Veil Siphoner
Rework
The current Veil Siphoner is not hitting the intend purpose and there is currently too much bookkeeping and the power balance between the 4 types of titan essence are very unbalance. Plus their ability to friendly fire is triggering too often which makes it very unfun for both the Veil siphoner players and their teammates, causing lots of friction and reducing the Veil Siphoners to flourish.
Futhermore the kit oftens has too many triggers and forms to take place that gets forgotten too easily.
This new changes are designed to streamline what Veil Siphoner excels at and that is collecting the Essences of the various Titans but this time, they have a massive payoff for amassing these Essences. Their abilities are also more versatile for any class and playstyle.
Boon
Boon #01: Astral Siphoner. Requires 1 perk(s)
On the start of your first turn of combat and subsequently as a bonus action, you may draw essences from the Veil Astral Bridge to reduce the Titans’ existence. Choose between the different types of Titans Essences, you gain all of its abilities while also gaining 1 stack of Eldritch Mutation (Refer to Boon #02). Each Titan Essence can be chosen multiple times up to 3 times per type.
The abilities last for 4 hours or whenever you drop to 0 hitpoints.
Solar Titan: Ayris, Leo & Sagittari
Ability #01: When you hit your first attack each turn, you deal 1d6 (+1d6 per Solar Essence) Fire damage to it and all other creatures and objects within 5ft radius of the target. You are immune to the bonus Fire Damage.
Ability #02: For each Solar Titan chosen, +1 to all Athletics & Acrobatics Skill checks.
Void Titan: Gemini, Libra & Aquarius
Ability #01: After you cast your first spell or faction ability each round, you may teleport up to 5ft (+5ft per Void Titan) and gain Hover until the end of your next turn. Whenever you teleport to the same position as another creature, You reappear 5ft adjacent to that creature.
Ability #02: For each Void Titan chosen, +1 Persuasion & Deception Skills checks.
Flux Titan: Cansai, Krocpios & Yisces
Ability #01: The first time you land an attack per turn, you may either push or pull targets 5ft (+5ft per Flux Titan) away or towards you respectively. This cannot stack with any other non-faction force movement effects.
Ability #02: For each Flux Titan chosen, +1 Insight & Perception Skills checks.
Growth Titan: Tau’ Rus, Vargo & Calprico
Ability #01: For each Growth Titan chosen, reduce your base movement speed by 5ft but your melee and range attacks & abilities extend by 5ft. Your minimum speed is 5ft and cannot be reduced further.
Ability #02: For each Growth Titan chosen, +1 History & Investigation Skills checks.
New
As an Action or a Bonus Action, you expend a Hit Die to draw a Titan essence of your choice and trigger its ability. You amass these essences into a pool. Essences gained while at maximum capacity are lost, though drawing them still triggers their ability. All amassed essences are lost if you drop to 0 Hit Points, and you lose all amassed essences when you finish a Long Rest.
When you have 6 or more Titan essences, you can expend all of them as a free action during your turn to unleash the Astral Ultimatum. Its effects depend on the type and number of essences you spent. You can't unleash the Astral Ultimatum unless you have drawn at least 2 Titan essences since you rolled Initiative, whether or not those essences were added to your pool.
Whenever you gain a Titan essence, your appearance changes to reflect that Titan. The form disappears when you unleash Astral Ultimatum.
Solar Titan: You release eldritch fire in either a 15ft Cone or a 30ft Line that is 5ft wide. Each creature in the area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Fire damage and has a -2 penalty to its next saving throw. On a successful save, it takes half as much damage.
Void Titan: You teleport up to 20 feet to an unoccupied space you can see. After you teleport, until the end of your next turn, you can hover. Upon arrival, you deal 5 Pure damage to all creatures within 5ft radius around you.
Flux Titan: The next time you deal damage with an attack, spell or Faction ability, you push each creature you damaged 15ft in a direction of your choice. You choose one direction for all of them.
Growth Titan: For the next minute, you gain +1 bonus to the next saving throw, +2 bonus to the next attack roll and +3 bonus to the next ability check. If you use this ability again, the duration resets to 1 minute and any unused bonuses are replaced. If you use it twice in the same round, all three bonuses are doubled.
Astral Ultimatum
Choose 1 (+1 Growth Essence) of the option(s) below. You can choose the same option up to 2 times. Each option targets a point or creature you can see within 30 feet of you. The save DC for this ability increases by 1 (+1 per 2 Growth Essences).
Sundering Comet: You wrap in a Comet that explodes upon appearing. Each comet appears at a point of your choice within range, dealing 2d6 (+1d6 per Solar Essence) Fire damage in a 10ft (+5ft per Void Essences) radius Sphere. Each creature in a comet's area makes a Charisma saving throw, taking half as much damage on a successful save.
Erupting Scales: Gain damage resistant to 2 (+1 Flux Essence) different damage types that lasts until the end of your next turn, then deal 1d6 (+1d6 per 2 Void Essences) Pure damage to each creature within 5ft (+5ft per Solar Essence) radius around you. Each creature must make a Charisma saving throw, taking half as much damage on a successful save.
Anomalous Transfusion: Take 2d8 (+1d8 per Flux Essence) Pure damage then target up to 1 (+1 per 2 Void Essences) creature you can see within 30ft range of you. They heal for twice the Pure damage to you took.
Time Distortion: Create a field that is 5ft (+5ft per Solar Essence) radius in size, all creatures that start their turn in this field have their speed set to their original base speed, they cannot take the Dash, Disengage and Dodge action for that turn (even after they leave the field during the same turn). Any creature of your choice that starts or enters the field for the first time gains 1d4 (+2d4 per 2 Flux essences) Temp hitpoints. The Temp hit points and the field lasts for 1 Minute.
Anomalous Weapon: Create a weapon of your choosing, it has 1 (+1 per Flux Essence) additional Mastery Properties attached to it of your choosing. You gain Proficiency in using this weapon and can use every Mastery Property attached to this weapon. You must use your highest Attribute Mod when rolling your attack rolls. The weapon will always deal 1d8 (+1d8 per 2 Solar Essences) Fire damage. Only up to 2 of these weapons can exist at any time and last for 1 minute.
Boon #02: Mutation Transformation. Requires 1 perk(s)
Whenever you gain a Titan Essence you pick, you will gain a side effect as well as a certain description on how the character will physically look. These side effects are double edge effects that stack up with each other.
If you accumulate 4 (+1 per 3 perks) or more Eldritch Mutation, you will cease to exist, dying immediately with no body or soul. The description lists are some guidelines on how the mutation should appear, you are still open to interpret them however you like.
New
Boon #02: Anchor Rest. Requires 3 perk(s)
As an action, you wrap yourself out of existence for 10 minutes. During this time, you can spend 1 action to return to where you came from, interrupting the Rest. If you complete a full 10 minute rest without interruption and while wrapped, you regain all your Hit dice. You can do this once per Long Rest.
Boon #03: Outworldly Forms. Required 4 perk(s)
Twice per Long Rest, Once during your turn as a free action, transform into a powerful eldritch evolution form based on whichever Titan Essence you have most. Forms will change depending on the majority of essences at the start of your turn. it lasts for 1 minute or until you drop to 0 hitpoints.
While transformed into an Eldritch form, the power of the transformation dives you into temporary Madness. Whenever you transform with this ability, you must perform the Madness effect first before you regain control of your turn.
New
Boon #03: Outworldly Speed. Requires 5 perk(s)
Your Hit Point Dice increase by 3, and the additional dice are of the largest type you have. Once per initiative roll, as a free action without expending a Hit Die, you may draw a specific Titan Essence type and trigger its ability.
Boon #04: Warden’s Threshold. Required 7 perk(s)
Once per round, as a Free action during your turn you can swap any current number Titan Essence to a different Titan Essence. Swapping Titan Essence is considered as “gaining a Titan Essence”.
For each Titan Essence you gain during your turn, you release an Astral Nova at the end of your turn which you deal 6 (+1 per perk) Pure damage to each creature within 20ft radius of you.
New
Improve the abilities given when drawing Titan essences.
Solar Titan: Improve the Fire damage to 4d6. Improve the size to a 30ft Cone or a 60ft Line that is 5ft wide.
Void Titan: You teleport twice. Increase the distance for each to 30ft range.
Flux Titan: Increase the Push distance to 30ft. It enhances the next 2 times you deal damage instead.
Growth Titan: You can now apply your and up to 2 different creatures instead.
Boon #05: Full Control. Required 10 perk(s)
4 times per character, as an action you gain every type of Titan essences 3 times and ignore removing the character from existence effect.
Once all 4 charges are spent, you may instead once per long rest cast this ability. When Astral Siphoner ability (Boon #01) ends, you have a 12% chance where this boon will remove the character from existence. (Nothing can modify this roll).
New
Boon #05: Echoes of Reality. Required 9 perk(s)
Whenever you draw essences and trigger the corresponding ability. That ability triggers twice, you may choose new targets for the copied abilities. (Essence gain is still the same.)
Increase the Maximum amount of Essence you can amass by +4. You still only need a minimum of 6 Essences to unleash Astral Ultimatum.
Perks
Lreo’s Pride
After you hit with a Melee attack during your turn, you may move 5ft that exceed your base movement speed. You however can only ignore 1 attack of opportunity with this movement once per round.
New
Lreo’s Rage
If you hit at least 4 different creatures with a single damage instance, you can take the Dash action immediately for free. If this occurs twice within the same turn, you also gain 1 Hit Dice (once per round).
Sagittari’s Haste
On each initiative roll, your very first attack deals 2d6 (+1d6 per Solar Essence) Fire damage. Afterwards, all ranged attacks gain +1 damage (+2 instead if you have at least 1 Solar Essence).
New
Sagittari’s Impact
If you only damage 1 target creature during your turn, at the end of your turn, you may draw a Solar Titan Essence and trigger its ability.
Gemini’s Duplicity
After you spend your action, you may choose to teleport and swap places with another willing creature up to 30ft range of you or deal 5 (+3 per Void Essence) Pure damage 5ft radius around you instead. This can occur 3 (+1 per 3 perks) times per long rest.
New
After you spend your action, you may choose to teleport and swap places with another willing creature up to 30ft range of you. You can only do this if you amassed at least 2 Void Titan Essences.
Libra’s Equality
Once per turn, whenever you roll for damage or healing effects you may look at the result and choose to ignore it instead, taking the average value of each dice rolled. (Then +4 if you have at least 1 Void Essence)
New
The second time you draw a Titan essence after rolling Initiative, you don't expend a Hit Die for it.
Aquarius’s Echo
Whenever you deal Pure damage, you may repeat the damage source and effects once per round. Whenever you teleport, you may repeat that teleport but can only relocate up to 5ft. (The repeated effect occurs once per round).
New
Whenever you deal Pure damage, you may repeat the damage source and effects once per round. If you would teleport, teleport again up to 10ft range.
Cansai’s Empathy
Whenever you roll for advantage for D20 rolls, you roll with 3d20 instead and take the highest.
New
Whenever you roll for advantage for D20 rolls, you roll with 3d20 instead and take the highest. You can only do this if you amassed at least 2 Flux Titan Essences.
Krocpios’s Retaliation
After you take damage from an attack, if that attacker is within your weapon range, you can make 1 attack against them. You can only do this once per round. (Twice instead if you have at least 1 Flux Essence
New
Whenever you take the Attack of Opportunity, after you hit you may draw a Flux Titan Essence and trigger its ability. If you miss, you regain 1 Hit Dice instead (once per round only).
Yisces’s Flow
Whenever you push a creature, you may mimic the effect on yourself with a different direction, pushing yourself towards one direction.
New
Whenever you push a creature, you may mimic the effect on yourself with a different direction, pushing yourself towards one direction. Triggers once per turn.
Tau’ Rus’s Stalwart
You may use your strength modifiers for any Intelligence skill checks and vice versa. Increase your base movement speed by 5ft.
New
After you gain a Growth Titan Essence and triggered its ability, you may remove one of its bonuses and split it to 2 other creatures you can see within 30ft of you.
Vargo’s Perfection
If you did not move last turn, your attack rolls get +3. Else it deals +1 (+1 per Growth Titan) additional damage instead. Any pushing or pulling effects on you are reduced by 10ft.
New
Vargo’s Stance
During combat, if you didn't spend any of your movement on your previous turn, you and one willing creature within 15ft of you each have a +2 bonus to the next D20 roll they make before the end of your next turn. The first time you trigger this on two consecutive turns, you regain 1 Hit Die.
Calprico’s Resilience
After you fail a saving throw, gain 2 (+4 if you have at least 2 Growth Essence) maximum hitpoints then heal by the same amount. This maximum hp lasts until your next rest and can only stack up to 2(+1 per 4 perks) times. At maximum stacks, you still heal from this effect.
New
Once per Long Rest, when you gain 2 Growth Titan Essence, on the start of your next turn. You may gain damage resistance to all damage types until the end of your next turn.
Ancient Knowledge
Increase the Eldritch Mutation limit by 1.
This bonus doubles at 7+ perks.
New
Increase the Maximum amount of Essence you can amass by +1. You still only need a minimum of 6 Essences to unleash Astral Ultimatum.
Stains of the Beyond
Whenever you gain your first Eldritch Mutation stack, once per Long Rest you may gain another Eldritch Mutation Stack immediately.
New
After you unleash Astral Ultimatum, if you have 0 amassed Titan Essence, once per Long Rest you can choose to draw any Titan Essence and trigger its ability immediately.
