Your whole body produces magical waste that causes some sort of magical properties. Roll a d4 to determined these effects within waste of choosing. (egestion, pee and fart,). This will use a 1d10 necrotic damage to self.
Egestion.
1 - Toxic Waste: This waste will have a lingering smell and to whoever that sniffs this has to roll a Constitution saving throw (DC = 12), once failed, they will take 2d4 poison damage. This will not be affected to an enemy that has no sense of smell at all nor do constructs. The smeller will also be in a trance to shoo away the smell (Meaning they will be restricted to move until they successfully roll a Constitution saving throw). In a successful throw they will not be damaged and will just be annoyed to the smell.
2 - Holy Brick: You can produce a waste that is clean to the touch to the person your choosing, once you hit someone with it who you choose to harm with, it will instantly explode on them and the waste will deal 4d6 radiant damage + unarmed strike damage + Strength modifier.
3 - Explosive Diarrhea: You make an explosive waste that goes as far to 35 x 35 ft square around you. To anybody in the area will hear a deafening blow that will cause deafening condition for 2 combat turns (12 seconds) and will take 3d4 force damage.
4 - Misfire: Nothing really happened. You just took a dump.
Pee
1 - Acidic Stream: You can pee on a straight line or spray it and it will do these affect based on the choices.. If you pee in a straight line and hit a creature 5ft in front of you, they will receive 2d6 acid damage. If you sprayed your pee, and hit a creature in a 5x5ft circle, they will receive 1d4 acid damage. This ability can be dodged by the DM by using the AC class the unit has or also they can use an action or bonus action to perform dodge and beat a Dexterity saving throw DC = 10.
2 - Slippery Puddles: You create puddles with your pee that you can expend 3 times 5ft below you and it will stay there until it dries up. Any creature that is stranding (entering or ending) on said puddle will have to roll a Dexterity saving throw or will fall prone. This area also becomes difficult terrain.
3 - Jetstream: You launch a powerful stream that goes as far as far as a 20ft cone, this will be treated as a normal attack (so it will go through AC), and to whoever gets hit, they will receive 1d6 piercing damage. This can be charged for more than 2 combat turns (12 seconds). Each charge will add another 5ft and also 1d6 damage. Whilst channeling you cannot be attacked or disturbed, or else you would do a misfire and just normally pee.
4 - Misfire: Nothing happens, you peed yourself.
Fart
1 - Noxious Gas: You release a potent gas that covers a 20ft circle around you, whoever is in this radius will be Poisoned excluding you. This will not affect anybody who has no sense of smell nor constructs.
2 - Healing Fumes: You release a gas that smells very sweet and good smelling. This will cause to any chosen target to within the 10ft circle around you to heal a 1d4. This will only affect anyone that has a sense of smell and will not work to ones that don't have them or constructs.
3 - Gas Overload: You dash forward to any straight line of your choosing up to 50ft. This will leave a trail of annoyingly smelling gases that will annoy any creature who smells it.
4 - Misfire: Just that nothing happens. You farted.
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