You have consumed the blood of a hydra. The liquid has merged with your body, no matter how violently it rejected the essence, and now you are bestowed a strange gift you never asked for, and perhaps which is more than you could have even asked for.
- Ability Scores: You can choose to get a +1 to Insight and Deception, or only one for +2.
- Feat: You can choose either:
(a) Double vision. You have been beheaded before, and as such you have a second head aside the first one. This new head can only be used to take reactions or add to your field of view.
(b) Mamma's call. After much training, you managed to perfect the sound hydras make to call for each other. Anyone within hearing range while you perform must succeed on a DC 13 WIS save + your CHA modifier(with advantage if they can see you) or become frightened for one turn. If there are any actual hydras in the nearby area(DMs discretion of their hearing range) the hydra must make the same save. On a success, it will identify you as not a hydra and ignore. On a fail, it will answer your call and begin trying to locate you.
- Skill Proficiencies: You are proficient in Perception.
- Tool Proficiencies:
You can choose a proficiency between Thieve's Tools and Weaver's Tools.
- Languages: You speak draconic and common. If you have the Mamma's call feat, you speak a rudimentary language called Roarspeak, which allows you to loosely interpret roars and guttural vocalizations by creatures.
- Equipment: You start with a shortsword bathed in your own blood. When stabbed into a living creature, it will do 1d6+3 poison damage per turn while it remains stabbed in, with damage applied at the start of the target's turn as their body rejects and reacts with your hydra-infused blood.
Your body has assimilated the essence of a beast known for being hard to take down. At the end of every turn, you can use one of your hit die to heal for that amount, + your Constitution modifier. You may only use one die for each roll, but you can roll at the end of all your turns unless you are brought to 0HP before it. If you are multiclassing, the hit die of your first class will be used.
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