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Kinesi Class (Sarkic) by Zophia0210

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0% found this document useful (0 votes)
12 views13 pages

Kinesi Class (Sarkic) by Zophia0210

Uploaded by

bblumi0710
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Content Warning

This first page rests as a warning to all parties that view


this document. This document contains both viscerally
gruesome visual and deeply descriptive representations of
body horror and gore; proceed at your own volition.

credits

Creation. Zophia Lovins (myself)

Art. The first image in this document belongs to Adobe;


additional art from Junji Ito and Grimcarve.

(Grimcarve: https://www.instagram.com/grimcarve?
utm_source=ig_web_button_share_sheet&igsh=ZDNlZDc0MzIxNw==)

( Junji Ito's work: https://read.junji-ito.com/)


Table: Kin of Kinesi
KIN of Kinesi Proficiency Gene-
Level Bonus Features Points
Kinesi Kin and Origins 1st +2 Fighting Style, Lust of The Flesh -
From quiet rural towns to the major cities, there rests a 2nd +2 Gene-Points 2
seldom blessing; a strange way of life resting in a few chosen
individuals. Some say these rare few are touched by an old
3rd +2 Genetic Aptitude 3
dying god clinging to the material plain in a fleeting moment 4th +2 Ability Score Improvement 4
of desperation. Others claim it to be a gruesome curse 5th +3 Extra Attack 5
passed down through the generations. One thing remains 6th +3 Ability Score Improvement 6
true regardless of rumors; the brutality presented in their
7th +3 Outer Manipulation, Genetic 7
ability to manipulate and modify their flesh. Through time
Aptitude feature
these people have been mostly dismissed as a simple story or
8th +3 Ability Score Improvement 8
have hidden themselves in fear of scrutiny. These people are
known as "The Kin of Kinesi". Whether it is seen as a 9th +4 Writhing Offense 9
blessing or a curse, their ability to modify their being down to 10th +4 Genetic Aptitude feature 10
the very genetic code within them and so rapidly is
11th +4 Inner Manipulation 11
remarkable.
12th +4 Ability Score Improvement 12
It is entirely unknown where or how the Kinesi-Kin acquire 13th +5 Extra Attack (X2) 13
their expertise. Their rarity and unwillingness to show 14th +5 Ability Score Improvement 14
themselves makes this even more of a mystery. Yet despite
15th +5 Manipulation Mastery, Genetic 15
the distain from the majority, these kin are still individuals Aptitude feature
and their path is chosen entirely by themselves.
16th +5 Ability Score Improvement 16
One legend of these rare kin still slips from the lips of people 17th +6 Genetic Purity 17
trying to scare children or make for a good tavern story. This 18th +6 Rage of The Bio-Mechanical Angel, 18
legend speaks of an angel with wings made of severed flesh Genetic Aptitude feature
wrapped in hardened bone flying over a field of battle; saving 19th +6 Ability Score Improvement 19
a city from destruction whilst raining down grotesque spears
20th +6 Labyrinth Flesh 20
of skin and bone upon their enemies. Truly a horrifying and
gory tale, but all stories hold some truth.
Class Features Lust of The FLesh
Beginning at 1st level, while you are not wearing any armor,
your Armor Class equals 10 + your Wisdom modifier + your
Constitution modifier. You can use a shield and still gain this
Hit Points benefit.
Hit Dice: 1d10 per kinesi level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Gene-Points
Constitution modifier per kinesi level after 1st Starting at 2nd level, your blessing allows you to manipulate
the fabric of your being. Your access to this energy is
Proficiencies: represented by a number of Gene-Points. Your Kinesi-Kin
Armor: Shields
level determines the number of points you have, as shown in
Weapons: Simple Weapons, Martial Weapons
the Gene-Points column of the Gene-Point Table.
Tools: None
Saving Throws: Wisdom, Constitution
You can spend these points to fuel various features. You
Skills: Nature, Medicine
start knowing three such features: Flexor Reinforcement,
Deltoid Charge, and Femoris Surge. You learn more
Equipment features as you gain levels in this class. When you spend a
You start with the following equipment, in addition to the
Gene-Point, it is unavailable until you finish a long rest.
equipment granted by your background:

Cloth Armor Some of your features require your target to make a saving
A simple Weapon throw to resist the feature's effects. The saving throw DC is
An explorer's pack calculated as follows:

Gene-Point Save DC = 8 + your proficiency bonus + your


Dexterity modifier
Fighting Style
You adopt a particular style of fighting as your specialty. Flexor Reinforcement. You can spend 1 Gene-Point to
Choose one of the following options. You can't take a Fighting reinforce the muscle fibers around the flexor digitorum in
Style option more than once, even if you later get to choose your wrists for 1 minute. While this Manipulation is
again. (Note: These are all official fighting styles that have active, your unarmed melee attacks do 1d8 Bludgeoning
been selected based on their ability to mesh with this class; damage + constitution Modifier.
they are not my original work.)
Deltoid Charge. You can spend 1 Gene-Point to
Blind Fighting (TCE). You have blindsight with a range of reinforce your shoulder's deltoid muscle with sharp flakey
10 feet. Within that range, you can effectively see anything bone charging at an enemy dealing 1d8 Bludgeoning
that isn't behind total cover, even if you're blinded or in damage. An enemy hit by the charge must succeed a
darkness. Moreover, you can see an invisible creature Strength saving throw or be knocked prone.
within that range, unless the creature successfully hides
from you. Femoris Surge. You can spend 1 Gene-Point to
strengthen your shins femoris muscles allowing you to
Dueling (PHB). When you are wielding a melee weapon take the disengage action as a bonus action on your turn.
in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.

Interception (TCE). When a creature you can see hits a


target, other than you, within 5 feet of you with an attack,
you can use your reaction to reduce the damage the target
takes by 1d10 + your proficiency bonus (to a minimum of
0 damage). You must be wielding a shield or a simple or
martial weapon to use this reaction.

Protection (PHB). When a creature you can see attacks a


target other than you that is within 5 feet of you, you can
use your reaction to impose Disadvantage on the attack
roll. You must be wielding a shield.

Two-Weapon Fighting (PHB). When you engage in two-


weapon fighting, you can add your ability modifier to the
damage of the second attack.

Mariner (UA). As long as you are not wearing heavy


armor or using a shield, you have a swimming speed and a
climbing speed equal to your normal speed, and you gain a
+1 bonus to armor class.
Genetic aptitude
At 3rd level, choose a Genetic Aptitude that determines
the inate talents born within your flesh. The Aptitude you
choose grants you features at 3rd level and again at 7th, 10th,
15th, and 18th level.

Fledgling-Kin. The Fledgling-Kin Aptitude, is a path


towards resource economy and freedom of movement.
These Kin tend to be Lawful Neutral in nature.

Lacrti-Kin. The Lacrti-Kin Aptitude, is a path towards


support and healing. These Kin tend to be True Neutral in
nature.

Reverent-Kin. The Reverent-Kin Aptitude, is a path


towards persuasion and religion as a whole. These Kin
tend to be Chaotic Neutral in nature.

Solace-Kin. The Solace-Kin Aptitude, is a path towards


battlefield control. These Kin tend to be Evil in nature.

Impulse-Kin. The Impulse-Kin Aptitude, is a path


towards disease and the forceful Manipulation of others.
These Kin tend to be Chaotic Evil in nature.
Bio-mechanical Manipulation Writhing Offense
In an age of magic and monsters, there are those who have Starting at 9th Level, your attacks with natural weapons
mastered the inner workings of their bodies and have learned acquired through Bio-Mechanical Manipulation count as
to manipulate the structure of one's body in real time. A magical for the purpose of overcoming resistance and
grotesque display of body horror that displays the constant immunity to non-magical attacks and damage.
restructuring of flesh and bones to suit the needs of combat.
Adaptability is the cornerstone of a great warrior.
Inner Manipulation
Outer Manipulation Starting at 11th level, as a Bonus Action you begin to
Starting at 7th level,as a Bonus Action you gain the ability to understand how Manipulation functions and you begin to
modify external aspects of your body such as limbs, skin, and learn inner form; Now able to bio-engineer your muscles to a
eyes. You may use any combination of these abilities given greater extreme. You may use any combination of these
you have the required amount of Gene-Points. Treat all abilities given you have the required amount of Gene-Points.
attacks made with Outer Manipulation as if you were
proficient. Offensive Manipulations are considered natural Fibula Bolsters. You can spend 6 Gene-points to use your
weapons. knowledge of Bio-Mechanical Manipulation to reform
both shins with heardened bone and reform your legs
Carpal Shield. You can spend 2 Gene-Points to use your muscle structure drastically. This Manipulation lasts 1
knowledge of Bio-Mechanical Manipulation to reform a minute before returning to its original form.
section of one wrist of your choice into a chitin shield
roughly the size of a buckler shield. This Manipulation Action Using your Fibula Bolsters, you strike your
grants +2 AC and lasts for 1 minute before returning to its enemies using a powerful kick; dealing 2d10 Bludgeoning
original form. damage + strength modifier.
Bonus Action By manipulating the muscle structure
Radius Blade. You can spend 1 Gene-Point to use your around your tarsus, while re-structuring your feet to have
knowledge of Bio-Mechanical Manipulation to reform a jagged bones that act as kleets. You may propell yourself 15ft
section of one forearm of your choice into a blade that in a chosen direction without provoking opportunity attacks.
extends from your radius bone. This Manipulation lasts 1
minute before returning to its original form. You may Nasal Enhancment You can spend 2 Gene-points to
spend an additional Gene-Point to form this blade on both reconstruct the muscle makeup around your nasal cavity,
forearms. The damage of this weapon raises to a d8 at as your nose collapses flat onto your face and is reinforced
level 12 and a d10 at level 17 Respectively. with bone. Using smell to locate living creatures or objects
that emit smell within 60ft of yourself and gain Advantage
on scent based Investigation checks. This Manipulation
Action Slash with the Radius Blade, dealing 1d6 Slashing
lasts 1 minute before returning to its original form.
damage + proficiency. If used on both arms, proficiency can
be added to both blades as if using Two Weapon Fighting. Orbital Superior You can spend 2 Gene-points to
reconstruct your eyes, covering them with a layer of solid
Ulna Rosecoe. You can spend 3 Gene-Points to use your
bone with a slit for vision. Manipulating the eye itself to
knowledge of Bio-Mechanical Manipulation to reform a
grant yourself 60ft of dark vision. This Manipulation lasts
section of one forearm of your choice into a firearm that
1 minute before returning to its original form.
shoots a three round burst of hardened bone shards. This
Manipulation grants three total burts before running out Reptilian Facade You can spend 4 Gene-points to reform
of ammunition and lasts for 1 minute before returning to the skin around your body into chameleon like skin that
its original form. Ammunition can be regained if the blends into the surroundings around you, changing colors
Manipulation is still active via the Reload Bonus Action. as you move from place to place. Gaining advantage on
stealth checks until the Manipulation ends. This
Action Fire a burst from the Ulna Roscoe upward of 120
Manipulation lasts 1 minute before returning to its
feet, dealing 3d6 Piercing damage + proficiency.
original form.
Bonus Action Sacrifice 1d6 hitpoints to reload one burst
of the Ulna Roscoe.
Manipulation Mastery
Word of Zygoma. You can spend 2 Gene-Points to form a Starting at 15th level, your mastery of Bio-Mechanical
writhing mass on the side of your cheek, and within this Manipulation allows you to push yourself beyond your
mass of flesh resides an aditional mouth with gnawing previous capabilities. The duration of all Manipulation is
teeth that repeats every word you speak. During this doubled; when a Manipulation ends, gain the result of 1d8 +
Manipulation you are able to translate any language of constitution modifier as health.
your choice for 1 minute.

Profund Amend. You can spend 2 Gene-Points to


manipulate your fingers into a set of Thieve's Tools,
grinding and splitting muscle fibers to form the individual
tools on each finger. This Manipulation lasts for 1 minute
or until the manipulation is willingly undone.
Genetic Purity
Starting at 17th level, your biological prowess leads to
complete and utter control over your own body; flooding your
body with genetic purity. You stop aging and you become
immune to any spell or effect that would age you or alter your
form unwillingly, such as Polymorph. Additionally, you gain
Advantage in Saving Throws against poisons and diseases.

Rage of The Bio-mechanical Angel


Starting at 18th level, use a Full Turn Action to transform into
a gruesome angel of battle. Wings of bone and skin bursts
from your spine as chitin plates form around your body; every
piece of you forming into a gory weapon of war. You gain +2
to your ac during the duration of this Manipulation. The
Manipulation can only be used once per long rest and lasts 5
minutes, and is uneffected by the Manipulation Mastery
feature; returning you to your original form after the duration
of this Manipulation ends.

Thoracic Burst As an action, snap your wings forward to


create high pressure wind within a 10ft cone originating
from you. Creatures caught in this cone take 3d8 damage
and must suceed a consititution saving throw or be
knocked prone.

Scapula Uplift As a bonus action, use your wings to


propell yourself upward, gaining 80 feet of flight speed.
When the flight speed is exhausted, glide straight down to
the ground below you, avoiding fall damage.
Labyrinth Flesh
Angel's Wrath If in flight, us an action to rain dozens of
piercing bone javelins down upon your enemies within a Starting at 20th level, your body begins to adapt to the
15 foot radius; targeting up to 20 feet away. Creatures throws of battle; ripping the flesh around your joints, arms,
caught in this radius must make a dexterity saving throw legs, and scattering across your torso. Whithin these gaping
or take 4d10 piercing damage. On success the creature wounds, mounds of grinding bone form into armored plates
takes half damage. and rigid spines; granting you Resistance to non-magical
forms of damage such as Bludgeoning, Piercing, and
Gun-blade Angelica As an action, thrust your right
Slashing. Additionally, your body begins to let off pheramones
armaent into a creature and unload a solid bone slug into
within a 15 foot radius originating from you. While friendly
them at point blank, dealing 3d10 Piercing damage +
creatures are within this radius their senses are heightened;
proficiency. The creature must succeed a constitution save
granting them +2 AC until they leave the radius.
or be grappled by the blade.

Fragment Angelica As an action, take aim with your left


armament and fire a duo of long bone fragments up to
120 feet. A creture hit with these fragments take 2d10
piercing damage + proficiency and are stuck with both
fragments unless an action is taken to remove them. If the
fragments are not removed by the end of their next turn,
the fragments will explode for 2d8 necrotic damage.

Angelic Coffin As an action, attempt to grapple a


creature, on success, you may release bone spines from
all around your body dealing 1d4 damage to the grappled
creature. When a creature fails to escape your grapple
they will take an additional 1d8 Piercing damage. This
continues until the creature escapes or dies.
Fledgling-Kin Aptitude
Bonus Proficiencies
Advantus Manipulation
When you choose this Aptitude at 3rd level, you gain
Starting at 15th level, your body has begun to adapt to its
proficiency in Acrobatics, and you learn one language of your
natural transformations. While a Fledgling Laceration,
choice.
Manipulation is active, offensive manipulations have their
damage die increased by one step, up to a d12.
Veter Touched
Starting at 3rd level, your genetics are compelled by your
The Fledgling Heart
natural surroundings and your skin forms long open cavities
Starting at 18th level, the wild heart of a pure fledgling
down your neck with the purpose of improved respiration.
flutters within your chest and your core desire to be one with
Your speed increases by 10 feet.
nature invades your blood; of it's own accord your body
sprouts the Wings of Vicera permanently. Your blood, is now
filled with nature's blessing. Thrice per long rest you can
Fledgling Lacerations reduce the cost of Manipulation by 2, to a minimum of 2.
Starting at 7th level, your body has begun to alter itself on
its own accord. Your tendons are streched and you become
visibly taller; as your feet and ankles begin to reflect an
animalistic anatomy of torn flesh and lacerated veins. You feel
at home in this altered form, granting you access to new Bio-
Mechanical Manipulations.

Vile Crus. As a Bonus Action, you can use 4 Gene-Points


to alter your legs to further resemble their animalistic
nature; tearing and lacerating the flesh around your legs
as bolstered tendons extend outward from your joints.
During this Manipulation your jump hight is increased to
40 feet and your walking speed is increased by 10 feet.
This Manipulation lasts 1 minute or until willingly
undone.

Wings of Viscera. As a Bonus Action, you can use 4


Gene-Points to sprout wings lined with bone; the gaps
filled with a thick intestinal sheet to catch the wind and
pulsing veins scatter across their surface. During this
Manipulation you are granted 50 feet of flying speed. This
Manipulation lasts 1 minute or until willingly undone.

Proteaus Hyla. As a Bonus Action, you can use 4 Gene-


Points to form gills lined with small teeth along your
ribcage; allowing you to breathe underwater. Additionally,
the skin around your toes and fingers begin to rip open
and form together into bloddy webbing; meanwhile your
palms begin to secrete a thick bloodly fluid that sticks to
things. Your swimming and climbing speed are equal your
walking speed for the duration of this Manipulation. This
Manipulation lasts 1 minute or until willingly undone.

Natural Endurance
Starting at 10th level, when you roll initiative and have no
remaining Gene-Points in your pool, roll 1d6 and add the
result to your Gene-Point pool.
Knowledge of Lacrti
Lacrti-Kin Aptitude
Starting at 10th level, your base-line knowledge of other
biological beings improves substatially and you learn to
Bonus Proficiencies benefit from their genetic makeup. When you use a
Blessings of Lacrti, Manipulation that costs 4 Gene-Points
When you choose this Aptitude at 3rd level, you gain or greater that restores hit points to a creature other than
proficiency in Perception and Survival. you, you regain hit points equal to 2 + the half the
Manipulation cost.

Erudite Avoidance
Viceral Aid
Starting at 3rd level, your mind shifts to prioritize an
intensly detailed understanding of your biological functions. Starting at 15th level, your experience within your own as
Your body acts before your mind does, as vital veins and well as others bodies, has granted you a natural talent to spot
tendons are reinforced by small bones linked by stiff flesh; vital locations and major wounds on any creature you come
opportunity attacks against you are now made with across. You gain Expertise in Medicine; additionally you gain
Disadvantage. Advantage on all Medicine checks.

Blessings of Lacrti Grand Vicera


Starting at 7th level, your body begins to alter as your blood Starting at 18th level, when you would normally roll one or
starts to genetically purify itself. Your skin becomes almost more dice to restore hit points with a Blessings of Lacrti,
completely white; resembling a changeling in appearance. Manipulation, you instead use the highest number possible
Furthermore, your skin, flesh, and bones become sterile. Your for each die. For example, instead of restoring 2d6 hit points
complete control of your body's ecosystem allows you to to a creature, you restore 12.
perform Manipulations on an even smaller scale; granting
you access to new Bio-Mechanical Manipulations.

Stratum Tendrils. As a Bonus Action, you can use 6


Gene-Points to sprout three tendrils of intertwining veins
lined with razor sharp blades made of bone; and a needle-
like protrusion at the end of each tendril. This
Manipulation allows you to take a full turn action to
attach your tendrils to a maximum of three creatures
within a 10ft Radius originating from yourself. Creatures
attached to the tendrils have their body flushed with your
purified blood; healing them for 1d6 + your Wisdom
Modifier.

Thera Secretions. As a Bonus Action, you can use 2


Gene-Points to reconfigure an index finger as four
sections begin to split apart and slide back onto the hand
in an almost mechanical nature. The bones within your
finger grind as they form into a long pin-point needle.
When you use this Manipulation you are able to inject a
willing creature with modified DNA, curing them of either
one disease or one condition afflicting them. The
condition can be blinded, deafened, paralyzed, or poisoned.

Gutteral Recombustion. As a Bonus Action, you can use


4 Gene-Points to assemble a series of auto-injectors
driven by stretched tendons and expanding breast-plates
that store physical energy to initiate cardioversion; leaving
a gaping and mutilated crater across your chest. Reaching
0 hit-points while this Manipulation is active will set off
the auto-injectors and cardioversion plates; granting you
advantage on Death Saving Throws until the
Manipulation ends. This Manipulation lasts 1 minute or
until it is willingly undone.
Serenity of Choice
Reverent-Kin Aptitude
Starting at 10th level, whenever you roll a 1 or 2 on a
Wisdom or Charisma Saving Throw, you can choose to re-roll
Bonus Proficiencies the result. This feature can be used three times per long rest.

When you choose this Aptitude at 3rd level, you gain


proficiency in Religion and Persuasion. Disposition of The Flesh
Starting at 15th level, you can use a Full Turn Action to
Credence of The Flesh your rend your flesh and pray to your new found lord. Take
1d6 damage and add half the result down to a minimum of 1
Starting at 3rd level, you begin to have a strong belief and to your Gene-Point pool.
passion settle in your soul and allow your genetics to have
complete freedom over your body. Slowly finding a faithful
feeling in your flesh. Your words now echo with the power of Child of Kinesi
a distant and dying god; whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature Starting at 18th level, you completely submit your mind
gains a bonus to the saving throw equal to your Charisma and body to the blessings of your flesh as you become one
modifier (with a minimum bonus of +1). You must be with your faithful lord; gaining additional Gene-Points equal
conscious to grant this bonus. At 15th level, the range of this to your Wisdom Modifier.
aura increases to 30 feet.

Words of An Old God


Starting at 7th level, you feel a surge of energy within your
body that sends a hopeful sensation up your spine; as if the
blessing within you is gnawing at a chance to be whole again.
As you let this sensation envelop you, your head begins to
prout bones intwined with veins in a way that resembles an
angels halo and your voice becomes a soft imitation of
someone you've never met; granting you access to new Bio-
Mechanical Manipulations.

Faith in Vicera. As a Bonus Action, you can use 2 Gene-


Points to bolster your mind's ability to articulate what
your flesh speaks to others. During this Manipulation you
are granted +2 to Religion and Persuasion rolls. This
Manipulation lasts 1 minute or until it is willingly undone.

Blessings of Dogma. As an Action, you can use 4 Gene-


Points to allow a golden blood to drip from your head's
halo as your voice becomes incandecent with a hopeful
tone. When you use this Manipulation, you may choose to
charm one creature of your choice within a 15 foot radius
originating from yourself.

Defiance in Faith. As a Bonus Action, you can use 4


Gene-Points to channel your faith in flesh, allowing it to
creep through your body unimpeded. Your flesh begins to
twist and mangle itself as your newly formed wounds leak
a vibrant golden blood. During this Manipulation you can
add 1d4 Holy Damage to attacks made with offensive
Manipulations from the Outer Manipulation feature;
such as Radius Blade or Ulna Roseccoe. This
Manipulation lasts 1 minute or until it is willingly undone.
Lessons of The Sun and Moon
Solace-Kin Aptitude
Starting at 7th level, your body begins to have various
viceral reactions to the light of day and the darkness of night.
Bonus Proficiencies You begin to feel your senses align with the time of day as
your body starts to feel like clock-work. Naturally your body
When you choose this Aptitude at 3rd level, you gain has become attuned with this new genetic mutation; granting
proficiency in Investigation and Insight. you access to new Bio-Mechanical Manipulations.

Moon's Luster. As a Reaction when a friendly creature


within 15 feet of yourself is struck by an attack, you can
Kin of Light and Dark use 2 Gene-Points to shoot two of your solid blood spines
at the attacker dealing 2d6 Necrotic damage. This
Starting at 3rd level, you begin to feel persuaded by the sun Manipulation can only be used during the night.
and moon granting you bonuses depending on if it's day or
night. During the day your blood rises out of your skin, taking Sun's Spire. As an Action, you can use 4 Gene-Points to
on a firey appearance as if you were doused in a blood release a burst of bloody flame within a 15 foot Radius
colored flame. During the night the very same firey blood originating from yourself. Creatures caught in this Radius
solidifies into hard spines covering your body; additionally must make a Dexterity Saing Throw, taking 2d8 Fire
granting you access to new Bio-Mechanical Manipulations. Damage or half as much on a successful save. This
Manipulation can only be used during the day.
Day. From dawn to dusk you are granted +2 to all
Investigation checks. Moon's Deception. As an Action, you can use 4 Gene-
Points to shine a ray of darkness and moonlight at up to
Night. From dusk to dawn you are granted +2 to all three creatures of your choice. Creatures targeted by this
Insight checks. moonlight must succeed a Wisdom Saing Throw or be
Sun's Repost. As a Reaction when you are struck by an forced to strike themselves with their own weapon. If the
attack within 5 feet of yourself, you can use 2 Gene- creature is not wielding a martial or simple weapon they
Points to let off a bright flash from your firey blood. The will be forced to use their unarmed or natural weapon.
attacking creature must succeed a Dexterity Saving This Manipulation can only be used during the night.
Throw or be Blinded until the end of their next turn. This
Manipulation can only be used during the day.

Diurnal Peace. As a Bonus Action, you can use 4 Gene-


Chrono Flesh
Points to call upon the strength of either night or day;
recieving bonuses depending on the time of day. This Starting at 10th level, you've learned to benefit from your
Manipulation lasts 1 minute or until it is willingly body's constant cycles through day and night; granting you
undone. During this Manipulation you gain the following the following benefits during their appropriate time:
benefits during their appropriate time:
Day. During the day whilst you are covered in your bloody
Day. During the day you can add 1d4 Fire Damage flame, gain Resistance to Fire Damage.
to attacks made with offensive Manipulations from
the Outer Manipulation feature. Night. During the night whilst you are covered in your
bloody spines, gain Resistance to Necrotic Damage.
Night. During the night you can add 1d4 Necrotic
Damage to attacks made with offensive
Manipulations from the Outer Manipulation
feature.
Vehement Aurora
Starting at 15th level, you can engulf your allies in the
radiance of light and dark. As a bonus action, you can choose
creatures, which can include you, that you can see within 30
feet of you, up to a number of creatures equal to your
Wisdom modifier (minimum of one creature). Once you take
this bonus action, you can't do so again until you finish a long
rest. During this Manipulation the creatures you select gain
the following benefits during their appropriate time:

Day. You coat the selected creatures in firey blood that


enrages their senses; allowing their weapon attacks to
score a critical hit on a roll of 19 or 20 for 1 minute.

Night. You coat the selected creatures in incandecent


bloodied spines, emitting a low droning noise that guides
their senses; allowing them to add a number equal to your
Wisdom modifier to Constitution and Dexterity checks
they make for 1 minute.

Forever Solace
Starting at 18th level, your body has begun to truly adapt to
the constant and rapid changing of your physiology. You are
no longer required to sleep, eat, drink, or breathe. Your body
begins to meld itself to have incandecent skin that reflects the
nature of both the sun and moon; additionally, your neck
tears apart forming a crecent moon shaped mouth and a sun
shaped hole resembling a sphincter, both lined with teeth and
dripping with blood. You gain the following benefits during
their appropriate time:

Day. At the start of each of your turns, you regain hit


points equal to your Wisdom modifier if you have no more
than half of your hit points left. You don't gain this benefit
if you have 0 hit points.

Night. When you are in dim light or darkness, as a Bonus


Action you can teleport up to 60 feet to an unoccupied
space you can see that is also in dim light or darkness.
You then have advantage on the first melee attack you
make before the end of the turn.
Pressures of Desire
Impulse-Kin
Starting at 10th level, your flesh begins to sow havoc in
your mind, driving your feelings of lust and desire to a new
Bonus Proficiencies level of consistency. Twice per long rest, you can give yourself
Advantage on Deception checks; additonally you gain
When you choose this Aptitude at 3rd level, you gain Expertise in Deception.
proficiency in Insight and Deception. Additionally, you learn
one language of your choice.
Desire's Perseverance
Starting at 15th level, your body becomes accustomed to
Flesh of Desire
the circulation of foregin bacteria and flesh; granting you
Starting at 3rd level, your knowledge of the concious resistance to Necrotic Damage and Immunity to Poison.
psychie has allowed you to pick apart peoples desires, finding
their motives and intentions rather than if their words are
fraudulous. Your skin becomes porous and begins to secrete Oh Desire
a dark black poison. Deception checks made against you have
Disadvantage and you are granted a +2 to Deception checks. Starting at 18th level, as a Bonus Action, you can spend 2
Additionally, with your poisonous skin, you have Immunity to Gene-Points to create a leech from your flesh that you can
the Grappled and Restrained conditions. throw and attach to a willing creature (including yourself)
within a 30 foot radius. Creatures that have the leech
attached begin drool a black fluid from their mouth as they
start to feel a burning sensation deep in their flesh. While the
Curse of Desire
leech is attached to a creature, they have +3 to all attack rolls
Starting at 7th level, you have truly begun to unravel your and gain Adantage on Constitution Saving Throws.
deepest desires as you have to others and your flesh acts Additionally, you gain 1d6 hit points for each leech attached
accordingly. Your facial structure begins to shift into a form to a creature at the start of each turn. Leeches last for 1
one might consider to look "trustworthy" and your body minute before returning to their host or dying; you can have a
follows suit; becoming more attractive and seemingly fit. maximum of three leeches active at a time.
However, your flesh holds a gnawing desire to spread;
granting you access to new Bio-Mechanical Manipulations.

Impliment of Desire. As an Action, you can use 4 Gene-


Points to splay your hand open as the bones in your arm
form into a large needle secreting a dark black fluid and
thrust the newly formed needle into a creature within 5
feet of you, dealing 1d8 Necrotic Damage. When a
creature is hit, they must make a Constitution Saving
Throw or be poisoned.

Tumors of Desire. As an Action, you can use 4 Gene-


Points to form 4 gaseous tumors along the sides of your
ribcage that can be torn off and used as a weapon. This
Manipulation lasts 1 minute or until all 4 tumors are
used.

Bonus Action Tear off a tumor to throw at a


creature you can see within 20 feet. As the tumor
lands it will explode in a 10 foot radius; creatures
caught in this radius must make a Dexterity Saing
Throw or take 2d8 Necrotic Damage.

Desire's Touch. As an Action, you can use 2 Gene-Points


to coat a natural weapon of their choice, such as Radius
Blade, in diseased blood. Creatures who have been hit
while this blood is applied, must make a Constitution
Saving Throw or have small spines of rouge blood burst
out of their body dealing 1d6 Necrotic Damage. This
effect continues at the start of each turn until the creature
succeeds a Constitution Saving Throw or dies. This
Manipulation lasts for 1 minute or until willingly undone.

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