-and-tusk-covered natural weapon. Regardless of your true
form, you’re horrific to behold. You can suspend this form and manifest the appearance of
the humanoid you once were, but this is taxing and requires concentration. This form is not
permanent, and moments of stress are likely to reveal your true nature. Your true form is
revealed in the following situations
- Concentrating on a spell.
- Gaining the unconscious condition
- Entering hallowed ground
- Choosing to reveal yourself
In events of extreme emotional or physical stress, a GM may call for a Constitution saving
throw with a DC of their choosing to see if you maintain your humanoid form.
Non-evil creatures that witness your true form become instantly hostile to you, unless the
GM decides otherwise.
Transformation Level 3
At 3rd level, you can pick one of the following Transformation Boons, or pick a boon from a
lower lever that you meet the prerequisites for. In addition, you also gain this level’s
transformation Flaw.

Transformation Boon: Wings


Beginning at 3rd level, you can grow large twisted wings of mutated flesh. You gain the
following Adaptation:
Wings. As a bonus action, you can manifest a pair of distorted, fleshy wings. You gain a fly
speed equal to your current speed. These wings recede after 10 minutes. You can reabsorb
them as a bonus action on your turn, and they reabsorb automatically if you are knocked
unconscious. You can manifest your wings while wearing medium or light armour if it is
made to accommodate them. You cannot manifest your wings while wearing heavy armour.
Once you use this Adaptation, you cannot use it again until you complete a short rest.

Transformation Boon: Additional Tendrils


Prerequisite: Otherworldly Tendrils
You are able to grow an additional tendril. On subsequent turns, you may use a bonus
action to attack with each tendril you have grown. The tendrils can all attack the same
target or different ones. Make a separate attack roll for each tendril.
When you reach the 4th level of this transformation, the number of tendrils you can
manifest is increased to three.

Transformation Boon: Enhanced Hypertrophy


You may roll a d8 in place of normal damage for unarmed strikes. The base damage dice for
your adaptations, like Efficient Killer and Otherworldly Tendrils becomes one bade die
higher. For example, an adaptation that deals 2d6 damage would become 2d8 damage
instead.

Transformation Flaw: Unstable Existence


The nature of magic is beginning to unravel your material form. Whenever you roll a natural
1, 2 or 3 on a saving throw against a spell or magical ability, you reveal your Hideous
Appearance.

Transformation Level 4
You can pick one of the following Transformation Boons, or pick a boon from a lower lever
that you meet the prerequisites for. In addition, you also gain this level’s transformation
Flaw.
Transformation Boon: Savage Predator
Beginning at 4th level, whenever you roll to hit a target and score a natural 20, you may deal
an additional 6d6 damage. This damage is the same type as your weapon. In addition, each
creature of your choice that is within 30 feet of you must succeed a Wisdom saving throw or
become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

Transformation Boon: Locus of Change


Prerequisite: Additional Tendrils
On your turn as an action, you can rapidly grow and launch hundreds of tiny tendrils from
your body. Each creature of your choice within 15 feet of you must succeed on a Dexterity
saving throw. On a failed save, they suffer one of the following effects of your choice for 1
minute. You can choose different effect options for different creatures:
- Become poisoned.
- Speed becomes 0.
- Attacks against them have advantage.
Once you use this feature, you cannot use it again until you complete a short or long rest.

Transformation Boon: Extremophilic Conditioning


Starting at 4th level, your body has learned to adapt to extreme conditions, allowing you to
survive where most would perish. On your turn as an action, you can use the following
Adaptation.
Metamorphosis. You rapidly change your body’s biophysical and chemical composition in
reaction to your environment. Choose one of the following options:
- You are resistant to Bludgeoning, Piercing, and Slashing damage. When determining
falling damage, you take 1 Bludgeoning damage for each 10 feet fallen in place of
normal damage (maximum of 20 bludgeoning damage).
- You are resistant to Fire, Lightning, and Acid damage. You are immune to the effects of
extreme hot climates.
- You are resistant to Cold, Thunder, and Poison damage. You are immune to the effects
of extreme cold climates.
This Adaptation lasts until you use this Adaptation again.

Transformation Flaw: Entropic Abomination


The very essence of magic trigger the unstable nature of your aberrant body.
Whenever you fail a saving throw to a spell or magical ability, roll on the Unstable Mutation
table. If the result is less then your current unstable mutation effect, then replace it with the
new result.
Unstable Mutation Table
Level 1 Level 2 Level 3 Level 4 Effect
01 Turn into a Chaos Spawn.
01-05 01-08 01-09 02-11 Your body starts to become formless. You have
disadvantage on Dexterity saving throws.
06-10 09-16 10-18 12-22 You start to become rigid and brittle, making
resting less effective. When you consume a hit
dice, you do not add your constitution modifier to
the result.
11-15 17-24 19-27 23-33 Your body starts sweating a viscous substance
that hardens quickly. You cannot doff armour or
change clothes. Dropping, stowing, or interacting
with an object requires an action.
16-24 25-32 28-36 34-43 You immediately throw up a thick, black ichor and
begin feeling nauseous. You do not benefit from
the effects of any food, drink, or potions
consumed.
25-32 33-40 37-45 44-52 You are only able to form one-word sentences in
a guttural voice you do not recognise. You can
still cast spells with verbal components.
33-40 41-48 46-54 53-61 Your legs become unresponsive and difficult to
move. Your movement speed decreases by 10
feet.
41-48 49-56 55-63 62-70 Your body begins fighting against any form you
take. You cannot make reactions.
49-56 57-64 64-72 71-77 Your arms periodically have a will of their own,
causing your reaction speed to slow while you
regain control of them. You have disadvantage on
Dexterity ability checks to determine initiative
order.
57-64 65-72 73-80 78-84 Your skin quivers and shifts, while your
appearance constantly changes. Every 30 seconds
a defining feature of appearance changes, such as
hair colour, facial features, or body proportions.
65-81 73-83 81-89 85-91 Nothing happens.
82-91 84-92 90-95 92-96 You become immune to the grappled and
restrained conditions.
92-100 93-100 96-100 97-99 If you would gain hit points from a spell or ability
other then your own, you gain that many hit
points plus your Constitution modifier instead
100 Achieve Deamonhood.

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