Your rage manifests itself into a huge, mindless Hulk.
Hulking Out: You can use your action to Hulk Out. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you are knocked unconscious.
If angered, you must make a DC 10 Charisma saving throw. Or if you take damage you must make a Charisma saving throw with a DC of 5 + the damage taken. On a failed saving throw, you automatically Hulk Out. If you are knocked unconscious or your hit points are reduced to 0 you automatically fail this saving throw.
When Hulking Out, you gain these traits:
- Appearance: You become one size larger (half your size larger if you are already large or bigger), Your skin also becomes green in color.
- My Muscles Are Getting Bigger: Your STR, DEX, and CON scores all increase by your proficiency Modifier.
- Loss of Smarts: Your INT, WIS, and CHA scores all decrease by 3 and you lose the ability to cast spells.
- Resistances: While gaining immunity to both poison damage and being poisoned, you also gain resistance to the following damage types:
- Acid
- Cold
- Fire
- Lightning
- Thunder
- Bludgeoning, piercing, and slashing from non-magical weapons.
- Smash: You gain a devastating smash attack. While unarmed and raging, you can hit a target within 10 feet, causing 1d10 + STR bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. The amount of damage die increases to 2 at level 6, 3 at level 10, and 4 at level 14.
- Movement: Your walking speed becomes double, you gain a climbing speed equal to your walking speed if you don't have one already, and your long jump is up to 150 feet and your high jump is up to 75 feet, with or without a running start.
- Regeneration: You regain 5 x proficiency bonus hit points when you Hulk Out and at the start of your turn while Hulking Out.
- Recklessness: As a bonus action, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of your next turn.
- Aggressiveness: As a bonus action, you can move up to his speed toward a hostile creature that you can see.
- Siege Monster: You deal double damage to objects and structures.
Sun’s Going Down: While Hulking Out, if you end your turn and there is not a hostile creature within 300 feet of you that you can see, you must make a DC 5 Charisma saving throw. On a failed saving throw, you revert to your true form (you cannot choose to fail this saving throw). Any equipment you were wearing or carrying isn’t transformed. You revert to your true form if you fall unconscious or die. Each subsequent round that you don’t attack a hostile creature, the DC for this saving throw increases by 1.
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