B1 05 - Battleforms

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Battleforms

Battleforms

Certain class features, Formfighting Style, or Formfighting Mastery, offer your choice of battleforms. You can't choose a battleform more than once, even if you later get to choose again.

You may choose your battleforms from the following options or roll on the table below to determine them randomly.

d20 Battleform
1 Aggressive
2 Avoidant
3 Bending
4 Cautious
5 Contentious
6 Controlling
7 Coordinating
8 Cyclone
9 Defensive
10 Fusillade
d20 Battleform
11 Gestalt
12 Hidden
13 Implacable
14 Intuitive
15 Mobile
16 Overwhelming
17 Resistive
18 Supporting
19 Vicious
20 Whirlwind

Each known form can be adopted on your turn by using your bonus action.

Aggressive Form

Until the start of your next turn, you gain a special reaction. When you would make a melee weapon attack, you can use this special reaction to grant advantage on the roll.

Avoidant Form

Until the start of your next turn, you gain a special reaction. When a creature enters your reach or moves while within your reach, you can use this special reaction to leap to an unoccupied space you can see within 10 feet without provoking opportunity attacks from that creature.

Bending Form


  • Prerequisite: The ability to cast

As a part of adopting this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

You can choose to change your weapon’s normal damage type to an uncommon damage type of your choice, which lasts until the end of your next turn. When you do so, your weapon’s damage is reduced by one step (from 3d4 to 2d6, 2d6 to 1d12, 1d12 to 1d10, 1d10 to 2d4, 2d4 to 1d8, 1d8 to 1d6, 1d6 to 1d4, 1d4 to 1d3, or 1d3 to 1d2).

Cautious Form

Until the start of your next turn, you treat terrain as one step better (from extreme to difficult or difficult to normal). Additionally, when a hostile creature makes a melee weapon attack against you, you can use your reaction to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the triggering roll.

Contentious Form

Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.

Controlling Form

As a part of adopting this form, if you took the Attack action and would be able to use your bonus action to make an unarmed strike, you can do so as a part of this bonus action.

Until the start of your next turn, when a creature enters your reach or moves while within your reach, you can use your reaction to attempt to shove the creature. On a success, you can choose to shove the target an additional 5 feet.

Coordinating Form

If you took the Attack action before adopting this form, you can direct one of your allies to strike a creature you hit with an attack. Choose a friendly creature that can see or hear you and is within 5 feet of the creature you hit with an attack. That creature can immediately use its reaction to make one weapon attack against the same creature.

Cyclone Form

As a part of adopting this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Additionally, the first time you hit a Large or smaller creature within 5 feet of you with a weapon attack before the end of your next turn, you can force the target to make a Strength (Fortitude) or Dexterity (Reflex) saving throw (their choice, DC = 8 + your bonus to attacks with the weapon). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

Defensive Form

Until the start of your next turn, you gain a special reaction. When a creature you can see would make a melee weapon attack against you, you can use this special reaction to impose disadvantage on the roll.

Fusillade Form

As a part of adopting this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Additionally, until the end of your next turn, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

UNBOUND REALMS | BATTLEFORMS

Gestalt Form


  • Prerequisite: The ability to cast

As a part of adopting this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Until the end of your next turn, when you use your action to cast an at-will power that requires a weapon attack, it is considered taking the Attack action for you for the purposes of engaging in Double- or Two-Weapon Fighting. All of the other rules of Double- and Two-Weapon Fighting apply to you.

Hidden Form

Make a Dexterity (Stealth) check contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, you become invisible to that creature until the start of your next turn, or until you attack, cast a power, or otherwise take a hostile action against it.

Implacable Form

Once before the start of your next turn, if you would have advantage on a melee weapon attack, you can choose to forgo the advantage. If you do so, you can make one melee weapon attack against the same target (no action required), also without advantage.

Intuitive Form


  • Prerequisite: The ability to cast

As a part of adopting this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Until the end of your next turn, you can use your casting ability instead of Strength or Dexterity for the attack and damage rolls of your weapon attacks. You must use the same modifier for both rolls.

Mobile Form

You immediately leap up to 15 feet to an unoccupied space you can see.

Overwhelming Form

Once before the start of your next turn, when you would make a melee weapon attack, you can instead force the target to succeed on a Reflex saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage as well as any other effects that would occur on a hit. Damage dealt in this way ignores armor DR. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw.

Resistive Form

The first time you take damage from a weapon before the end of your next turn, that damage is reduced by half.

Supporting Form

If there is a friendly creature within 15 feet of you, you can move up to 10 feet without provoking opportunity attacks. You must end this movement within 5 feet of the friendly creature.

Vicious Form

Until the start of your next turn, your critical hit range with weapons increases by 1.

Whirlwind Form

As a part of adopting this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Each time you hit with an attack on this turn, you can move up to 5 feet without provoking opportunity attacks from the creature you hit.

UNBOUND REALMS | BATTLEFORMS
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