Base Class: Fighter
The Spliced are a group of Jumpers that have been experimented on spliced with kaiju DNA allowing them to transform into a Kaiju for short periods of time.
Kaiju Hunting
Gives the player the ability to find and detect kaiju (as well as spliced)
Regeneration
Your Kaiju DNA is used to patch the imperfections and injuries of your body.
- on activation for however much damage you took in the most recent instance half of the value is rolled as 1d4 of health (you took 10 damage roll 5 d4)
Yoju Caller
Call upon the younglings of your kaiju race to overwhelm an area.
When activated call two 10 health minions to your side that will take damage instead of you.
You can also sacrifice one to heal 1 d6 health
Level 3: Spliced Growth
You channel the DNA imbued within in you and Expand to a large size. As a bonus action, you gain the following benefits, which last for 10 minutes.
- You can grow in size to become a large creature, along with everything you are wearing. If you are in a space unable to contain your size you still grow, but will take damage up to the DM's discretion with the space taking double if the space breaks you only take half of the damage
- You have advantage on Strength checks and Strength saving throws.
- Any attacks you do that use strength now do an extra d4 of damage to the creature.
- On any attack used role a d4 on a Nat 4 do an additional 1d4 of damage to creatures in the area.
This can be used once per short rest
Ape Like
The kaiju DNA you've been spliced with grants you an apelike form.
Reptilian
The kaiju DNA you've been spliced with grants you a Reptilian form.
Winged
The kaiju DNA you've been spliced with grants you a winged (insect or birdlike) form.
Spliced Insanity
Due to your spliced DNA in combat your body can have random insane reactions causing you to act out of line.
- on damage taken role a d20, if 6 or lower go insane (7 or higher no further effects)
- When insane you are unable to choose a target for your attacks, your target will be rolled by the DM in relation to Initiation order. (6 creatures assigned to 6 numbers roll a d6 to decide which creature is the target)
- When insane inflict bleeding on all attack roles (1d4 damage for the next 2 turns)
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