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Clasew /
Autophage3rdNatural Weapons: (Your unarmed strikes may deal bludgeoning, piercing, or slashing damage at your choice, and the amount of damage improves with your level as shown. At 4th level, your unarmed strikes are considered magical for the purposes of overcoming damage resistance and immunity) Autophagy: (special buffs that are activated by spending hit dice. Gain bonus hit dice that can only be spent for using abilities that sacrifice hit dice; these bonus hit dice are d6s, and you have a number equal to your proficiency bonus) Ablative Armor: As a reaction when struck by an attack but before damage is applied, you may spend a health or autophagy die, rolling it and adding your constitution modifier and your level. You gain temporary hit points equal to this amount.
Healing Factor: As a bonus action, you may spend a health or autophagy die, rolling it and adding your constitution modifier. For that many rounds, at the start of each of your turns, you heal hit points equal to half your proficiency bonus. You may activate this ability even while unconscious, and it automatically activates if you are at 0 hit points as long as you have a health die to sacrifice.
Quickened Evolution: As an action, you may spend an health or autophagy die to gain one evolution you do not currently possess for up to 1 minute. When this duration is over, you may choose to lose one of your other evolutions in place of the one you chose with this ability.
6thadd the following options, and your autophagy die is a d8.
9thadd the following options, and your autophagy die is a d10.
14thadd the following options, and your autophagy die is a d12.
20th |