You have developed traits similar to those of a Tlincalli, granting you the following benefits:
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
Tlincalli's Defense. You have a base AC of 14 + your Dexterity modifier, while you aren't wearing armor.
Tlincalli's Chain. When you finish a short or long rest you can touch a chain, transforming it into a Spiked Chain until you use this feature again. A Spiked Chain counts as a martial weapon with which you are proficient. It deals 1d6 piercing damage on a hit and has the finesse and reach properties. When you hit a Large or smaller creature with an attack made with a Spiked Chain, the target is grappled (escape DC 8 + your Strength modifier). Until this grapple ends, the target is restrained, and you can't make an attack with your Spiked Chain against another target.
Tlincalli's Venom. When you hit a creature within 5 feet of you with a melee weapon attack that deals piercing damage you can use your bonus action to deal an extra 4d6 poison damage to the target and force it to make a DC 14 Constitution saving throw. On a failed save, the target is poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a short or long rest.
Comments