5th Edition Dealkyr Half-bloods

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5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 9:19 am

Why, hello there.

So I always liked these guys. They were probably one of the best things to come out of the Magic of Eberron 3.5 sourcebook. But they have since been pretty universally ignored. Everyone seems to forget that they are the 5th unique Eberron race.

With all my conversions of original Eberron material, I strive to stick as close as possible to the original versions. You could probably do some unique things, like turn them into a background or something, but I aim to preserve the original feel of the content.

DAELKYR HALF-BLOOD TRAITS
Ability Score Increase. Two different ability scores of your choice increase by 1.
Age. Daelkyr half-bloods mature at the same rate as humans but do not generally live as long, since they are generally more likely suffer from degenerative health conditions in the twilight of their lives.
Alignment. Daelkyr half-bloods must always fight vile thoughts that may or may not be their own. They tend toward evil, and are usually neutral at best, but it is not impossible for an exceptional individual to find comfort in altruism and become good. In any case, their roiling madness almost always tends toward chaotic alignments.
Size. Daelkyr half-bloods are built much like humans, but appear a little sickly. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aberrant. Your body might appear to be human, but something about your presence is anathema. Beasts within 30 feet of you become agitated and hostile even if you are not visible. Attempts to calm them are made with disadvantage while you are in sight of them. You also have disadvantage on Charisma (Persuasion) checks against humanoids.
Personal Symbiont. You begin play with one personal symbiont that you can pick from the following list: breed leech, crawling gauntlet, or throwing scarab. While attuned to your person symbiont, it does not count toward your limit of attuned items. If a personal symbiont is lost, you can grow a replacement from your own flesh over 2d4 days. You can’t grow or regrow symbionts that you have gained in any other manner, nor can you grow a replacement for a symbiont if the original symbiont still lives.
At 5th level, you can choose to mutate your personal symbiont into a different form from those previously available to you, or into a form from the following list: stormstalk, or winter cyst. If you do, your personal symbiont cannot revert to its previous form until 10th level.
At 10th level, you can choose to mutate your personal symbiont into a different form from those previously available to you, or into a form from the following list: spellwurm, tentacle whip. If you do, your personal symbiont cannot revert to its previous form until 15th level.
At 15th level, you can choose to mutate your personal symbiont into a different form from those previously available to you, or into a form from the following list: shadow sibling, tongue worm. If you do, your personal symbiont cannot revert to its previous form until 20th level.
At 20th level, you can choose to mutate your personal symbiont into a different form from those previously available to you, or into a living breastplate. If you do, your personal symbiont cannot revert to its previous form.
Symbiont Dependency. Without daily contact with at least one symbiont, you begin to die. For every 24 hours you have no contact with a symbiont, you lose 1 Hit Die and recover 1 less Hit Die than normal from taking a long rest. Should you complete a long rest and have zero Hit Dice, you immediately die. This process cannot be halted by any means as long as you remain separated from symbionts.
Symbiont Mastery. You do not suffer any negative affect from attaching or removing symbionts.
Unbalanced Mind. Your mind is in constant self revolt, and contact with it can be debilitating. Any creature that attempts to read your thoughts or otherwise study your mind suffers disadvantage on Intelligence, Wisdom, and Charisma saves for 1 round.
Languages. You can speak, read, and write Common and two other languages of your choice.
Last edited by AvonRekaes on Thu Oct 08, 2015 10:25 pm, edited 18 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 9:29 am

SYMBIONT CREATURES

As many of Khorvaire’s wisest sages have long suspected, the twisted beings known as daelkyr are the original source of the symbiont creatures that now writhe and wriggle their way across (and under) Eberron. All symbionts have the following rules.

Attach. Symbionts are creatures that can join with a host. Attaching a symbiont requires attunement, and every attached symbiont counts toward the host creature's limit of attuned magic items. Most symbionts cannot attach to an unwilling host. When attaching a symbiont, the host creature suffers some debilitating effect, usually a reduction of Hit Die, and this effect cannot be avoided or mitigated while the symbiont remains attached.
Removing symbionts requires a short rest. If the symbiont is unwilling to be removed, the host and symbiont make a contested Charisma check at the end of the short rest. If the host succeeds, the symbiont is removed. If the host fails, the symbiont remains attached and any debilitating effect for attaching the symbiont occurs again.
Symbiont Traits. When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is aware of any danger its host is aware of.
If a symbiont is grafted onto a visible part of the host creature’s body, opponents can attack the symbiont itself instead of its host creature. When choosing this attack option, the opponent rolls an attack roll contested by the host creature's Dexterity (Acrobatics) check. It the opponent wins the contest, and his attack roll also exceeds the symbiont's AC, he deals damage directly to the symbiont. A symbiont never takes damage from attacks directed at the host, or if caught in an area of effect.
If the host desires to conceal the presence of the attached symbiont, it can use either its own Dexterity (Sleight of Hand) check, or the symbiont can use its own Dexterity (Stealth) check to hide, but not both. The pair must decide on which has the best chance of success, but one can use the Help action on the other's check.
Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a Range of “Self” on its symbiont instead of on itself. Likewise, a symbiont can choose to have any spell it uses on itself also affect the host creature, and can cast a spell with a Range of “Self” on its host instead of itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host’s or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Telepathy. Symbionts can communicate telepathically with their hosts, if its host has a language.

SYMBIONTS AS TREASURE

Symbionts enhance a character's abilities in much the same way as magic items, even requiring attunement. While they are never for sale, symbionts can be discovered as treasure or encountered as creatures (some may even be a significant challenge). Finding a symbiont is a significantly rarer event than coming across a magic item. Specifically seeking out a symbiont takes enough investment and effort to qualify for a short adventure or side quest. The list below details the appropriate character level at which players may find a given symbiont as treasure, though certain symbionts can be encountered as legitimate challenges much earlier (namely the shadow sibling and tentacle whip).

1st level or higher: breed leech, crawling gauntlet, or throwing scarab
5th level or higher: stormstalk, or winter cyst
11th level or higher: shadow sibling, spellwurm, tentacle whip, tongue worm
17th level or higher: living breastplate
Last edited by AvonRekaes on Mon Oct 05, 2015 2:05 am, edited 7 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 9:58 am

BREED LEECH
Tiny aberration (symbiont), neutral evil
Armor Class 10
Hit Points 2 (1d4)
Speed 20 ft.
STR 6 (-2) DEX 11 (+0) CON 11 (+0)
INT 5 (-3) WIS 8 (-1) CHA 10 (+0)
Skills Stealth +4
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 0 (0 XP)


Attach. Attaching a breed leech reduces the host's hit point maximum by 1. The host's hit point maximum cannot be restored to normal while the breed leech is attached.

Bolster Host. While a breed leech is attached to a creature, the host is flooded with bolstering chemicals. The supercharged host gains 1 bonus Hit Dice for every 4 character levels they possess (round up) and has proficiency with Constitution saving throws. If the breed leech is removed or dies, its former host immediately loses the granted Hit Die.
While attached to the host, a breed leech does not make any attacks of its own.
If the breed leech is attached to a pregnant human host, the child will be born as a daelkyr half-blood.

Symbiont Traits.

ACTIONS
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 (1d2 - 2) piercing damage and the breed leech automatically attaches itself. Attunement occurs instantly. If the target is already attuned to three items, one random attunement is overridden.
Last edited by AvonRekaes on Mon Oct 05, 2015 1:08 am, edited 30 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 9:58 am

CRAWLING GAUNTLET
Tiny aberration (symbiont), neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (2d4)
Speed 20 ft.
STR 18 (+4) DEX 13 (+1) CON 11 (+0)
INT 5 (-3) WIS 8 (-1) CHA 10 (+0)
Skills Stealth +3
Senses passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 1/4 (50 XP)


Attach. Attaching a crawling gauntlet reduces your Hit Dice total by 1. This lost Hit Die cannot be regained while the crawling gauntlet is attached.

Living Claw. While a crawling gauntlet is attached to a creature, the host can make a claw attack as a bonus action. This is a melee weapon attack that uses Strength or Dexterity (host's choice) for its attack roll and damage bonus and deals 1d4 slashing damage.
While attached to the host, a crawling gauntlet does not make any attacks of its own. Additionally, while attached, a crawling gantlet hardens to an unnatural degree and is immune to damage.

Symbiont Traits.

ACTIONS
Strangling Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. On a critical hit, the crawling gauntlet automatically grapples the target. It latches onto the target's throat and begins to strangle them. The target begins to suffocate as if it just ran out of breath, and cannot breath again until the grapple is escaped or the crawling gauntlet dies.
Last edited by AvonRekaes on Thu Oct 08, 2015 8:35 pm, edited 15 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 9:59 am

THROWING SCARAB
Tiny aberration (symbiont), neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (2d4)
Speed 5 ft., fly 60 ft. (hover)
STR 2 (-4) DEX 13 (+1) CON 11 (+0)
INT 5 (-3) WIS 12 (+1) CHA 6 (+0)
Skills Stealth +5
Senses Darkvision 60 ft., passive Perception 11
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 0 (0 XP)


Attach. Attaching a throwing scarab reduces your Hit Die total by 1. This lost Hit Dice cannot be regained while the throwing scarab is attached.

Carapace Shard. While a throwing scarab is attached to a creature, it generates small shards of hard crystalline carapace. The host can make a shard attack as an action. This is a ranged weapon attack that uses Dexterity for its attack roll and damage bonus and deals 1d4 slashing damage and then dissolves in the target, dealing an additional 1d4 acid damage. The host is proficient with this attack. A shard has the Finesse and Range (20/60) properties, and the shard is treated as a magical weapon.
Every round, the throwing scarab secretes one shard per four character levels the host possesses (round up). If the host has the ability to make extra attacks with the Attack action, it can make as many shard attacks as there are shards available, up to the limit of their extra attacks. Shards do not last for more than 1 round once detached from the symbiont. If a shard is not used as a weapon within 1 round after being pulled from the symbiont, it dissolves harmlessly.
While attached to the host, a throwing scarab does not make any attacks of its own.

Symbiont Traits.

ACTIONS
Bite. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit: 1 piercing damage
Last edited by AvonRekaes on Mon Oct 05, 2015 1:30 am, edited 13 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:04 am

STORMSTALK
Tiny aberration (symbiont), neutral evil
Armor Class 14 (natural armor)
Hit Points 25 (10d4)
Speed 10 ft.
STR 6 (-2) DEX 17 (+3) CON 10 (+0)
INT 5 (-3) WIS 8 (-1) CHA 11 (+0)
Skills Stealth +5
Senses passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 1 (200 XP)


Attach. Attaching a stormstalk reduces your Hit Dice total by 2. These lost Hit Die cannot be regained while the stormstalk is attached.

Lightning Ray. While a stormstalk is attached to a creature, the host can fire a ray of lightning from the stormstalk's eye as an action. A white-hot bluish line of crackling light streaks toward a creature within 60 feet. This is a ranged spell attack that uses the host's Dexterity for its attack roll. On a hit, the target takes 1d8 lightning damage, and has disadvantage on Dexterity checks and saves until the start of your next turn.
The ray's damage increases by 1d8 when the host reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).
While attached to the host, a stormstalk does not make any attacks of its own.

Symbiont Traits.

ACTIONS
Eye Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one creature. Hit: 9 (2d8) lightning damage, and the target has disadvantage on Dexterity checks and saves until the start of the stormstalk's next turn.
Last edited by AvonRekaes on Thu Oct 08, 2015 8:33 pm, edited 10 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:04 am

WINTER CYST
Tiny aberration (symbiont), neutral evil
Armor Class 14 (natural armor)
Hit Points 25 (10d4)
Speed 10 ft.
STR 6 (-2) DEX 17 (+3) CON 10 (+0)
INT 5 (-3) WIS 8 (-1) CHA 11 (+0)
Skills Stealth +5
Senses passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 1 (200 XP)


Attach. Attaching a winter cyst reduces your Hit Dice total by 2. These lost Hit Die cannot be regained while the winter cyst is attached.

Winter Ray. While a winter cyst is attached to a creature, the host can fire a ray of lightning from the winter cyst's eye as an action. A frigid beam of blue-white light streaks toward a creature within 60 feet. This is a ranged spell attack that uses the host's Dexterity for its attack roll. On a hit, the target takes 1d8 cold damage, and has disadvantage on Strength checks and saves until the start of your next turn.
The ray's damage increases by 1d8 when the host reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).
While attached to the host, a winter cyst does not make any attacks of its own.

Symbiont Traits.

ACTIONS
Eye Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage, and the target has disadvantage on Strength checks and saves until the start of the winter cyst's next turn.
Last edited by AvonRekaes on Thu Oct 08, 2015 8:33 pm, edited 9 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:05 am

SPELLWURM
Tiny aberration (symbiont), neutral evil
Armor Class 12
Hit Points 10 (4d4)
Speed 20 ft.
STR 6 (-2) DEX 15 (+2) CON 11 (+0)
INT 5 (-3) WIS 8 (-1) CHA 16 (+3)
Skills Stealth +4
Senses passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 1 (200 XP)


Attach. Attaching a spellwurm reduces your Hit Dice total by 3. These lost Hit Die cannot be regained while the spellwurm is attached.

Bestowed Spellcasting. While a spellwurm is attached to a creature, the host gains greater spellcasting ability. If the host prepares spells or has spells known, it adds mage armor, detect thoughts, and blur to it's prepared or known spells, beyond what they can normally prepare or know. If the host does not already know spells or does not prepare spells, it can cast each of the above spells once at their lowest possible spell level, and regains the ability to cast each spell after a long rest. If the host has a spellcasting ability, it uses that as the spellcasting ability for these spells, otherwise Charisma is the spellcasting ability for them.
When the spellwurm is attached to a host, it cannot cast any spells of its own.

Spellcasting. The spellwurm is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): blade ward, chill touch, mage hand, minor illusion, ray of frost
1st level (4 slots): mage armor, magic missile, ray of sickness, sleep
2nd level (3 slots): blur, detect thoughts, scorching ray
3rd level (2 slots): fear, hypnotic pattern

Symbiont Traits.

ACTIONS
Bite. Melee Weapon Attack: +0 to hit, range 5 ft., one creature. Hit: 1 piercing damage.
Last edited by AvonRekaes on Sun Oct 04, 2015 10:19 pm, edited 4 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:05 am

TENTACLE WHIP
Tiny aberration (symbiont), neutral evil
Armor Class 17 (natural armor)
Hit Points 35 (10d4+10)
Speed 30 ft.
STR 9 (-1) DEX 18 (+4) CON 13 (+1)
INT 7 (-2) WIS 8 (-1) CHA 10 (+0)
Skills Stealth +6
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 2 (450 XP)


Attach. Attaching a tentacle whip reduces your Hit Dice total by 3. These lost Hit Dice cannot be regained while the tentacle whip is attached.

Living Lash. While a tentacle whip is attached to a creature, the host can use it just as if it was an actual whip, except that it deals piercing damage instead of slashing damage. The host has proficiency with it. On every successful hit with it, the target of the attack must make a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
The host can also make one attack with the whip as a bonus action every round. In addition, while the tentacle whip is attached, a host gains reach on melee spell attacks.
While attached to the host, a tentacle whip does not make any attacks of its own.

Symbiont Traits.

ACTIONS
Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Last edited by AvonRekaes on Wed Mar 29, 2017 1:34 am, edited 17 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:06 am

SHADOW SIBLING
Medium aberration (symbiont), neutral evil
Armor Class 14 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.
STR 1 (-5) DEX 19 (+4) CON 16 (+3)
INT 5 (-3) WIS 12 (+1) CHA 10 (+0)
Skills Stealth +6 (with advantage)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons that aren't made of byshek
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned , prone, restrained
Senses passive Perception 11
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 2 (450 XP)


Attach. Attaching a shadow sibling reduces your Hit Dice total by 4. This lost Hit Die cannot be regained while the shadow sibling is attached.

Second Skin. While a shadow sibling is attached to a creature, it covers the host in a thin, vaguely slimy film. While it is attached, as a reaction in response to taking damage, the host can gain damage resistance to the following types of damage for one round: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons that aren't made of byshek. Once a host uses this reaction, they cannot do so again until they take a short rest.
_A shadow sibling partly blocks ambient light, giving the host creature and its equipment a shadowy appearance even in full daylight. This effect grants the host advantage on Dexterity (Stealth) checks.
_While attached to the host, a shadow sibling does not make any attacks of its own. Furthermore, while attached it is completely undetectable, requiring no Stealth or Sleight of Hand check to go unnoticed, and it cannot be attacked.

Incorporeal Movement. The shadow sibling can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. It does not confer this ability to a host it is attached to.

Symbiont Traits.

ACTIONS
Corrupting Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage.
Last edited by AvonRekaes on Wed Mar 29, 2017 1:31 am, edited 6 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:06 am

TONGUEWORM
Tiny aberration (symbiont), neutral evil
Armor Class 14
Hit Points 18 (4d4+8)
Speed 30 ft.
STR 6 (-2) DEX 19 (+4) CON 15 (+2)
INT 5 (-3) WIS 8 (-1) CHA 10 (+0)
Skills Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 1/2 (100 XP)


Attach. Attaching a tongueworm reduces your Hit Dice total by 4. This lost Hit Die cannot be regained while the tongueworm is attached.

Tongue Barb. While a tongueworm is attached to a creature, the host can make a barb attack as a bonus action. The host uses Dexterity for its attack roll and damage bonus and deals 1d4 piercing damage. On a hit, the target must make a Constitution saving throw (DC 8 + the host's proficiency bonus + the host's Constitution modifier) or be poisoned for 1 minute. The target is paralyzed while poisoned in this way.
While attached to the host, a tongueworm does not make any attacks of its own. Furthermore, while attached it is completely hidden within your mouth, requiring no Stealth or Sleight of Hand check to go unnoticed, and it cannot be attacked.

Bestowed Immunity. While a tongueworm is attached, the host is immune to poison damage and the poisoned condition.

Symbiont Traits.

ACTIONS
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw or be poisoned for 1 minute. The target is paralyzed while poisoned in this way.
Last edited by AvonRekaes on Thu Oct 08, 2015 8:26 pm, edited 6 times in total.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Sun Oct 04, 2015 10:06 am

LIVING BREASTPLATE
Small aberration (symbiont), neutral evil
Armor Class 9 (natural armor)
Hit Points 85 (10d6+50)
Speed 1 ft.
STR 4 (-3) DEX 1 (-5) CON 21(+5)
INT 10 (+0) WIS 15 (+2) CHA 14 (+2)
Skills Perception +4
Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't made of byshek
Senses passive Perception 14
Languages understands Undercommon but can't speak, telepathy (host only)
Challenge 0 (0 XP)


Attach. Attaching a living breastplate reduces your Hit Dice total by 5. These lost Hit Dice cannot be regained while the living breastplate remains attached.
Removing a living breastplate is particularly traumatic, and reduces your Hit Dice total by an additional 5. These Hit Dice cannot be regained for 24 hours.
If either of these Hit Dice reductions reduces you to a maximum of 0 Hit Dice, you immediately die.

Aberrant Fortification. When attached to a creature, a living breastplate extends tendrils deep into the host's body, entwining around organs and injecting alien fluids into the host's circulatory system. Though initially disturbing, and torturously painful, a host gains several defensive benefits if it survives the process.
The host cannot wear armor while a living breastplate is attached to them, but they have an AC of 14 + the host's Dexterity modifier (no maximum).
While the living breastplate is attached, the host's Constitution score becomes 19, if the host's Constitution is not already higher, and the host gains advantage on Constitution checks and saving throws. The host gains immunity to bludgeoning, piercing, and slashing damage from non magical weapons that aren't made of byshek. Any critical hit against the host becomes a normal hit.
A host that has fallen to 0 Hit Points and fails two death saving throws automatically stabilizes, but the living breastplate reduces the host's Hit Dice total by 1 every time this happens. Hit Dice lost this way cannot be regained while the living breastplate is attached, and if this reduction reduces the host to a maximum of 0 Hit Dice, the host immediately dies.
Additionally, while attached, a living breastplate is immune to damage.

Symbiont Traits.
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Re: 5th Edition Dealkyr Half-bloods

Postby enderxenocide0 » Thu Oct 08, 2015 4:17 pm

While this does stick really close to the original 3.5 Daelkyr Half-Blood, I'm concerned that in doing so, it deviates from the 5E mentality. The Personal Symbiont progression continues up to 20th level. I might compare this to racial spellcasting that caps out fairly early on. Additionally, 5E goes out of its way to avoid traits that are overly detrimental to a player, keeping the focus on bonuses instead of penalties. The worst they have is the Drow's Sunlight Sensitivity. I worry that the Symbiont Dependency might be a bit much. My suggestion would be to give the Half-Blood disadvantage on Constitution checks when the symiont isn't attached and also gains no hit points back for taking a short rest. All that said, I worry that, more generally, symbionts represent inherent penalties to this race. I wonder if there might be a better way to represent symbionts, perhaps by examining the mechanics of familiars in 5E.

EDIT 1: I completely forgot about the fact that a Dragonborn's breath weapon progression extends to 16th level. It is, however, a more straightforward increase in damage than a choice between multiple symbionts with varying benefits.

EDIT 2: Okay, so thinking about this, my issue is primarily with Symbionts as a whole when ported to 5E. Their clear detriment feels problematic... but this is something also shared with cursed magic items, so I probably shouldn't have so much of an issue with it. Personally, I think it would be beneficial to completely overhaul the Symbiont system so they aren't this strange grey area between magic items and creatures.

EDIT 3: Related, this all really makes me want to work on a 5E supplement for Daelkyr-specific material.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Thu Oct 08, 2015 7:12 pm

Haha, I'm glad you began to come around.

You're probably correct about Symbiont Dependency. I might keep that around and say that your Personal Symbiont can be regenerated over a long rest instead of 2d4 days. I think I overlooked how easy it was to kill a symbiont with the rules I converted. I might do away with them, and just make symbionts immune to damage when attached.

However, overly detrimental traits seems entirely in keeping with the flavor of Daelkyr half-bloods. I think if you want to play the horrible twisted progeny of an Old One, you are looking to have some drawbacks to overcome. I don't think anyone is coming into this race expecting to be a heroic Adonis, healthy and strong.

As for a strange grey area between creatures and magic items... that's what I was going for! lol That's exactly what I wanted them to be, so I'm not sure it's a problem.
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Re: 5th Edition Dealkyr Half-bloods

Postby enderxenocide0 » Thu Oct 08, 2015 7:37 pm

Heh, fair enough and to each their own! This got my creative juices flowing, so I might take a stab at my own version of Symbionts and the Daelkyr Half-Blood tonight with a pretty different feel.
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Re: 5th Edition Dealkyr Half-bloods

Postby enderxenocide0 » Mon May 08, 2017 1:21 pm

Hey avon, how did you determine the hit dice reduction for each symbiont? I was assuming CR at first, but I see higher CRs that reduce fewer hit dice.
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Re: 5th Edition Dealkyr Half-bloods

Postby AvonRekaes » Thu May 18, 2017 12:23 am

It isn't cr because cr measures how difficult the symbiont is to fight as a creature, while the hit dice reduction is essentially how useful the symbiont is as a magic item. I believe I roughly went for "1/4th total hit dice of a character at the expected level that would have the symbiont"
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