Transformations in Dungeons & Dragons can be difficult to deduct, especially if they are carried out by the player's characters. From ensuring that everyone is ok with getting a drastic transformation to happen with their character, to pull it off with the correct role play and mechanics, transformations may require a lot behind the scenes to work and understanding.
Some of the best transformative moments happen where the story embraces it, usually with darker campaigns, where you can really become something dark and unique. The gloomy hollow player's guide provides several transformation options that are perfect for a darker environment, and these are some of the most interesting alternatives.
These transformations are all based on mechanics in the gloomy Hollow Player's Guide partnered content for Dungeons & Dragons, with details of how each transformation works.
Trickle
I bet you've never thought about turning into an ooze before. The most interesting tendency to become an ooze is described in the player's guide with the question, which will you lose first, your body or your mind?
This is a good option for DMs to use on players after a meeting and decide if they want to spread their oze to others or act like most oozes and just engulf everything with insatiable hunger. Whether you are cursed, reading a Tome or eating an ooze in which they were engulfed, there are several ways to start this transformation.
Step one of their transformation allows them to remold their functions to look different, with a property called disguise they can see, higher, shorter, stout and even as a completely different species.
Different horror
If you want to go all the way to making a horrible transformation for a dark campaign, the best option is the deviant horror path. You must first talk to your player to make sure they are okay with potential body modifications that include disfiguring mutations.
This option really goes as far as your combined imagination, so you can create a transformation with mucus that covers your body, extra Eldrritch hubs or a chitin shell. You may call one for up to a minute, and you can mutate between them. However, it will be difficult to role play as a normal appearance in town afterwards.
During step two of your transformation, the Eldritchlemen gives you the effective murder property so you can deal with extra damage when using them.
Ghost
The ghosts are a good alternative to give players on their deathbed or after death. They are created when the body breaks the ties with the deadly world or if you die and contact the dead kingdom. Everything is ripped from you until the only thing left is a ghost.
If your player characters have lost their favorite hero, transformation into a ghost is an option you can use to keep them alive in a way, while considering the costs of what life will mean.
You will be considered undead during step one of this transformation. You will be influenced by Turn Undead, but you will also stop aging and get incorporated movement.
Shade Ghoul
A shadowsteel ghoul is created when a character exerts deeply disturbing and angry magic, which will leave a mark on their soul. If your player plays a character that throws magic formulas without regret, you have the opportunity to slowly transfer them to a Shadowsteel Ghoul.
Deep dark magic that is constantly thrown at others will eat on the soul, which makes it rot and turn you into a shadowsteel ghoul. It is fantastic to go with a player whose adaptation is slowly changing based on their playing style as they become more and more evil, which allows their outside to match their soul stripped inside.
Seraph
Not every transformation needs to be evil. Characters with a single focus or devotion may inadvertently become a seraph. If your character was chosen by a god about becoming a seraph, it must have been a very good reason.
This transformation is perfect for players who use characters who are completely devoted to their God or purpose, such as priests or paladins. You have to find out what allows them to transition through scenes, such as defeating an evil unit or release a soul that once believed was irrevocable.
Original
One of the most interesting transformations you can do is a player's character that becomes a primordial. If your players interact with an elementary in any way, they will probably have an opportunity to interact with one and start their transformation.
They will begin to transform with the ability to connect to each element, but will have a specific affinity for a specific, which gives them mastery over it and abilities as their transformation progresses. At the fourth step you are an elementary master and combine well with which class you choose.
Swarmed
Becoming a Lich may be the ultimate goal for some players. While cursed magic objects can do something similar, this type of transformation can be perfect for campaigns that have to deal with a lich. Demolishing the soul from the body in the pursuit of power is a lot to handle, but if your player is willing to go that length is a Lich transformation the perfect reward.
Whether they consume the soul in something or the powerful aura of something greater than them, this slow transformation into a lich absolutely will change your playoffs.
Devil
Warlocks will be happy to be able to turn into enemies themselves. Maybe serving your protector will lead you down a road where they agree to turn Warlock into an enemy to better serve their purposes. Whether it is through a bargain or even with involuntary means based on actions, enemy players allow players to their will at the first level in their transformation.
They will be able to make their own pact using the gifts provided by condemnation. However, be careful, on a roll of a natural, Denizens below will try to recover you and deal with injuries that can eventually lead to your death. The pact is a fairly serious situation, as is the transformation.
- Original release date
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1974
- Player count
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2+
- Age recommendation
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12+ (although younger can play and enjoy)
- Length per game
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From 60 minutes to hours at the end.
- Franchis name
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Dungeons and dragons
- Publishing co
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The coast sorcerers