Eldritch Adaptation Your body can twist and reshape itself as you will it, changing body parts into dangerous weapons useful tools, and regenerating after damage. At 1st level, you gain the following adaptations:
- Chitinous Shell: As a bonus action, you can develop a hard, crustacean-like shell. When you use this adaptation and are not wearing heavy armor, you gain a +2 to AC. However, this reduces your speed by 10 feet. This adaptation lasts for 1 minute or until you are knocked unconscious. On your turn, you may use a bonus action to end this Adaptation.
- Eldritch Limbs. You can transform one or both of your arms into a weapon of thick muscle, sharp claws, or hardened bone. When you make an attack, you can use this Adaptation. If you do, you gain the following features:
- You can choose what type of damage your unarmed attacks will cause, from Piercing, Bludgeoning, or Slashing. Your arm becomes a claw, tusk, or bone club, depending on the damage type chosen.
- You may roll a d6 in place of normal damage for unarmed strikes.
- You cannot hold any object in the affected arm. This includes, but is not limited to, weapons, shields, and spellcasting focuses. Any object you are holding merges into your adaptation or immediately drops to the ground. The GM may decide if they feel the object is too large to merge. This adaptation lasts until you become knocked unconscious. On your turn, you may use a bonus action to end this adaptation.
Unstable Form. Your body becomes malleable and struggles to maintain any one physical shape. Upon completing a long rest, you must roll 1d100, tell them to DM and apply the effects of the result. These effects last until you complete another long rest. If you roll the same result on the table more than once in a row, roll again until a new result is rolled.
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