Prerequisite: Requires a Constitution of 13 or higher
General Feat (Prerequisite: Level 4+, Constitution13+)
You have become assimilated by a semi-sentient suit of biomechanical armor, that once bonded, replaces your organs so that if the body is destroyed, the control orb in the forehead of the suit can rebuild it.
You gain the following:
- Control Orb: You have a small alien metal sphere that resides in the forehead of the armor that controls various systems, including body regeneration and overall function of the armor. If you fail 3 death saving throws, your body disintegrates, and the Control Orb is left. It has an AC of 15 + your proficiency bonus, hit points equal to 10 + your total level, and resistance to all damage. If the Control Orb is reduced to zero hit points, you die immediately. Creatures attacking you while you are in your Combat Form may directly target the Control Orb, making their attack at disadvantage. If your body disintegrates and the Control Orb remains intact, your body will completely regenerate in 1d100 days. When this happens, you regain the ability to change into your Combat Form.
- Enhanced Regeneration: When losing a body part, it regenerates after a period of time, depending on the injury. Fingers and toes regenerate after completing a short or long rest. Hands and feet regenerate after a long rest. Arms, legs, eyes, and other major organs or appendages regenerate in 1 week.
- Combat Form: You may change from your humanoid form into your Combat Form using a Bonus Action. A biomechanical insectoid armor surrounds your body, fusing with your worn clothes or armor you're already wearing, and providing you with powerful abilities. You may unequip the biomechanical armor with a Bonus Action. If you are reduced to zero hit points while your Combat Form is active, you revert back to your normal humanoid form. You cannot benefit from short or long rests while in Combat Form. Once you use this trait, you must finish a Long Rest before you can use it again.
While in your combat form, you gain the following -
-Monstrous Visage - You make Charisma (Persuasion) checks to talk to most humanoids at disadvantage.
-Combat Armor - The biomechanical insectoid armor sits over your armor, making your AC 13 + your Dexterity modifier. You can use this natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use this natural armor.
-Arm Blades - You have retractable blades located in your forearms that are natural weapons, which you can use to make unarmed strikes. When you hit with them, you deal 1d6 + strength, dexterity, or intelligence modifier slashing damage. These score a critical hit on a 19 or 20. These count as weapons with the Finesse, Light, and Vex properties.
-Enhanced Sense - You gain 60 feet of Darkvision, or if you have Darkvision already, you extend it by 60 feet, and whenever you make a Wisdom (Perception) check or Initiative check, you can roll a d4 and add the number rolled to the total. You can use this trait even when your Combat Form is inactive.
-Mass Smasher - Using an Action, you can open one dorsal plate on your chest, releasing an intense burst of destructive energy in either a 5-foot wide and 60-foot long line, or a 30-foot cone (your choice when using this trait). Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + proficiency bonus + your Constitution modifier or take PB x d12 + your total level force damage, or half as much on a success. Alternatively, you may open both dorsal plates on your chest when using this trait, increasing the area to either a 5-foot wide 120-foot long line, or a 60-foot cone (your choice), and doubling the amount of damage dice rolled. You gain 1 level of Exhaustion if used in this way. After using this trait, you must finish a long rest before it can be used again.
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