Saves
I will admit I'm not really fond of the idea of these four saves. It has a lot of room for overlapping on Mind with Magic, and Physical with Reflex. I understand what is trying to be implied with Magic, and Physical, but I think it will cause needless confusion. Fortitude, Reflex and Will already cover things pretty well. May not be as meticulous as D&D 5e that has six attributes to apply the save on, but it is meticulous enough like D&D 3.5, that has an overall coverage that works well and doesn't overlap.
Equipments
I liked the additions of more pieces, that grant some extra flavor, and customize how we actually want to build our characters defensive strengths. Overall, Equipment wise, I agree with what
@Wolfy suggested. Armor for the HP and the active ability, Peripheral (or Gear, that I indeed like more) for a mix of Save and HP, Accessories for Save, and Weapon being mostly unchanged (maybe weapons some options? Like one gives WR only on Melee & Adjacent, other gives WR only on Ranged [giving +1 of range]. It may end up being too much though, so I understand if not.) Sub Weapons aren't necessary, in my opinion.
Alters in General
I liked the fact Damage, Support, Defense, Speed and Extensions are allowed for all Alters. But also, I think that like
@Warwolfer mentioned, making it passives that anyone can pick up, regardless if they have alters or not, is an even better idea!
Also, regarding the progression. I just dislike the fact most of the actions don't have a difference between S rank and U rank. That's a big mistake. U rank should be really above S rank, it is the ultimate rank, after all. It needs bonuses that make it truly worth it.
Honestly, I'm not sure how I even feel about things being progressed every 2 ranks instead of every rank. I feel like something from rank C should be stronger than rank D no matter what.
Aura
Now that Defense isn't in Aura, but it is for everyone, Aura may need some push so it won't underperform compared to the much fancier options.
Savior is as good as usual, maybe it doesn't need any changes. But perhaps
Guardian could get some buffing going for it?
Battle Spirits
The
Pain Immunity is absurdly strong. I'm not joking, it is just way, way too strong, and it even gets on the way of Berserk. Like, I do get that at least it has the limitation of you needing to be adjacent to your enemy, but it is still too strong. Maybe tone it down? Or make it just work on enemies that are in the same square as you.
Corrupt
I like the idea of
Corrupt giving bonuses for allies, but I also don't think
Corrupt action itself is the most balanced thing ever. I would remove the damage suppression on even numbers, only letting someone supress its damage if they use the BA to do so.
Dynamism
I will say that I've never liked
Rover. But well, I think if you give it something more, it would be interesting. Maybe having its passive effect being fully effective when using the BA, so you negate all the damage from movement while
Rovering.
But
Momentum will need a speed boost, honestly. Dynamism can end up losing its niche now that Speed is away for everyone to have it, instead of just it and Battle Spirits (and almost nobody picks up Battle Spirits for Speed). So boost its Speed, and maybe unleash its cap?
Evoke
The dice replacement from Imbuement reminds me of stuff I've done for my homebrew, and I must tell... It is a
very dangerous territory. Especially in a situation that more than one person may have it. Especially having up to 4 replacements, where you can reroll them at any moment? Dangerous, very dangerous.
I think you could do something interesting though. Maybe roll something lower, and instead of replacing, it adds as a flat bonus to the total roll or something. I'm not sure how to go with that without making it too complex. But essentially you would have these values stored, that you can use as a flat bonus at any moment, you could use all of them at once, or just one or another. And the dice size? Maybe something funky, it doesn't need to be a d100 if it is too volatile.
Hyper Senses
I like the
Hyper Sight, but I'm not fully sure about the fact you need to wait so long, in the same zone, until it activate. In TS combats are too volatile, the map changes a lot, forcing you to move every cycle, so being rendered immobile for just 1 Cycle is already a lot, imagine for 2 or more? I do get that at Rank S or U, you will be in a spot you will need to wait only 1 at worst thanks to the BA, but I'm not sure.
In my Homebrew I had something like that, but instead of rendering them immobile, they were affected with a Vulnerability, that could stack with other Vulnerability. Maybe something like that? Or if you think it is too harsh, maybe it gives disadvantage on the player's action, if they are trying to target something that is out of their range? It would also help to not make Extension obsolete in the hands of a Hyper Senses user. I would prolly also add some beneficial passive to it, just to not make it useless in case the challenge doesn't allow its niche to be used.
Mend
Mend is mend, amazing, cool, but not broken. I think it is good the way it is.
Metamorph
Adapt being a flat bonus to every roll is intriguing, but at the same time, I don't know what exactly it means. If it means every roll, the first roll, the last roll, one roll. I'm not sure, it looks quite flexible. I can't judge if it is good or bad, but since
@Dez mentioned my homebrew for it, I will toss what I had done there (slightly translated to the addition of a U rank).
Adaptation
Passive, Bonus
Your body shapechanges to adapt to every situation.
Passive. You consistently stay with a particular bonus to either Damage, Support Actions, Saves, Checks or Extra Movement.
Bonus Action. You swap the type of bonus you have. The values may be distributed in multiples of 5 (or 1 for movemetns)
+5 (D) +10 (B) +15 (S) + 20 (U) to either Damage, Heal & Buff Actions, Saves or Checks.
or
+1 (D) +2 (B) +3 (S) +4 (U) to Movement (Both Passive)
That means you, at B rank, could have +10 on Damage. Or +5 on Damage and +1 Movement. At S rank you could have +15 on Heal & Buffs, or +5 on Heal & Buffs and +10 on Saves. Or at U rank you could have +20 on Checks, or +5 on Damage, +5 on Saves, +5 on Checks and +1 on movement. As long as the point distribution works.
This was for Homebrew stuff though, so you need to check if it is too complex for an official deal.
As for
Conform... Rerolling is always funny. The fact you need to keep the new result is kinda bad. On the hands of a critfisher it may be a hell of a mess, I didn't have a lot of good experiences with rerolling, being very honest, so I tried to decrease them as much as possible in my challenges.
Summon
Perhaps the one that received the most drastic of the changes.
First of all,
Summoning is pretty cool, I had a similar idea in the past, but I mean, it is super useful. And the fact you can't do that to summon non-restrained characters to your location is pretty nice. Can be a life savior too, depending on how it will work on practice and on the challenge. There are no glaring issues at it, so it will depend entirely on the DM.
I'm not sure about
Edict though. The problem it has is first: It is an Extension, but infinitely better. Second: It does way, way too much. It has up to +7 of range.
+7. Even if I consider a Rank C (+3), it is already on par with Extension, that has +1 as a passive and +1 on a BA, giving a total of +3. But not only it has a long range, it is a partially independent entity, that can, as worded:
- BA: Use your action wherever your summoned creature is as if you were there.
Be a super extension, as told above.
- BA: Command your summon to deal damage, reduce damage, or heal you or an ally.
I am not sure how this action is, but it does its own thing.
- BA: Switch your summon type.
With a flip of a BA, I can change its type (that I assume it affects the second BA, that is commanding the summon to deal damage, reduce damage or heal.
Like it or not, it is a jack-of-all-trades, which by itself isn't a big deal, it is okay to be a jack-of-all-trades, AS LONG as you don't have a specialization or is better at something than someone else. But I mean, it is infinitely better than anyone at reaching anywhere.
I'm not sure how to give a proper suggestion for it, even because I am personally completely against the idea. But I would at least nerf this extremely long range. I would push these range values to the actual Extension, giving it a progression and getting rid of its current BA, so Extension isn't completely gobstomped by Edict, and I would try to make the summon either be not only extension, but be connected to the user (which means the user takes the damage, heal, and mitigation the summon receives). Maybe split the current HP of the user in half, between them and the companion, and whenever they 'merge together', their HP is exactly what they had. I don't know, it needs proper nerfing, if this approach is really necessary to fulfill the alter.
I am personally against though. I like Coordinate much better. It is useful, it is simpler, the name itself and the flavor is much more flexible, and it is a wonderful support tool since you are always delivering a buff to someone while doing your own thing, as long as you are focused on it. And added with this new Summoning action? It would be super fun.
Weapon Arts
Charge is pretty cool as usual.
Now,
Bestowal is very intriguing. The extra BAs are great. There is the mild problem of we not having that many actual effective BAs, and maybe we won't have action slots enough to make these extra BAs worth. BUT, the idea itself I like it, and I'm sure that with certain BAs, Bestowal will shine. But this is an action that will need a lot of playtest to see if it isn't broken. It could swing from pretty weak to uber broken with the right build.