Quirk Image

You get a random quirk, at DM's behest. Any who gain another's quirk have that person's soul placed alongside theirs, and can communicate with them. Your appearance shares traits of the quirk's users from the series.

 1. Acid: You take on traits akin to that of a slug. You are resistant to Acid damage, have a climbing speed equal to your walking speed, and can cast Acid Splash at will. Any of your choice who touch you take acid damage equal to your Prof Bonus. Starting at level 3, you can give yourself half cover against an attack as a reaction via Acid Veil, dissolving anything that can't survive an Acid Splash. Starting at level 5, your Acid Splash has double the range. Starting at level 10, you can use Acidman once per rest. You gain (Prof Bonus)d6 temporary hp, and until that is gone, you are constantly treated as under half-cover, and any who touch you take the damage from your acid splash.

2. Air Cannon: As an action, you can fire a burst of air in a 10ft wide, (Prof Bonus * 15)ft long line. All within it must make a DC (8 + Your INT mod + your Prof Bonus) STR save or take (Prof Bonus)d6 bludgeoning damage and be pushed back (Prof Bonus * 5)ft. Halve those values on a successful save.

3. Air Walk: You can walk on air as if it were normal terrain.

4. Air Wall: You can cast Shield at will.

5. All for One: You can steal one of the innate abilities of other beings by touching them, then forcing a CHA contest. If they lose, you get the ability, and they lose 1 Sanity. You can pass these abilities on to others. You can even pass All for One to another, at the cost of 1 of the other's Sanity.

6. Ampvolt: You conduct electricity. When you would take Lightning damage, the next person to touch you takes it instead.

7. Anivoice: You can cast Beast Speech at will.

8. Anthropomorph: You can turn a human-sized object into an exact lookalike of a regular person by touching it. They have the stats of a commoner, but can easily be used to mimic a specific individual.

9. Arbor: You can generate wooden constructs from any part of your body as an action. These constructs are Large or smaller.

10. Assault Dust: You can generate an manipulate dust, firing it from your body at a high speed.

11. Attraction of small objects: You can draw a Tiny thing 10ft toward you as a bonus action.

12. Big Fist: Recharge 5-6, you make your unarmed strike become 15ft range and deal (Prof Bonus)d8 Bludgeoning damage.

13. Big Monkey: You can turn into an Ape at will.

14. Blackwhip: You can create up to 10 energy-based ropes at will. They generate dim light for 5ft around.

15. Blade-Tooth: You can make a 15ft range Rapier attack as a bonus action.

16. Blazing Hair: Your hair is made of colorful flames, of a color you can choose. You can cast Produce Flame at will.

17. Bloodcurdle: You can paralyze an opponent for (Prof Bonus) turns by ingesting their blood.

18. Body Morph: You can generate 2 extra arms at will.

19. Boomerang: Thrown objects get a +1 to hit rolls.

20. Brainwashing: When a target responds to something you say, you can force a WIS contest, controlling them on a success. You repeat the contest on each of their turns, and every time they take damage.

21. Brown Bear: You can turn into a bear at will.

22. Bubble: You can generate small bubbles filled with scents, and can blind a target for 1 turn.

23. Bull Head: You have two large horns.

24. Cell Activation: You can halve the time someone's rest takes.

25. Cemedine: You can create glue at will.

26. Cement: You can generate cement structures.

27. Centipede: You have a Nat AC of 16, and add 10ft of range to your attacks.

28. Chameleon: You have advantage on Stealth checks made to hide. You can stretch your tongue 30ft.

29. Clones: You can create a clone of yourself with 1 hp as as an action. You can have (5 * Prof Bonus) Clones at a time.

30. Compress: You can compress anything within a 10ft or smaller radius spherical area at will, so long as you've touched it. It becomes a marble, which you can return at will.

31. Confession: After asking a question, the victim is forced to both answer and tell the truth.

32. Copy: You can copy a natural trait of a target for 10 minutes. However, you can only copy one at a time.

33. Creation: You can create an object you're incredibly familiar with at wil.

34. Cremate: You are resistant to Cold Damage. You can generate blue flames at will, but when you do, you take half the damage. You can cast fire-based spells at will for 1.5x damage. Your spellcasting ability is CHA

35. Danger Sense: You have advantage on DEX saves. You can also sense any dangerous effects around you.

36. Dark Shadow: You have a shadow with the same stats and abilities as you. It is resistant to nonmagical BPS, and Necrotic damage. It is vulnerable to radiant damage. If it drops to 0hp, it disappears, and can be returned with a rest. It can carry things that you give it.

37. Decay: By touching a solid target with your hands, you can kickstart a process at which, on each of their turns, they take (Prof Bonus) damage per turn. Starting at level 10, anything that touches the decaying matter starts decaying at half that rate, rounded down.

38. Despot: You can speak to a person, thus forcing a CHA contest. If you win, they must follow your commands, but still have free will. If they are damaged, they can make the contest again, freeing themself on a success. You can have (Your level + your PROF bonus * 5) puppets at a time.

39. Double: You can create a half-hp(rounded down) copy of something you are incredibly familiar with by touching it. If it is destroyed, you can detect it. You can only create 2 clones, but your clones can also clone things.

40. Dupli-Arms: You have 2 extra arms. You can grow small tentacles from them, at the end of which is a body part of choice.

41. Earphone Jack: You have small earbud cords, which can stretch up to 20ft long, dangling from your ears. By placing them in an object, you can hear anything connected to that within 1000ft. Anything you insert them into takes 1 piercing damage, then (Prof Bonus)d4 Thunder damage.

42. Earth Flow: You can cast Move Earth at will.

43. Elasticity: You can use a bonus action to turn a 10ft square into an elastic space similar to a trampoline.

44. Electrification: You can cast electricity-based spells at will. If you expend your level's worth in spells from the quirk, for the next hour, whenever you perform an action, you have the extra amount you used subtracted from all checks.

45. Energy Saver: You only need 1 hour for a long rest.

46. Engine: You add 30ft to your movement speed. Starting at Level 5, you unlock Recipro Burst, which adds another 30ft for two turns, at the cost of disabling the quirk for a minute afterwards. Starting at level 10, you unlock Recipro Turbo, which does the same thing for 10 minutes.

47. Erasure: You can erase a being's non-physical innate abilities until you blink next just by looking at them.

48. Explosion: You can cast Fireball centered around yourself at a level equal to your Prof Bonus, taking no damage. For levels below 3rd, subtract the spell level increase bonus from it.

49. Fa Jin: Recharge 6, as a reaction, you can double your speed + jump, and give advantage on all physical checks for one turn.

50. Fiber Master: You can telekinetically control all cloth.

51. Fierce Gains: You can add 2 to your AC as a reaction.

52. Fierce Wings: You have a pair of large, colorful wings. You can manipulate the feathers, which have the AC of steel, via a separate reaction, which is the wings', rather than yours. You can form constructs out of them.

53. Float: You can form air into a solid platform beneath you.

54. Fly Swatter: Add 5ft to all ranges.

55. Foldabody: You can fold, flatten, and twist your body at will.

56. Forced Quirk Activation: You can force a being to activate an innate ability by touching them.

57. Foresight: You can predict any of a target's actions within the next hour.

58. Frog: You can stretch your tongue 30ft. You secret mucus that requires a DC 12 CON check to not be paralyzed for 1 minute, and hides your scent. Your jump distances are multiplied by 5. You have a climbing speed equal to your walking speed. You have advantage on stealth checks.. You are amphibious.

59. Gattling: Your unarmed strikes are treated as gun attacks.

60. Gecko: You have a climbing speed equal to your walking speed, and can stick to moving objects.

61. Gigantification: You can cast the Enlarge effect of Enlarge/Reduce on yourself once per combat.

62. Glamour: You can cast Major illusion at will.

63. Good Ear: You have advantage on hearing-based perception checks.

64. Half-Cold Half-Hot: You are resistant to cold and fire damage. You can create ice and fire constructs whose total volume is equivalent to your level * 10ft.

65. Hardening: Your Nat AC is 18.

66. Heal: Halves the time required for a party to rest.

67. Hellflame: Resist fire, you can create fire constructs whose total volume is equivalent to your level * 10ft.

68. High Spec: You get +5 INT.

69. Hologram: You can create the image effect of Minor Illusion at will.

70. Homing: You get a +5 bonus to ranged attack rolls.

71. Horn Cannon: You have horns you can detach and fire, functioning as daggers. They regenerate.

72. Hydra: You can generate an amount of hydra heads equal to your Prof Bonus.

73. Hypertrophy: Once per rest, you can enlarge your arm for one minute. Your unarmed strikes now deal (Prof Bonus)d12 + STR Mod bludgeoning damage.

74. Ice Manipulation: Resist Cold, you can create Ice constructs whose total volume is equivalent to your level * 10ft.

75. Impact Recoil: When an enemy makes a melee attack against you, you can use a reaction to halve the damage, and make the attacker take as much as you.

76. Incite: You can use the Bardic inspiration ability. When you use the ability, it affects all within 120ft.

77. Infrared: You can see the infrared spectrum.

78. Invisibility: Your body is invisible.

79. Iron Claws: You have a burrowing speed equal to your walking speed.

80. Jet: When you dash, you get an extra 60ft to speed, you are treated as having disengaged, and you can take the attack action at the end.

81. King Slam: You can create a warhammer at will. It disappears when you let go of it.

82. Kaiju: You can turn into a dinosaur at will.

83. Landmine: When you touch something, you can imbue it with explosive power. As a reaction or bonus action, you can detonate it, with the force of a gunpowder horn, or a keg if your level is 10+.

84. Larceny: As a reaction or bonus action, you can rip an item from a target's hand.

85. Leafipulation: You can manipulate leaves, attacking as a thrown dagger, as a reaction.

86. Life Force: Your lifespan is doubled.

87. Lizard Tail Splitter: You can split your body into pieces, which have a flying speed equal to your walking speed. They serve their normal function.

88. Lock Down: You can touch an object, forcing it to freeze in place for an hour one turn later.

89. Longbow: You can create a longbow out of energy. Attacks fired from it deal an additional 1 force damage.

90. Magic: You can cast Tenser's Flying Disk at will.

91. Magnetism: You can magnetize people within 15ft. They either attract or repel each other.

92. Manifest: You can manifest the traits of a thing by eating it.

93. Metal Manipulation: You can touch a metal surface, then become able to shape it at will, as an action. It functions as a Lair Action on Initiative 20.

94. Mimicry: You can enter a solid object your size or smaller, and manipulate it at will.

95. Mind Reaper: You can force a WIS contest with a target you touch, and they must reveal things they don't want you to know on a success.

96. Mole: You gain a burrowing speed equal to your walking speed, and can burrow any object you can damage with an attack roll.

97. Muddied: You can touch a target, force an INT contest, and erase their memory from the last 5 minutes on a success.

98. Multiplier: You can generate BONUS ARMS!!!

99. Mummification: You can manipulate the red bandages you're covered in, and whatever you wrap in them, if it is not alive, is treated as a Suit of Animated Armor until the bandage is severed, unless it can be treated as something else. For instance, a cannon is just treated as a cannon.

100. Muscle Augmentation: You have advantage on STR checks.

101. Mushroom: You can release spores into the air, growing mushrooms where they land if it's humid enough.

102. Navel Laser: You can cast Eldritch blast from your stomach at will.

103. New Order: You can enforce two properties at a time on your quirk, the world around you, or on yourself, at the DM's behest. There are heavy limits to its power.

104. One For All: You can pass on innate abilities, which fuse with One For All. All users are inside the quirk. You lose the quirk one month after giving it up. You cannot regain it.

105. Orcinus: You are amphibious, and are 5ft taller. You get +2 STR and CON. You have a swimming speed equal to your walking speed +5ft. You can cast Thunderwave at will, whose level is equal to your Prof Bonus. Drinking water causes you to regain 10hp per gallon. If you go a day without hydration, your HP maximum is reduced by 1.

106. Outburst: You can cast Tasha's Hideous Laughter at will.

107. Overclock: You have advantage on perception checks, DEX saves, and attack rolls.

108. Overhaul: You can take things apart and reassemble them at the DM's behest.

109. Permeation: You can make parts of your body pass through things. However, you WILL fall through the floor without a solid part touching it.

110. Polygraph: You can detect truth and lies.

111. Pop Off: You can throw the balls from your head, which are highly adhesive.

112. Queen Bee: You control a Swarm of Insects(Wasps), whose hp is equal to your level * 5.

113. Rabbit: Advantage on Perception checks, +5ft speed, jump distance * 5, +1 STR.

114. Razor Sharp: You have 2 shortswords coming out of your elbows.

115. Reflect: You can boost AC by 1 against an attack as a reaction. If the attack fails, you can make it at disadvantage.

116. Rewind: By touching a target, you can rewind it.

117. Rifle: You can turn your arm into a rifle.

118. Rivet Stab: You can manifest small tendrils from your body, at a 30ft range. They are quite sharp.

119. Scanning: You can see the power of a target, and detect those with using certain powers.

120. Scatter: You can split a projectile you fire into (Prof Bonus) projectiles. They all do the same amount of damage, but the attack is at disadvantage.

121. Search: You can track and monitor up to 100 beings at a time, including their locations and weak points, even if they are miles away. Any information gained is permanently stored.

122. Shock Absorption: You are immune to bludgeoning damage, and get advantage on saving throws involving shock absorption.

123. Size: You can cast Enlarge/Reduce on objects at will.

124. Slide and Glide: You can slide along, or adhere to, any surface at will.

125. Smokescreen: You can release large clouds of smoke from yourself at will.

126. Softening: Anything you walk across becomes difficult terrain for the next turn.

127. Somnambulist: You can cast Sleep at will. The level is equal to your PROF bonus.

128. Spotted Seal: You have echolocation at a 300ft range. You can hold your breath for an hour, and have a swimming speed equal to your walking speed.

129. Steel: You can convert your skin to steel, giving nat AC 19.

130. Storage: You have a cubical dimensional space where each side is equal to your height inside you, which you can pull matter into. You can release the matter as well.

131. Super Regeneration: You regain HP equal to twice your Prof bonus each turn.

132. Tape: You can generate long lines of adhesive tape with AC 10.

133. Telescopic: You can retract any part of your body into itself.

134. Traject: You can alter the trajectory of something by touching it as a reaction.

135. Transform: By drinking someone's blood, you can transform into them for one hour, and gain up to (Prof Bonus - 2) of their innate abilities.

136. Twin Impact: By making a melee attack on something, you mark them. As a reaction, you can deal the same damage to your mark.

137. Vibrate: By touching something, you can vibrate it. The maximum radius is equal to 10 * your level. You even get the Way Of The Open Hand Monk's vibrations ability at level 20.

138. Vines: You can cast Thorn Whip or Wall of Thorns at will, but must stay within 30ft of the thorn wall.

139. Voice: You can cast Thunderwave at will. The level is equal to your Prof Bonus.

140. Warp Gate: You resist nonmagical BPS. You can cast Darkness at will, but, starting at level 5, the Darkness functions as a Planar Gate at will.

141. Water Control: You can cast Control Water.

142. Weather Manipulation: You can cast Control Weather at will.

143. Weld: You can cast Heat Metal at will, but have to touch the target.

144. Whirlwind: You can cast Gust of Wind and Fly at will.

145. Wing: You have a flying speed equal to your walking speed.

146. Zero Gravity: You can make something weightless by touching it, so long as it weighs less than (Your Prof Bonus) tons. You can negate it as a reaction.

147. Zoom: You can see 2 miles away.

Quirk Image