POWERS

A Power (or feat) represents a talent, area of expertise, mutation, acquired condition, or cybernetic enhancement that gives a character special abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. You can forgo taking that feature to take a power of your choice instead. You can take each power only once, unless it’s description says otherwise.

Blimp
Hot air makes you lighter, weight/2, jump doubled, adv on climb checks, vulnerable to piercing damage, Noxious fumes spray from an orafice of your choosing. Poison spray cantrip. Levitate once per day, Once per day Stinking Cloud but with 10 foot radius around yourself

Freakish Muscularity
Prerequisite: Strength of 15 or higher.
Somewhat through rigorous training and diet, but mostly through genetic disposition or mutation you're completely jacked! Head to toe you are covered in muscular bulk with a body fat percentage in the single digits. People are taken aback by your yokedness. You gain the following benefits:
  • Your Strength ability score increases by 1.
  • Natural Athlete. You have proficiency in the Athletics skill. 
  • Strapping. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Burly. Your body weight is doubled. 
Giant Head
Prerequisite: Intelligence of 10 or higher.
Your head is four times the size of a normal head. 
  • Intelligence +1
  • Thaumaturgy cantrip attributable to psychic resonance,
  • head butt 1d6 +STR bludg,
  • Bonus proficiency
  • immune to magical Charm and sleep  
Hyper Corpulant

CON +2, STR +1, DEX -1, HP +2/lvl, powerful build, Speed - 5", weight X 3, body block, bear hug

Mechanical Head
Prerquisite: None.
An ambitious wizard has replaced your entire head with a mechanical device.
  • Your Intelligence ability score increases by 1, thanks to the additional memory space.
  • Your Charisma ability score decreases by 1 because your head is a chunk of electronics.  
  • Mad Skills. Your
  • Sensory Array. You
  • Laser Targeting System. You  
Phantom Limb
Prerequisite: None.
In place of one your arms lost in some form of accident has been replaced by an extendable ectoplasmic arm with 5" reach, that can reach through narrow spaces, and deliver necrotic damage . You gain the following benefits:
  • Chilling. You're proficient with your arm as a melee weapon. Damage mirrors the chill touch cantrip
  • Spectral Reach. When you make a melee attack on your turn your reach is 5 feet greater than normal.
  • Creeping Hand. Your arm is mostly incorporeal but able to turn solid for moments in order to grab things. You can float it under doors and through narrow spaces in order to undo locks, press buttons, etc. 
Quarter Mummy
Prerequisite:
one your grandparents was a risen mummy from a previous epoch. you're 1/4 mummy. (you don't want to know how.) Dust breath (disease attach) , once per rest, glowing read eyes, advantage on 0hp/death saving throws, fire vulnerable

Spiked
Prerequisite: Constitution of 13 or higher
spiked armor, spiked fist and spiked head.

Superfreakish Muscularity
Prerequisite: The Freakish Muscularity power and  Strength of 18 or higher.
There are regular muscles on top of your huge muscles. You are upsettingly muscular. You are so big, you can't even reach some of your parts. You're effected as follows:
  • Your Strength ability score increases by 2.
  • Your Dexterity ability score is decreased by 1.
  • Puuuuumped. Once per short or long rest as a bonus action you can dig down and really flood those muscle fibers with blood and adrenaline so that your Strength ability score increases by 2 more for the current round and the next.
  • Swoll. Your body weight is doubled again. 
Telescoping Limbs
Prerequisite: Constitution of 12 or higher.
Your arms, legs, and neck have been replaced with telescoping cybernetic tubes that increase your height and reach. You gain the following benefits:
  • Periscope. You have proficiency in the Stealth skill for purposes of looking around corners and over walls by extending only your neck and head. 
  • Stretch. Your height increases up to five feet when your legs are extended. 
  • Big stride. When your legs are extended your long gate increases your movement speed by 5 feet.
  • Reach. When you make a melee attack on your turn your reach is 5 feet greater than normal.
  • Choppable. Your extended limbs make for easy targets. Whenever one one or more of your limbs are extended your AC is reduced by 2. 
Tentacled
Prerequisite: None.
In place of your arms you have a pair of long, thick tentacles with suckers along the inside. While the movement in the tips of your tentacles are fine enough to function as a rudimentary hand, you only have the equivalent of one finger. You can hold weapons, pull triggers and push buttons, but you can't wear gloves or type. You gain the following benefits:
  • Grappler. You have advantage on attack rolls against a creature you are grappling.
  • Stretch. When you make a melee attack on your turn your reach is 5 feet greater than normal.
  • Entangler. You can use your action to try to restrain a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.  
Vampirism Simplex B
Prerequisite: Charisma 13 or higher.
You’re infected with a mild form of vampirism as a result of a recent ancestor hooking up with a vampire or possibly some non-biting encounter of your own. Your condition expresses itself though mildly glowing eyes and pronounced canine teeth. You're effected as follows:
  • Darkvision. You have darkvision out to a range of 60 feet.
  • Sun Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Glamour. You gain proficiency in the Persuasion skill.  
  • Fangs. You are proficient with your unarmed strikes, with your fangs which deal 1 point of piercing damage on a successful hit.
  • Death Resistance. If you reach 0 hit points, and fail your first to save attempts versus death, you have advantage on your third attempt.

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