```metadata title: 'My Hero Academia: Quirk Compedium' description: >- This world is a superhuman society with about 80% of the population possessing some uncanny ability called quirks! tags: - 'Anime ' - My Hero - Shonen systems: - 5e renderer: V3 theme: 5ePHB ``` {{frontCover}} {{logo ![](/assets/naturalCritLogoRed.svg)}} # My Hero Academia ## Quirk Compedium ___ {{banner D&D 5e Supplement}} {{footnote At present, 80% of the world’s population consists of superhumans with special abilities called quirks! }} ![background image](https://wallpapers.com/images/featured/my-hero-academia-2rsvvj40ynbffab0.webp){position:absolute,bottom:0,left:0,right:0,height:110%} {{pageNumber,auto}} \page {{toc,wide # Contents - ###### [{{ Chapter 0: Introduction}}{{ 3}}](#p3) - ###### [{{ Chapter 1: Quirk Rarity Rolls}}{{ 4}}](#p4) - [{{ Quirk Roll Table}}{{ 5}}](#p5) - ###### [{{ Chapter 2: Quirks}}{{ 3}}](#p3) - [{{ Navel Laser }}{{ 6}}](#p6) - [{{ Frog }}{{ 6}}](#p6) - [{{ Acid }}{{ 6}}](#p6) - [{{ Engine}}{{ 7}}](#p7) - [{{ Zero Gravity}}{{ 7}}](#p7) - [{{ Tail}}{{ 8}}](#p8) - [{{ Electrification}}{{ 8}}](#p8) - [{{ Hardening}}{{ 9}}](#p9) - [{{ Anivoice}}{{ 9}}](#p9) - [{{ Dupli-Arms}}{{ 10}}](#p10) - [{{ Earphone Jack}}{{ 10}}](#p10) - [{{ Sugar Rush}}{{ 11}}](#p11) - [{{ Tape}}{{ 11}}](#p11) - [{{ Dark Shadow}}{{ 11}}](#p11) - [{{ Half-Cold Half-Hot}}{{ 12}}](#p12) - [{{ Half-Cold Half-Hot (Continued)}}{{ 13}}](#p13) - [{{ Invisibility}}{{ 13}}](#p13) - [{{ Explosion}}{{ 14}}](#p14) - [{{ One For All (Past Users)}}{{ 15}}](#p15) - [{{ One For All (Past Users)(Continued)}}{{ 16}}](#p16) - [{{ Pop Off}}{{ 17}}](#p17) - [{{ Creation}}{{ 17}}](#p17) - [{{ Weld}}{{ 17}}](#p17) - [{{ Gyrate}}{{ 18}}](#p18) - [{{ Razor Sharp}}{{ 18}}](#p18) - [{{ Black}}{{ 18}}](#p18) - [{{ Big Fist}}{{ 18}}](#p18) - [{{ Size}}{{ 19}}](#p19) - [{{ Mushroom}}{{ 19}}](#p19) - [{{ Vines}}{{ 19}}](#p19) - [{{ Beast}}{{ 20}}](#p20) - [{{ Horn Cannon}}{{ 20}}](#p20) - [{{ Twin Impact}}{{ 20}}](#p20) - [{{ Solid Air}}{{ 21}}](#p21) - [{{ Steel}}{{ 21}}](#p21) - [{{ Lizard Tail Splitter}}{{ 21}}](#p21) - [{{ Softening}}{{ 22}}](#p22) - [{{ Comic}}{{ 22}}](#p22) - [{{ Cemedine}}{{ 22}}](#p22) - [{{ Scales}}{{ 23}}](#p23) - [{{ Poltergeist}}{{ 23}}](#p23) - [{{ Copy}}{{ 23}}](#p23) - [{{ Hellflame}}{{ 24}}](#p24) - [{{ Black Hole}}{{ 24}}](#p24) - [{{ Heal}}{{ 25}}](#p25) - [{{ Clone}}{{ 25}}](#p25) - [{{ High Specs}}{{ 25}}](#p25) - [{{ Dog}}{{ 25}}](#p25) - [{{ Iron Claws}}{{ 25}}](#p25) \column - [{{ Cement}}{{ 26}}](#p26) - [{{ Voice}}{{ 26}}](#p26) - [{{ Fiber Master}}{{ 26}}](#p26) - [{{ Fierce Wings}}{{ 27}}](#p27) - [{{ Rewind}}{{ 28}}](#p28) - [{{ Brainwashing}}{{ 28}}](#p28) - [{{ Permeation}}{{ 29}}](#p29) - [{{ Wave Motion}}{{ 29}}](#p29) - [{{ Whirlwind}}{{ 29}}](#p29) - [{{ Glamour}}{{ 30}}](#p30) - [{{ Meatball}}{{ 30}}](#p30) - [{{ Search}}{{ 30}}](#p30) - [{{ Cremation}}{{ 31}}](#p31) - [{{ Decay}}{{ 32}}](#p32) - [{{ Enhanced Durability}}{{ 32}}](#p32) - [{{ Warp Gate}}{{ 33}}](#p33) - [{{ Homing}}{{ 33}}](#p33) - [{{ Muscle Augmentation}}{{ 33}}](#p33) - [{{ Jet}}{{ 33}}](#p33) - [{{ Erasure}}{{ 34}}](#p34) - [{{ Foresight}}{{ 34}}](#p34) - [{{ Fat Absorption}}{{ 34}}](#p34) - [{{ Manifestt}}{{ 34}}](#p34) - [{{ Gecko}}{{ 35}}](#p35) - [{{ Gigantification}}{{ 35}}](#p35) - [{{ Somnambulist}}{{ 35}}](#p35) - [{{ Rabbit}}{{ 35}}](#p35) - [{{ Arbor}}{{ 36}}](#p36) - [{{ Blood Control}}{{ 36}}](#p36) - [{{ Spring Like Arms}}{{ 36}}](#p36) - [{{ Kinetic Booster}}{{ 36}}](#p36) - [{{ Rivet Stab}}{{ 37}}](#p37) - [{{ All For One}}{{ 37}}](#p37) - [{{ Bloodcurdle}}{{ 37}}](#p37) - [{{ Rifle}}{{ 38}}](#p38) - [{{ Ice Ply }}{{ 38}}](#p38) - [{{ Overhaul}}{{ 39}}](#p39) - [{{ New Order}}{{ 39}}](#p39) - [{{ Radio Waves}}{{ 39}}](#p39) - [{{ Super Regeneration}}{{ 40}}](#p40) - [{{ Strong Arms}}{{ 40}}](#p40) - [{{ Compress}}{{ 40}}](#p40) - [{{ Reflect}}{{ 41}}](#p41) - [{{ Elasticity}}{{ 41}}](#p41) - [{{ Weather Manipulation}}{{ 41}}](#p41) - [{{ Air Wall}}{{ 41}}](#p41) - [{{ Hydra}}{{ 43}}](#p43) - [{{ Bullet Laser}}{{ 42}}](#p42) - [{{ Dragon}}{{ 42}}](#p42) - [{{ Love}}{{ 43}}](#p43) - [{{ Stress}}{{ 43}}](#p43) - [{{ Element}}{{ 43}}](#p43) - ###### [{{ Chapter 3: Quirk Creation}}{{ 44}}](#44) }} {{pageNumber,auto}} \page # Chapter 0: Introduction ### What is this book? This is the Quirk Compendium that can be used for running your own D&D campaign using the My Hero Academia Setting. Within these pages, you'll discover an extensive collection of Quirks, each presented with magic item-inspired stat blocks. While many are drawn directly from the series, others are entirely original or adapted for D&D 5th Edition. Welcome to the ultimate compendium for Dungeon Masters and players alike who wish to bring the vibrant and exhilarating world of My Hero Academia into their Dungeons & Dragons campaigns. Within these pages, you will discover a treasure trove of quirks, each imbued with unique abilities and characteristics inspired by the beloved anime and manga series. Whether you're a fan of Midoriya's boundless determination, Bakugo's explosive prowess, or Todoroki's dual elemental control, this compendium offers a vast array of quirks to suit every heroic (or villainous) inclination. Imagine stepping into the shoes of a quirk-wielding hero or villain, grappling with moral dilemmas and navigating complex social dynamics amidst a world where superpowers are the norm. This compendium not only provides mechanics for quirks but also delves into the lore and ethos of each ability, allowing you to fully embody the essence of your chosen character. From enhancing your physical prowess to manipulating the elements, bending reality with psychic abilities, or even transforming into mythical creatures, the possibilities are as limitless as the imagination itself. **Dungeon Masters.** this compendium serves as a toolkit to enrich your campaigns with the nuanced drama and high-stakes action reminiscent of My Hero Academia. Whether you seek to challenge your players with formidable villainous quirks or offer them opportunities to harness their powers for heroic deeds, this book equips you with everything needed to create compelling narratives and thrilling encounters. Unleash your creativity as you weave together stories of heroism, rivalry, and self-discovery within a world where the boundaries between ordinary and extraordinary blur with every quirk activated. **Players.** On the other hand, will find themselves immersed in a world where their character's quirks serve as both blessings and burdens, shaping their journey and defining their role in a larger narrative. As you navigate the challenges presented by your quirk, you'll uncover new facets of your character's personality, forge alliances with allies who complement your abilities, and confront adversaries whose quirks pose formidable challenges. Whether you aspire to become the symbol of peace or embrace the allure of darkness, your quirk will be the key to unlocking your true potential in this dynamic and ever-evolving universe. Within this compendium, expect to find: - **Detailed Quirk Descriptions**: Each quirk is meticulously detailed, providing its name, classification, activation methods, strengths, weaknesses, and some have suggested roleplaying tips. - **Mechanical Rules**: Clear and balanced rules for incorporating quirks into D&D 5th Edition gameplay, ensuring both fairness and excitement in quirk-enabled encounters. - **Quirk Customization**: Guidelines for customizing quirks to suit your character concept, allowing for personalization and creativity in quirk design. - **Quirk Examples**: A wide array of example quirks inspired by characters from My Hero Academia, spanning a spectrum of powers and personalities. - **Villainous Quirks**: Not just limited to heroes, explore quirks designed for villains, anti-heroes, and those who tread the fine line between justice and malevolence. ### Useful Links * **Limb System** - Have you ever felt weird that even though you RP your character hitting an specific limb, you still only damage their hit points and nothing really special happens? Well, In MHA5e it is crucial you use these rules. So read up and try not to lose your head understanding! [Read this to learn about Limb System!](https://www.dandwiki.com/wiki/Limb_System_(5e_Variant_Rule) * **World of My Hero Academia** - Most of the My Hero world is full of a variety of interresting location. There are very lots of places especially in this world. There is the The World Hero Foundation, U.A High, I-Island, and many more different and exciting places in this world. [Read this to learn more about the World of My Hero Academia!](https://myheroacademia.fandom.com/wiki/Category:Locations) * **Equipment** - There are many unique and powerful items in the modern world, even if you are a non-quirk user! Some quirks allow you to creat stuff and here is a list to help you craft iteams you want! [Read this to learn more about Equipment!](https://www.dandwiki.com/wiki/5e_Equipment_(JJBA_Setting)#Equipment) * **Player Handbook** - Player Handbook is essential here you will find the best classes for this game a long with other amazing features! [Read this to learn more about Player Handbook!](https://homebrewery.naturalcrit.com/share/k8WMDBMV7KAq) {{pageNumber,auto}} \page # Chatper 1: Quirk Rolls For those who wish to introduce an element of randomness of neing born with a quirk, down below is the chart that can be used for determining if a creature is born with a quirk. After you figure out if you have a quirk, if you do roll another d100 to see what quirk you have.

Quirk Born Chart

d100
1-20 Quirkless
21-100 Quirk Born

Quirk Rarity Chart

d100 Rarity
1-30 Common
31-60 Uncommon
61-85 Rare
86-95 Very Rare
96-100 Legendary
### Severe Power Discrepancies With Quirks? It's possible that, with sheer randomness, players may end up with an exceptionally powerful or underwhelming Quirk This inherent unpredictability is what renders the quirks very interesting, yet risky. If you believe this randomness detracts from the enjoyment or balance of your game, consider personally choosing the quirks that align with your own campaign's balance and design philosophy. You're also encouraged to adjust any quirks to better match your group's preferences. Should you wish, consider introducing scaled versions of the powers, especially for the rarer quirk. This scaling option depends on player level or progress throughout the campaign. While this approach might initially temper the excitement of certain quirks, it allows DMs to distribute more formidable quirks without destroying the game's balance early on. ### Choosing your Quirk! As the Dungeon Master, you hold the power to shape the quirks that permeate your campaign world, offering players the opportunity to handpick their abilities rather than rely on chance. This approach allows for greater narrative control, ensuring that each player's chosen quirk aligns seamlessly with their character concept and backstory. By bypassing random rolls, you facilitate a deeper connection between players and their characters' abilities, fostering a sense of ownership and investment in their journey. Whether your players aspire to emulate their favorite heroes from My Hero Academia or forge entirely unique paths, empowering them to select quirks enhances customization and encourages collaborative storytelling. {{note ##### Power Scaling Please keep in mind some quirks are extremly overpowered and can break the game DM! So be careful when letting some choose there quriks. }} ![homebrew mug](https://www.pngall.com/wp-content/uploads/15/All-Might-PNG-Photos.png) {position:absolute,top:200px,right:-30px,width:460px} {{pageNumber,auto}} \page ##### Quirk Roll Table 1. Navel Laser 2. Acid 3. Frog 4. Engine 5. Zero Gravity 6. Tail 7. Anivoice 8. Dupli-Arms 9. Earphone Jack 10. Sugar Rush 11. Tape 12. Invisibility 13. Explosion 14. Pop Off 15. Weld 16. Gyrate 17. Razor Sharp 18. Black 19. Big Fist 20. Size 21. Mushroom 22. Vines 23. Beast 24. Horn Cannon 25. Solid Air 26. Lizard Tail Splitter 27. Comic 28. Cemedine 29. Scale 30. Poltergeist 31. Black Hole 32. High Specs 33. Dog 34. Iron Claw 35. Cement 36. Voice 37. Wave Motion 38. Whirlwind 39. Glamour 40. Transform 41. Homing 42. Jet 43. Fat Absorption 44. Gecko 45. Somnambulist 46. Gigantification 47. Rabbit 48. Arbor 49. Spring Like Arms 50. Kinetic Booster 51. Rivet Stab 53. Radio Waves 54. Electrification 55. Hardening 56. Dark Shadow 57. Half-Cold Half-Hot 58. Creation 59. Twin Impact 60. Steel 61. Softening 62. Heal 63. Copy 64. Hellflame 65. Fierce Wings 66. Fiber Master 67. Rewind 68. Permeation 69. Wave Motion 70. Meatball 71. Search 72. Cremation 73. Decay 74. Warp Gate 75. Erasure 76. Foresight 77. Manifest 78. Blood Control 79. Bloodcurdle 80. Enhanced Durability 81. Ice Ply 82. Double 83. Rifle 84. Super Rengeneration 85. Strong Arm 86. Compress 87. Reflect 88. Elasticity 89. Weather Manipulation 90. Air Wall 91. Hydra 92. Bullet Laser 93. Dragon 94. Love 95. Stress 96. Element 97. Overhaul 98. One For All 99. New Order 100. All For One 100. Choose Your Own Quirk \page # Chapter 2: Quirks {{note ##### Concentration/Save DC If a move requires concentration the DC is 14 (Unless stated otherwise). Save DC are calculated 8+Proficency+STR,DEX,INT, Or WIS (Your Choice). Please write it on your paper because once you choose you cannot change again. }} {{monster,frame ## Navel Laser *Quirk, Uncommon* ***Type:*** Emitter **Description:** Navel Laser grants the user the ability to unleash radiant, sparkling laser beams from their navel. **Weakness:** Prolonged use of the Quirk can cause internal damage. After using the Navel Laser your proficiency bonus + level amount of times, each subsequent use inflicts 2d6 internal damage, which cannot be mitigated. If the user’s hit points fall below half, they become prone and must expend double the usual movement to stand. **Navel Laser:** At 1st level, you can use your Navel Laser as an action to target a creature within 60 feet. The laser creates a 10-foot-wide line. The target must make a Dexterity saving throw against your Quirk save DC. On a failed save, creatures within the line are pushed back 20 feet and take 4d12 Radiant Damage. The affected area becomes difficult terrain. On a successful save, creatures take half damage. At levels 5, 10, 15, and 20, the damage increases by an additional damage die. **Super Nova:** At 6th level, you can spend an entire turn to charge your Navel Laser, releasing a more powerful beam. For each charge, you can add one additional damage die, up to a maximum of 10d12. Creatures within a 120-foot by 20-foot-wide line must make a Dexterity saving throw, taking the total damage (based on the number of dice added) on a failed save, or half as much on a successful one. After using this ability, you become prone and must expend double the usual movement to stand and take 4d6 damage, which cannot be reduced in any way. You can use this ability a amount of times equal to your proficiency bonus. }} {{monster,frame ## Acid *Quirk, Uncommon* ***Type.*** Emitter. ***Description.*** Acid allows the user to generate a corrosive liquid from their skin, with their own body being naturally resistant to the acid produced. ***Weakness.*** Your body can only produce acid for a limited time before your natural resistance fades. When you begin using your acid abilities in combat, you gain immunity to Acid Damage for a number of rounds equal to double your Constitution modifier (minimum 1). After this, your immunity drops to resistance for the same number of rounds. Once this period ends, you lose all resistance, and the damage die for your acid-based attacks is reduced to a d4. Additionally, you can only use **Acid Shot** once more before needing a short rest to recover your acid production. ***Acid Shot.*** At 1st level, as an action, you can target a creature within 45 feet and unleash acid from your hands, dealing 2d8 Acid Damage on a hit deals one rank of **BURNED** (which can stack maximum 3). This damage is doubled against constructs and suits, and you add your Constitution modifier to your damage rolls. This last until they take an action to wipe it away; if they do wipe it off. You can also spend a bonus action coating your limbs in acid dealing your acid shot damage on a hit. At 5th, 10th, and 15th levels, you add an additional damage die. ***Acid Layback.*** As a bonus action, you can coat your feet in acid, allowing you to slide along surfaces. This grants you double your movement speed for that turn, and you can take the Dodge action as a reaction. ***Acidman.*** At 5th level, you can envelop yourself in your acid, gaining an extra layer of protection. As a reaction, until the end of your next turn, you can coat yourself in acid, gaining the following benefits. You can use this feature a number of times equal to your Constitution modifier: - Reduce incoming damage by 2d8 + Constitution Modifier. - Creatures that attack you with a melee attack take 2d8 + Constitution Modifier. }} {{monster,frame,wide ## Frog *Quirk, Uncommon* ***Type.*** Mutant. ***Description.*** The user gains frog-like characteristics, including enhanced leg strength, wall-clinging abilities, a powerful extending tongue, natural camouflage, swift swimming, and the ability to secrete mucus with various effects, such as paralysis and scent concealment. ***Weakness.*** Exposure to sudden cold can induce a hibernation-like state, rendering the user completely immobile until they warm up. In temperatures below 28°F, you fall asleep and cannot awaken until the temperature rises above this threshold. ***Amphibious Anatomy.*** Your body takes on a frog-like appearance, with moist, slightly sticky skin that aids in climbing and allows for underwater breathing. You gain the following benefits: - **Amphibious Breathing:** You can breathe both air and water. - **Speed and Agility:** You gain a climbing speed and a swimming speed equal to your walking speed and can stick to walls. - **Powerful Leaps:** Your strong legs allow you to jump great distances, enabling you to leap up to 20 feet horizontally and 10 feet vertically from a standing position. - **Enhanced Senses:** Your frog-like senses give you advantage on Wisdom (Perception) checks that rely on hearing or sight. - **Camouflage:** Your skin can change color to blend in with your surroundings, granting you advantage on Dexterity (Stealth) checks made to hide in natural environments and on a sucsess you count as invisible. - **Tongue Strike:** Your tongue acts as a natural weapon with a reach of 35 feet. You can use it to make attacks, dealing bludgeoning damage equal to 2d8 + your Dexterity modifier on a hit. As a bonus action, when you hit a creature, you can attempt to paralyze them for one round. The target must make a Constitution saving throw against your Quirk save DC; on a failure, they are paralyzed for one round. You can use this ability a number of times equal to half your Constitution modifier (rouned up). Additionally, as a reaction, you can pull a creature within 35 feet out of the way of an incoming attack, potentially causing the attack to miss and pulling the target within 10 feet of you. Lastly tour tounge can carry a maximum of 250lbs. }} {{pageNumber,auto}} \page {{monster,frame ## Engine *Quirk: Rare* ***Type:*** Mutant ***Description:*** Engine grants the user engine-like protrusions on their body, enabling them to move at extraordinary speeds. ***Weakness:*** This quirk requires fuel to function, similar to a vehicle. For example, the user may need to consume orange juice as fuel, while carbonated drinks can cause a stall. You must drink 2 gallons of juice daily for your Engine to operate. If you consume carbonated drinks, you cannot use your quirk for 2 hours. ***Engines:*** Your base speed becomes 60 feet, base vertical jump is 30 feet, and your Engine can be used as a natural weapon. On a hit, your Engine deals bludgeoning damage equal to 1d10 plus your Dexterity modifier and deals double damage to structures. Additionally, you never provoke attacks of opportunity, you gain +3 to initiative, and you have an extra bonus action to use your quirk. ***Recipro Burst:*** At 3rd level, you can forcibly accelerate your quirk, greatly enhancing your speed for 10 seconds but temporarily disabling your engines. As a bonus action, you gain double your speed and have advantage on your attacks for 5 rounds. Your attacks also push the target back 30 feet, and your damage die increases to a d12. After using this ability, your speed is reduced to 0, and you cannot move for 5 rounds or until cooled by water or ice. You can use this ability a number of times equal to your proficiency bonus. ***Recipro Extend:*** At 7th level, you can further accelerate your quirk for a longer duration. When using **Recipro Burst**, you gain double your speed and advantage on your attacks, adding one extra damage die for 8 rounds. Your attacks push the target back 20 feet. After using this move, your speed is reduced to 0, and you cannot move for 8 rounds or until cooled by water or ice. You can use this ability a number of times equal to half your proficiency bonus. ***Recipro Turbo:*** At 10th level, you can upgrade your engines once every six months, allowing you to greatly enhance your speed. This process takes a full day and one week of recovery. You gain a permanent +10 to your movement speed. When using **Recipro Extend:** you can double your movement for one minute (10 rounds) and creatures cannot react to your attacks. However, you will have disadvantage on attacks due to control difficulties. You add two extra damage die and must keep moving during this time. Your attacks push the target back 30 feet, you ignore difficult terrain, and can run on liquid surfaces. After one minute, your speed is reduced to 0, and you cannot move for one minute and 5 rounds. You can use this ability once per long rest. }} {{monster,frame ## Zero Gravity *Quirk, Rare* ***Type.*** Emitter. ***Description.*** Zero Gravity grants the user the ability to negate the effects of gravity on solid objects by touching them with the pads of their fingertips. ***Weakness.*** The more objects the user lifts with this Quirk, the harder it becomes to maintain their weightlessness. Prolonged use can lead to feelings of sickness and nausea, potentially causing vomiting. If you use your Quirk more than five times within three minutes, you must make a Constitution saving throw (DC 15). On a failure, you become poisoned for three minutes, suffering 1d4 damage to your torso each time you attempt to use your Quirk during this period, and you fall prone at the end of your turn. ***Zero Gravity.*** You can make any object weightless upon contact, retaining its mass and damage properties. As a bonus action when you hit a creature with an attack, you can send up to four creatures within 30 feet soaring 30 feet into the air. While floating, these creatures have disadvantage on Dexterity saving throws and cannot gain advantage on these saves. They remain airborne for a number of rounds equal to your proficiency bonus. Alternatively, as a reaction, you can pinch your fingers together to make any floating object drop immediately, dealing bludgeoning damage equal to xd10, where x is the first number of feet fallen. (At level 20, this becomes the first two digits of the height.) The height of this ability increases by 10 feet at the 5th, 10th, 15th, and 20th levels. ***Meteor Strike.*** You can quickly lift rubble from the ground and crash it down. Touching the ground, you force all creatures within a 30-foot radius to make a Dexterity saving throw vs your quirk save DC. On a failure, they take xd10 + xd4 bludgeoning damage, where x is the first number of feet fallen (at level 20, this becomes the first two digits of the height) and are knocked prone. On a success they take half damage and suffer no other effect. This ability can only be used if there is difficult terrain or at least four pounds of loose objects available. ***Self Skill.*** By touching your heels together, you can float, gaining a hover speed of 60 feet. ***Gravity Plus.*** At 5th level, you've developed a unique martial arts technique. When you send a creature floating as part of the same bonus action, they must make a Dexterity saving throw against your Quirk save DC. On a failure, you can grab them and slam them to the ground, dealing your unarmed damage plus 2d6 bludgeoning damage. The target becomes prone and grappled in the prone position. }} {{pageNumber,auto}} \page {{monster,frame ## Tail *Quirk, Common* ***Type.*** Mutant. ***Description.*** Tail grants the user a prehensile appendage that extends from their lower back, enhancing their physical capabilities. ***Weakness.*** The user's tail is vulnerable to damage. Additionally, as a permanent mutation, it can make lying down or sitting comfortably challenging. ***Tail.*** Your tail functions as an extra limb, possessing double the hit points of a regular limb (Arm) and allowing you to perform various actions: - **Unarmed Strike:** Your tail can make unarmed attacks, dealing 2d12 + double your Strength modifier in bludgeoning damage and on a hit a creature must make a Strength saving throw vs your quirk save DC and on a fail they are knocked back 20 feet and pushed back half on a success. - **Carrying Capacity:** Your tail can carry up to 200 pounds. - **Object Interaction:** You can use your tail to interact with objects, just like a hand. - **Reach:** Your tail has a range of 10 feet for attacks and interactions. - **Grapple:** As a bonus action, you can use your tail to grapple a creature. While grappling, you can still attack and interact with objects using your arms. At the start of the grappled creature's turn, they can attempt a Strength saving throw against your Quirk save DC to escape on a success. }} ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/246fa1b5-ed2b-409f-9e66-9d4ec5384025/dgnzbwg-38eb7dce-cb05-455d-8527-4a5fee679c63.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzI0NmZhMWI1LWVkMmItNDA5Zi05ZTY2LTlkNGVjNTM4NDAyNVwvZGduemJ3Zy0zOGViN2RjZS1jYjA1LTQ1NWQtODUyNy00YTVmZWU2NzljNjMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.yrjNYFE6-5-6IOSVKEQypz8muw1BD9QcepcJaQ5r7IM) {width:305px,mix-blend-mode:multiply} {{monster,frame ## Electrification *Quirk, Rare* ***Type.*** Emitter. ***Description.*** Electrification allows the user to generate and emit electricity from their body, creating a protective aura that electrocutes anyone who makes contact. ***Weakness.*** Your body stores up to **1,000,000 watts** of electricity. As you use your Quirk, your wattage increases. If it gets too high, your brain starts to short-circuit. This affects your intelligence and ability to act: | **Watt Level** | **Effect** | |------------------------|---------------------------------------------------------------------------| | 0 – 250,000 watts | Safe zone. No negative effects. | | 250,001 – 500,000 watts | Brain strain begins. **Intelligence drops to 10**. Movement speed is halved. You can only use **Electrification**. | | 500,001 – 999,999 watts| Severe overload. **Intelligence drops to 5**. Movement still halved. Only **Electrification** works. | | 1,000,000 watts | Critical short-circuit! **Intelligence drops to 1**. You fall **unconscious** and can't act until recovered. | ***Electrification.*** You can emit electricity from your body and channel it into anyone you touch. As an action, you can make an unarmed strike or a ranged attack with a range of 30 feet, dealing 2d8 lightning damage. This move cost 10,000 watts Additionally, as a reaction, whenever you or an ally within a 20-foot radius is subjected to lightning damage, you can absorb the damage, reducing it to 0 and gain resistance to lightning damage. The damage of this ability increases by one die at the 5th, 10th, and 15th levels. **Electric Resistance:** You gain resistance to lightning damage. You can also safely interact with high-voltage electrical sources (such as tasers or power lines) without taking damage or effects. ***Indiscriminate Shock: 1.3 Million Volts.*** At 3rd level, By pushing your electric potential to its limit, you create a massive field of electricity. As an action, you can make contact with the ground to generate a 15-foot radius of electrical discharge around you. All creatures in contact with the ground within this area (including allies) must make a Constitution saving throw against your quirk save DC. On a failure, they take 10d8 lightning damage, two ranks of **SHOCKED**, and become paralyzed for 5 turns. On a success they take half damage, 1 rank of **SHOCKED**, and paralyzed only for 2 rounds. This move consumes 60,000 watts. ***Indiscriminate Shock: 2 Million Volts.*** At 7th level, you surpass the limits of your electrical potential, unleashing an incredible wave of electricity. This version of Indiscriminate Shock increases the radius to 25 feet and deals 20d8 lightning damage and a extra rank of **SHOCKED**. This move consumes 80,000 watts. }} {{pageNumber,auto}} \page {{monster,frame ## Hardening *Quirk, Uncommon* ***Type.*** Transformation. ***Description.*** Hardening allows the user to solidify any part of their body, providing significant protection against physical threats. ***Weakness.*** The Quirk has limitations; the hardened state can only withstand a certain amount of damage before it dissipates. You can enter your Hardened Form a maximum of five times per day. This limit increases by one use at the 5th, 10th, 15th, and 20th levels. ***Harden.*** You can harden your body to reduce incoming damage. As a bonus action you can turn your skin to stone, gaining resistance to all damage types (except necrotic) for a number of rounds equal to your constitution modifier. Additionally, as a reaction, when you see an incoming attack, you can move up to half your movement speed to intercept it, taking the full damage on behalf of a target. This damage cannot be reduced by your Hardening feature, and you can only be forcefully moved up to 50 feet. Lastly, creatures within 5ft directly behind you gain the benefit of half cover. ***Stone Weapon.*** You can harden your arms to transform them into weapons. while using your harden feature your fist become either blades for slashing damage or solid stone fists for bludgeoning damage. These attacks deal 1d8 + your Strength modifier of their respective damage types. Once per turn, when your fist hit a creature, they take additional xd4 slashing damage (with x being your half your constitution modifier rounded down). On a success, they take no extra damage. When using your Stone Fists, you gain a +1 bonus to your AC and a extra two damage reduction. ***Re-Harden.*** At 5th level, if your Harden feature is breached (when a creature ignores your resistance), you can use your reaction to temporarily boost your durability, taking no damage from that attack. You can use this ability up to three times in a single reaction, allowing you to negate multiple attacks in one round. After using this ability, you fall unconscious for 3 rounds due to the strain. You can use this feature once per long rest. ***Unbreakable.*** At 7th level, you can make your skin completely impenetrable. Once per day, as an action, you can harden your entire body for 25 seconds (3 rounds), providing total cover for all allied creatures within 5ft directly behind you gain the benefit of total cover. During this time, you cannot take damage regardless of the source. Additionally, you gain the ability to deal piercing damage and acquire a climbing speed equal to your movement speed. After using this ability, you fall unconscious for 5 rounds and gain two levels of exhaustion due to the strain. You can use this feature once per full rest. }} {{monster,frame ## Anivoice *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** Anivoice allows the user to communicate with and command animals through speech. ***Weakness.*** Animals must be within the user's vocal range which is a 100 ft radius to be influenced by Anivoice. Humans, despite being animals as well, are exempt from the effects of Anivoice. This Quirk is also ineffective against artificial creatures that have been shaped to resemble real animals. ***Anivoice.*** You gain the ability to comprehend and verbally communicate with animals within a 120 ft radius. The knowledge and awareness of many animals are limited by their intelligence, but at minimum, beasts can give you information about nearby locations and quirk users, including whatever they can perceive or have perceived within the past day. Also, you can ask the animals to help you in battle. The animals obey your commands as best as they can. They take their turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one attack yourself when you command the animals to take the Attack action. While traveling you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. ***Hitchcock Birds*** As a reaction if there are birds in the area you can call forth the birds to blind the opponent. You pick an area within 30 ft and any creature within a 20 ft cone is considered blind giving them a disadvantage on the attack and reducing the damage by 5d6 also making anyone within 30 ft on the other side of the cone count as invisible. Also the creature must make a Strength saving throw against your quirk save DC on a fail they are restrained and moveed 30-feet in any direction of your choice. on a pass they are not restrained and moved. }} {{pageNumber,auto}} \page {{monster,frame ## Dupli-Arms *Quirk, Uncommon* ***Type.*** Mutation ***Description.*** Dupli-Arms grants the user a set of arm-like tentacles that can replicate other body parts, enhancing their versatility in combat. ***Weakness.*** The tentacles and replicated body parts are susceptible to damage from enemy attacks. While the user can regrow any lost replicated body part, the process is painful and takes time. Regrowing a limb requires a full rest. ***Dupli-Arms.*** You can reproduce various body parts, including ears, eyes, mouths, hands, and more, through pods located at the tips of your tentacles. As a bonus action, you can grow a limb of your choice, with the number of limbs limited to double your proficiency bonus. Each type of limb provides unique benefits: - **Arm:** For each arm produced, you gain an additional unarmed attack, dealing 1d6 + your Strength modifier in bludgeoning damage. You can hit a target up to 20 feet away. Your Strength score increases by 1 (to a maximum of 20) for every arm created. Your carrying capacity is doubled, and carrying creatures does not hinder your movement. As a reaction, you can use your arms to create a shield, granting you and any allies within 10 feet the benefits of cover. Additionally, you gain a swing speed of 20 feet. - **Mouth:** You can grow a mouth as a free action. When you attack, you can bite a creature, dealing 2d4 + your Strength modifier in piercing damage. - **Ears:** You gain advantage on Perception checks related to hearing and are better at resisting the deafened condition. Your hearing range is doubled. - **Eyes:** You gain advantage on Perception checks related to sight and are better at resisting the blinded condition. Your sight range is doubled, and you gain 15 feet of blindsight. - **Legs:** Your movement speed is doubled (this effect does not stack). ***Octo-Blow.*** As an action, if you create 8 or more arms, you can convert all your attacks into a 20-foot cone. Creatures in this area must make a Dexterity saving throw. On a failure, they take 8d6 + your Strength modifier in damage; on a success, they take half damage. You can choose to target a single creature with this attack if desired. ***Octospansion.*** At 10th level, as an action, you can combine all your limbs into a single massive fist, making a powerful attack. On a hit, this attack deals xd8 damage, where x is the number of limbs you have active. Additionally, the creature hit becomes prone. }} {{monster,frame ## Earphone Jack *Quirk, Uncommon* ***Type.*** Mutation ***Description.*** Earphone Jack grants the user long, controllable earlobes resembling headphone cables. These earlobes can plug into various objects, channeling the vibrations of the user’s heartbeat to deal internal damage. ***Weakness.*** The Earphone Jacks are vulnerable to damage and can suffer from overuse. If you use your quirk more than double your proficiency bonus, you take 2d6 damage each time you activate it until you take a short rest. This damage cannot be reduced in any way. ***Earphone Jack.*** Your earlobes function like headphone cables, allowing you to stretch them up to 20 feet. You can plug them into solid surfaces or creatures, enabling a variety of actions: - **Thunder Strike:** As an action, plug your Earphone Jacks into an amp or a creature, creating a 30-foot-long, 10-foot-wide line. Any creature in this line must make a Strength saving throw or take 2d8 thunder damage and become deafened until the end of their next turn, while being pushed back 20 feet. On a successful save, they take half damage and are pushed back 10 feet without any additional effects. If targeting a creature directly, make a ranged attack; on a hit, deal 2d6 thunder damage. - **Tracking Sound:** As a bonus action, plug your Earphone Jacks into the ground to gain advantage on checks to track items or creatures. This ability does not work on creatures that do not produce sound or can fly. ***Counter-Balance.*** You can use sound waves to counter ranged attacks. As a reaction when targeted by a ranged attack, plug your Earphone Jacks into an amp, creating a 60-foot-long, 20-foot-wide line. Any creature in that line must make a Strength saving throw or take 3d8 thunder damage and become deafened until the end of their next turn. If successful, you can reduce the damage dealt to you by the amount of damage dealt to the target, and they are pushed back 20 feet. ***Heartbeat Distortion.*** At 5th level, as an action, plug your Earphone Jacks into an amp and point them at the ground. Any creature in a 60-foot cone must make a Strength saving throw or take 5d8 thunder damage and be pushed 30 feet into the air. ***Heartbeat Wall.*** At 9th level, you can create a defensive sound wave wall. As a reaction when targeted by an attack, plug your Earphone Jacks into an amp to create a wall that is 15 feet wide and 10 feet high. Any creature behind the wall takes only half damage from attacks, gaining the benefits of cover. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Sugar Rush *Quirk, Common* ***Type.*** Emitter ***Description.*** Sugar Rush allows the user to amplify their strength five-fold for three minutes for every ten grams of sugar consumed. ***Weakness.*** While this quirk enhances strength, it also causes the user to suffer from hypoglycemia, leading to lowered cognitive function and lethargy. After using this quirk, your intelligence is reduced to 10, and you gain 3 levels of exhaustion. Additionally, if you do not consume sugar, you cannot activate your quirk. \column ***Sugar Rush.*** Upon consuming a pound of sugar, you gain the following benefits for 15 seconds (3 rounds). You can reset this duration by consuming more sugar as a bonus action: - Your Strength score increases to 22. - You gain advantage on Strength saving throws and skill checks. - Your carrying capacity is doubled, and carrying creatures does not hinder your movement. - Your unarmed strikes deal 2d8 + your Strength modifier in damage and can push a target back 20 feet on a hit. - You deal double damage to structures. Additionally, when you consume sugar, you can choose to make a Constitution saving throw (DC 15) to temporarily mitigate the effects of hypoglycemia. On a success, you retain your intelligence score for one additional round before it drops. }} {{monster,frame,wide ## Tape *Quirk, Uncommon* ***Type.*** Mutant ***Description.*** Tape allows the user to eject strong adhesive tape from openings located on both elbows. ***Weakness.*** While the tape is durable, it is not unbreakable. If the user expends too much tape, they risk suffering from dry skin. You can produce tape for up to 10 minutes; after this duration, you cannot generate more until you take a short rest to recover from the dryness. ***Tape.*** You can eject adhesive tape from your elbows, granting you a swing speed of 60 ft. The following abilities are available to you: - **Grapple and Restrain:** As an action, you can shoot your tape at a target within 60 ft. On a hit, the target is grappled and restrained. At the end of its turn, the creature can attempt a Strength saving throw against your Quirk save DC. On a success, it breaks free. While grappled, you can move the creature left or right up to 30 ft. - **Throwing Objects:** You can stick your tape to any object and throw it up to 60 ft. On a hit, the object deals 3d8 bludgeoning damage. - **Rescue Maneuver:** As a reaction, you can shoot your tape at an ally who is grappled, pulling them towards you. This allows you to move 60 ft with them, potentially avoiding an attack or repositioning them safely. }} {{monster,frame,wide ## Dark Shadow *Quirk, Very Rare* ***Type.*** Emitter ***Description.*** Dark Shadow allows the user to manifest a shadowy, monster-like entity from within their body, which can be materialized or de-materialized at will. ***Weakness.*** The strength and behavior of Dark Shadow are influenced by ambient light levels. In bright light, it becomes small and docile, making it easier to control but also significantly weaker. In darkness, it transforms into a powerful and vicious entity that attacks indiscriminately, but it becomes more difficult to manage. When fully engulfed in darkness, Dark Shadow gains the berserk condition, requiring the user to succeed on a DC 20 Wisdom saving throw at the start of their turn to regain control for that round. Dark Shadow retreats from bright light, such as fire or radiant damage, becoming unusable for one round. If it drops to 0 hit points, it remains unusable until after a long rest and if you go incapacitated, paralyzed, or dazed it follows the effets with you. ***Dark Shadow.*** Dark Shadow has hit points equal to your own + 5 and shares your ability scores And AC. It has immunity to piercing damage and the restrained, grappled, and prone conditions. You can summon or unsummon Dark Shadow as a bonus action, controlling it on your turn. It cannot move more than 60 feet from you; if forcefully moved beyond this distance, it unsummons. \column - **In Bright Light:** Dark Shadow acts on your commands, is considered a Small creature with an attack range of 15 feet, has an AC of 15, and deals 2d8 + your Wisdom modifier in slashing damage with its unarmed strikes. - **In Dim Light:** Dark Shadow follows your commands, is considered a Medium creature with an attack range of 20 feet, has an AC of 17, gains an additional 20 hit points, and can strike for 4d8 + your Wisdom modifier in slashing damage. It can also make one additional attack. - **In Darkness:** Dark Shadow acts independently, attacking anything nearby. It is considered a Huge creature with an attack range of 25 feet, has an AC of 19, gains an additional 30 hit points, and can strike for 6d8 + double your Wisdom modifier in slashing damage. Any creature, including you, within 25 feet is restrained, Blinded, and grappled and can attempt to escape at the end of their turn with a Strength saving throw against your Quirk save DC. Additionally, creatures in this radius take 1d8 necrotic damage at the start of their turn. Dark Shadow can make two additional attacks in this state. ***Black Fallen Angel.*** At 4th level, you learn to fly using Dark Shadow. It can carry you in its arms, granting you a fly speed of 45 feet. You cannot use any other abilities while in flight until you land. ***Black Abyss.*** At 5th level, you can envelop your body in Dark Shadow, boosting your armor and physical strength. While Dark Shadow is active, your AC equals 10 + your Wisdom modifier + your Dexterity modifier. You also gain the abilities of Dark Shadow, and it no longer functions as a summon. This ability cannot be used in complete darkness. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Half-Cold Half-Hot *Quirk, Very Rare* ***Type.*** Emitter ***Description.*** Half-Cold Half-Hot allows the user to generate ice, frost, and cold from the right side of their body, and fire, flames, and heat from the left. However, the user is unable to manipulate either element that comes from an external source; they can only create them from their body. ***Weakness.*** The user needs to constantly alternate the use of both elements, heating themselves with the left side after creating a great volume of ice or cooling with the right side after generating strong flames. Overuse of either side without the other to regulate their body temperature could lead to either frostbite or overheating affecting their whole body, with possibly fatal consequences. You gain a Hot and Cold counter each move is worth a certain amount of Hot or Cold points. Once you reach 25 Hot points and 25 Cold points you can keep using the moves but take the following below + The points spent in fire or cold damage which cannot be reduced by any means. You can regain points by using your other side for each Hot point spent you regain that many Cold points and vice versa. If you decide not to and only use one side when you reach your point limit you gain the following: - **Fire:** At the start of your turn you take 2d4 Fire damage which cannot be reduced by any means. You also have a disadvantage on Constitution saves. - **Ice:** At the start of your turn you take 2d4 Cold damage which cannot be reduced by any means. Your speed is reduced to half. ***Half-Cold Half-Hot.*** You acquire the ability to create ice with one side of your body and fire with the other. You gain the following abilities: - **Element:** You can directly manifest your quirk's power. You can make a 5ft melee attack or a ranged attack against a creature within 35 ft. On a hit, you deal 2d6 + your Dexterity modifier and leave a trail of ice (if the side was used) in a 30 ft. long line with 10 hit points and a 10 AC that last until broke. The damage type is either cold or fire. This cost 1 Hot or Cold point. - **Resistance:** You gain resistance to cold and fire damage. Also, your body can regulate itself to an extreme degree. You have the advantage of the effects of extreme cold or extreme heat. - **Elemental Movement:** As a bonus action you gain a +20 movement speed and leave behind an ice slide for your movement for the turn that can create a 10 foot tall half pipe with 10 hit points and 10 AC. When you turn and it lasts for 1 minute. When you do this you gain a 15 foot hover speed being able to use it in the air. Or at 5th level you shoot a flame out of your foot giving you a 30 ft fly and hover speed. Either or cost 1 Hot/Cold point each turn used. Also at level 6 you can use both in tandem giving you a extra +20 movement speed when using the ice slide ability costing 1 Hot and 1 Cold point each turn used. - **Icy Ground:** You can cover the ground with a layer of ice. As an action, You cover an area of a 20-foot square or cone centered on you turning it into difficult terrain. It has 10 AC and each creature standing in its area must succeed on a Dexterity saving throw or fall prone at the start of there turn this last for one minute or until broken by heavy winds or more than 10 damage. This costs 1 Cold point. - **Icy Touch:** As a bonus action or as a reaction, when you hit a creature with your fist, you cause ice to crawl over the target's body, restraining its limbs. The target must succeed on a Strength saving throw, or be restrained by the ice until broken. A large or larger creature has an advantage on this saving throw. If the target succeeds on the save, the ice breaks. While restrained by the ice, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by the ice makes a Strength Save against your quirk save DC at the end of the turn. On a success, the target is freed. The Ice has 15 hit points. This costs 3 Cold point. - **Elemental Defense:** As a reaction, you can cover half your body in fire or ice and increase your AC by +2 until the start of your turn and adding a extra 1d6 fire or ice damage to your next attack (once per round). Also you can use this to cool down your other side. This cost 2 Hot or Cold points. - **Heatup/Cooldown:** When you make a attack with any of your moves you can spend 1 Hot or Cold Point (Maximum 3) and add a extra damage die per point spent and can use both sides in tandem splitting the damage into half fire half cold. ***Heaven Piercing Ice Wall.*** At 3rd level, As an action or reaction you can cover a 120-foot cone 60 foot tall originating from yourself in a massive glacier of ice when you use it as a reaction its 60 ft cone and 30 ft high and does not restrain or push back only being used to intercept damage. It slants upward gradually enough to walk up, though it counts as difficult terrain for any creature, The wall has 45 hit points and AC equal to your 10 + Consitution Modifier. Any creature caught in it is pushed to the far edge of the cone and must succeed in a Dexterity or Strength saving throw or take 4d8 cold damage. You can choose whether creatures caught within this cone are pushed outside of it or restrained and gives 2 ranks of **FREEZE**., or half as much on a successful save and pushed outside the cone to the side. At the start of there turn they can attempt to break free with a strength save Vs your quirk save DC and on a pass they break free and deal there unarmed damage to the wall. When you use this move as a reaction it takes all the damage that you would have taken suffering no effect and stopping you from being forcefully moved no more than 30 feet. You also gain one additional reaction. This costs 5 Cold points and if you make the Heaven Piercing Ice Wall at half size (as a reaction) it cost 3 and has 25 hit points and deals 2d8 cold damage. ***Flashfire Fist.*** At 4th Level, As an action you increase the temperature of your flames to your maximum. You make an unarmed attack and if it successfully hits, it deals 3d10 fire damage. On a hit, the creature must succeed a Strength saving throw. On a failure, they fall prone, take one rank of **BURNED** and are pushed 15 feet away from you. On a success, they do not become prone and are pushed 5 feet away from you. This costs 10 Hot points. ***Flame Wall.*** At 4th level, you gain a fiery, offensive defense. As an action, you create a wall of flames with a width of up to 10 feet, a height of up to 120 feet, and a length of up to 100 feet. If a creature is in this range when it is created, it takes 4d6 + your Dexterity modifier fire damage and is pushed to the opposite side of the wall that you are on. If a creature attempts to move through the wall and on the start of the turn, it must attempt a Dexterity saving throw. On a failure, they take 4d6 fire damage, one rank of **BURNED** and do not move through it. If they succeed, they take 2d6 fire damage and move through it and taking no other effects. You can make this attack smaller and last for 3 rounds. This costs 4 Hot point. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Half-Cold Half-Hot (Continued) ***Hell Spider.*** At 5th Level, as a bonus action you concentrate flames into white-hot points on your fingertips and emit beams of fire to slice through his target. You make five 30ft range attacks each dealing 1d4+1 fire damage on a hit. You can target multiple targets or one singular target. If it is one target they make a Dexterity saving throw taking 3d4+2 on a fail half on a success This costs 3 Heat Points. ***Flashfreeze: Heatwave.*** At 5th level, You can supercool the air around you before rapidly reheating it to create a massive wave of pressure. As an action, every creature in a 60ft by 30ft line must succeed a Constitution saving throw. On a failure, they take 3d10 force damage and one rank of **BURNED** and **FREEZE**, are moved 10 feet away from you, and are knocked prone. On a success, they take half as much damage, are moved 5 feet away from you, and are not knocked prone. This costs 3 Hot points and 3 Cold points. ***Flashfire Fist: Jet Burn.*** At 6th level, As an action you launch a blast of fire up to 120ft in front of you. If it successfully hits, it deals 3d8 fire damage. On a hit, the creature must succeed in a Dexterity saving throw. On a failure, they fall prone and are pushed 20 ft away from you and one rank of **BURNED**. On a success, they do not become prone and are pushed 10 feet away from you. This costs 3 Hot points. ***Jet Kindling.*** At 6th level, You increase the temperature of the flames. As a bonus action, if you use and land **Any Flashfire Fist** and it successfully hits it becomes **Flashfire Fist: Jet Kindiling** and it deals an extra 2d10 fire damage ignores resistance, and treats immunity as a resistance and pushes them back another 10 feet. This costs 3 Hot points. ***Phosphor.*** At 10th level, The user combines both halves of the Quirk throughout their body, merging the fire and ice into one ability. A user can spend 1 minute (10 rounds) concentrating on charging this up not being able to take actions bonus actions or reactions and only moving at half speed. Now whenever you take damage you must make a DC 14 Constitution check and on a fail, you must restart and at the end of the minute, for 1 minute all your abilities now deal an extra two damage die and now do both fire and cold damage splitting the damage die half and half where you get to choose what half deals the damage. You can use this ability twice per long rest. This costs 5 Hot points and 5 Cold points. ***Great Glaicer Aegir.*** At 10th level, when you gain the effects of Phosphor and the end of the charging period the user builds up his or her fire and ice, rushes towards the opponent, and hits them with their fist, and unleashes a massive wave of cold fire, able to extinguish the hottest of flames, as well as cover a massive section of terrain completely in ice. When you hit you deal 15d10 cold damage, give five ranks of **Freeze** and ignore immunity and resistance. And cannot have the damage be reduced more than half. Along with that, a 1 mile area around you turns completely into ice extinguishing most flames and gaining the effect of Icy ground and freezing the person hit making them incapacitated for 3 rounds. And you are unable to use your quirk for 3 rounds after you use this move and take 2 ranks of exhaustion. This costs 10 Hot points and 10 Cold points. }} {{monster,frame ## Invisibility *Quirk, Common* ***Type.*** Muntant ***Description.*** Invisibility grants the user a completely invisible body. ***Weakness.*** Invisibility does not extend to clothing or objects, meaning that a user's clothes need to constantly be stripped off for the Quirk to be useful. However, going fully naked also exposes your skin to the elements and, therefore, your body is affected by extreme temperatures. While you have any clothes you are considered seen. ***Invisibility.*** You are always invisible and gain the following benefits. - The creature is impossible to see without the aid of a special sense like infered and truesight. For hiding, the creature is heavily obscured. The creature’s location can only be detected by any noise it makes or any tracks it leaves. - Attack rolls against the creature have a disadvantage, and the creature’s attack rolls have an advantage. ***Warp Refraction.*** When you are in bright light as a bonus action you can attempt to blind a creature. They must make a charisma save vs your quirk DC on a pass they are blinded till the end of the turn. You also reflect light showing a bit of your form. }} ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c2d0cffb-96b3-48e3-83bb-eb81054ac04a/dejtb2t-f40c52b4-465a-4101-9e50-5a8431093781.png/v1/fit/w_828,h_1170/boku_no_hero_academia__shoto_todoroki_png_by_dglproductions_dejtb2t-414w-2x.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTgxMCIsInBhdGgiOiJcL2ZcL2MyZDBjZmZiLTk2YjMtNDhlMy04M2JiLWViODEwNTRhYzA0YVwvZGVqdGIydC1mNDBjNTJiNC00NjVhLTQxMDEtOWU1MC01YTg0MzEwOTM3ODEucG5nIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.HSiwSfm0fp6HaRaW4f2yFsB2Mx_obNITLBWeWDG7zkw) {width:350px,mix-blend-mode:multiply} {{pageNumber,auto}} \page {{monster,frame,wide ## Explosion *Quirk, Rare* ***Type.*** Emitter ***Description.*** Explosion allows the user to excrete nitroglycerin-like sweat from their palms and ignite it at will to create explosions of various sizes. ***Weakness.*** During cold weather, the nitroglycerin-like sweat requires a slightly longer time to detonate, as opposed to warm weather, where conditions are optimal for ignition. Repeated explosions, particularly large ones, eventually result in throbbing pain in the user's arms and shoulders. In cold environments, you lower the damage die of all your moves by 2. Everytime you use your quirk other than your **Explosion** features (unless you store your sweat) and ***Stun Grenade***. Your arms or limbs used take 2d4 damage which cannot be reduced by any means. And lastly this quirk is very loud and audible meaning it can be heard from 60 feet away. ***Explosion*** You form an explosive substance in your bloodstream, similar to nitroglycerin, and you can detonate at will giving you the following benefits. Also you use Dexterity for all attacks instead of strength. And all explosion attacks deal double damage to structures. - **EXPLODE** As an action, you may attack a target with a small explosion thats either 5 ft or a 35 ft away and a blast formed in your hands, dealing 2d8 fire damage and pushing them back 15 ft, this also makes a 10ft circle area difficult terrain on you. Also you can spend a bonus action storing sweat and release a massive expolsion on the next turn as a action when you use **EXPLODE** you deal a extra one damage dice and double damage to falling debri and for each round. You can also make the stored attack a 20 ft cone and push them back 30 feet. You can store this for no more than three rounds. - **Max Speed Turbo** You gain the ability to use your explosions to propel yourself forward at great speeds, you can "fly" through the air, as a action or bonus action you can fire of a explosion from your hands and gain a +20 to your movement speed and you can also fly but, this lasts until the beginning of your next turn. If you do not use it to land or fly by the end of your next turn you will begin to fall back to the ground. Also when you are targeted by an attack, you can use your reaction to move up to 15 feet in any direction. If the attack misses you due to this movement, you can make one explosion attack against the attacker once per turn. You can break this movement into increments of 5 feet, allowing you to move multiple times (e.g., 5 feet, 10 feet, or the full 15 feet) and this does not provoke attack of opportunity. At 8th level you gain an additional 5 feet to this reaction. ***X-Catapult-Pult*** At 3rd level, as a action or as a reaction you may make a grapple check against a single creature on that line. On a success, you throw them 40 feet from where you end your movement. They take 1d8 fire damage for every +1 you have to your dexterity modifier, (+1 = 1d8, +2 = 2d8, +3 = 3d8, ect), If you use this ability with teammate if they get knocked back to you within 10 ft you can use it as a reaction and they make a unarmed attack at advantage if they are launched back to the target and would land within 10 ft of them and both creatures take half damage. If they are to collide with a solid structure or barrier the strurcture takes half the damage as well. \column ***Stun Grenade*** At 3rd Level your explosions to emit a bright light and catch your opponents off guard as an action you force every creature within a 30ft cone from your explosion to make a Constitution saving throw against your explosion DC or be Stunned until the end of your next turn and take 3d6 fire damage and be pushed back 25 ft. On a pass they take half damage and only moved 15 ft. ***Howitzer Impact.*** At 4th Level you can dash into the air and creates two Explosions in your hands. While in the air, you spin around building up momentum for your Explosions. After spinning around and gathering momentum for the Explosions, you fire an Explosive tornado at your opponent. as an action, pick a 20x20 square anywhere within 60 ft of you which you move the 60 feet, any creature in that area must make a Dexterity saving throw or take 3d8 + 1d8 damage die for every 10 feet moved this does inculde falling height (**Example** if you are 60ft in the air and you drop down on a person you would do a extra 12 damage die for the 60ft moved + the falling of 60ft height). Along with this on a fail the target become knocked prone and knocked 30 feet away and is unconscious until the start of there next turn and half as much on success and only knocked prone, your suit takes 20 damage and one sides of your gear is gone, you may use this feature twice per long rest. You regain all uses after a long rest. ***AP Shot.*** At 6th Level you can put one hand out and make the other hand into a circle charging up an explosion and condensing it into a much smaller point, you may make an attack action on any creature or object you can see within 40ft of you, you fire off a super condensed explosion that deals 2d8 Fire damage and 2d8 Piercing damage and ignores three AC when rolling for attack. Also attacks made with move ignore resistance and treat immunity as resistance. ***AP Shot: Auto Cannon.*** At 6th level you fire off multiple super condensed explosions in a wide range, any creature in 25ft cone must make a Dexterity saving throw with a minus 2 or take 6d4 fire damage and half as much on success. Also attacks made with move ignore resistance and treat immunity as resistance. ***Cluster.*** At 8th Level your explosions become even more condensed and powerful gaining one extra damage die to all of your moves, your explosions now crit on 18-20. Also your reaction speed from your **Explosion** feature increases by 5 ft and counts as teleportation. ***Howitzer Impact: Cluster.*** At 12th Level you can combine the power of your improved explosions and your Howitzer impact. As an action, pick a 40x40 square anywhere within 80 ft of you which you automatically dash your movement, any creature in that area must make a Dexterity saving throw or take 4d8 + 1d8 damage die for every 10 ft moved in fire damage this does inculde falling height (**Example** if you are 60ft in the air and you drop down on a person you would do a extra 12 damage die for the 60ft moved + the falling of 60ft height). Along with this the target become knocked prone, knocked 60 ft away and is unconscious until the start of there next turn and half as much on success and suffer no other effect but, your suit takes 40 damage and both sides of your gear is gone, you may use this feature once per long rest. You regain all uses after a long rest. ***AP Shot Cluster.*** At 18th Level you can combine the power of your improved explosions and your AP Shot, you may make an attack action on any creature or object you can see within 120ft of you, you fire off a super condensed explosion that deals 6d8 fire damage and ignores 5 AC when rolling for attack, you may use this feature an amount of times equal to half your constitution modifier. you regain all uses after a short or long rest. }} {{pageNumber,auto}} \page {{monster,frame,wide ## One For All (Past Users) *Quirk, Legendary Ancient* ***Type.*** Emitter ***Description.*** One For All is a transferable Quirk that could be passed on from one user to the next. Its name came from its nature: being "one" Quirk for "all" people. For the Quirk to be transferred, the recipient must ingest a sample of the predecessor's DNA (ex: a strand of hair or a drop of blood). The Quirk can only be transferred to another person if the current wielder intends to pass it on willingly. ##### Users | User | Damage Die | | |:------------------|:-----:|:-----------------:| | 1st | 3d10 | | | 2nd | 4d10 | | | 3rd | 5d10 | | | 4th | 6d10 | | | 5th | 7d10 | | | 6th| 8d10 | | | 7th| 9d10 | | | 8th| 10d10 | | | 9th| 11d10 | | ***100% Smash.*** You're able to channel all your power into one powerful attack based on the user. You gain a 100ft jump speed when you use it as an action. As a action you can attack up to two creatures within a 10ft radius or cone centered on you and the target must make Strength save Vs your Quirk Save DC. Those who get hit take your users Damage Die + triple your Strength modifier ignoring upt to 5 damage reduction in force damage and on a fail are knocked back 100 ft from the **HEAVY** wind pressure and everyone in a 50ft cone or radius must make a Strength save or get pushed 100ft back. On a success they get launched 50 feet and take half damage. As a reaction when a creature would target you with a attack or save you can move 50 feet and can use 100% to destroy any structure, Construct, Attack or negate the damage by the damage of 100% Smash and push the opponent back 50 feet if in they are in range and you gain one addtional reaction. Also once per long rest you can make a hit count as a critical regardless of the roll (other than a one). Lastly you can clear the weather when you punch and or make it rain. ### Users 8th and Below ***Weakness.*** None. You can use 100% without any backlash. **Muscle Form.** If you are the 8th user and below you can grow one size larger as a bonus action. You can stay in this form for up to 10 hours out of combat and 10 minutes in combat But if your torso gets broken you can only use it for 3 hours out of combat and 3 minutes in combat (DM Choice). After the 3 minutes you can only muster up enough strength to put it into one arm for one last punch after you use that arm to make a attack you must take a long rest to gain your full muscle form back. That arm deals a extra 3 damage die. You have advantage on Strength saves and checks and a amount of attacks equal to half (rounded down) your Strength score. Your Strength and Constitution becomes 30, a +50 movement speed and a jump/long jump speed equal to your double your movement. ***United States of Smash*** When you pass on your quirk, once a campaign you can unleash the most devastating smash in your arsenal. The target must make a Strength saving throw at disadvantage on a fail they take 20d10x2 force damage **WHICH IS MAXIMUM DAMAGE** and cannot be reduce more than half. Also, it forces the target to be knocked prone and incapacitated for one hour. Creatures who succeed the save take half damage but still suffer the effects of success. Using this causes the ground in a 1 mile radius to become difficult terrain. ### 9th User You must have a 18 in Strength. ***Weakness.*** The ability to use One For All is strongly tied to the user's physical health. As such, they will find it harder to handle the Quirk's raw power as it grows in power. Anytime you use the quirk at 100% the limb you use will automatically become broken unless you roll a natural 20, you can still use the broken limb to attack no mor than two more times but every attack you make you take 2d4 true damage and after you use all two attacks its still attached but is considered a lost limb in which then you cannot ever use the limb until the rewind quirk is applied or a month long surgery is done to the limbs. **Percentage.** At 3rd level you automatically gain 10%. But anything higher than that you use 100%. Every level you gain 5% and once you hit the next tenth you gain the next percentage. - 10% Smash deals 2d10+STRx2 and are pushed back 10ft - 20% Smash deals 3d10+STRx2 and are pushed back 20ft - 30% Smash deals 4d10+STRx2 and are pushed back 30ft - 40% Smash deals 5d10+STRx2 and are pushed back 40ft - 50% Smash deals 6d10+STRx2 and are pushed back 50ft - 60% Smash deals 7d10+STRx2 and are pushed back 60ft - 70% Smash deals 8d10+STRx2 and are pushed back 70ft - 80% Smash deals 9d10+STRx2 and are pushed back 80ft - 90% Smash deals 10d10+STRx2 and are pushed back 90ft **Full Cowling.** At 3rd level you spread One For All throughout your body for 10 minutes (100 Rounds). As a bonus action You gain: a +2 to Strength, Dexterity, and Constitution ability scores (to a maximum of 26), a bonus movement speed and jump speed equal to your percentage. Also when you are targeted by an attack, you can use your reaction to move up to 15 feet in any direction. You can break this movement into increments of 5 feet, allowing you to move multiple times (e.g., 5 feet, 10 feet, or the full 15 feet) and this does not provoke attack of opportunity. You can attempt to go up 10% more as a bonus action or reaction but must make a DC 10 Constitution saving throw going up 10% more. But you if you want to increase 10% more you increase the save DC by 4. On a fail save you use 100% on accident. (This increase of percentage does not count for the vestiges feature must be permanent). **100% Mode** At 5th level twice per month you can go into a 100% mode ignoring all conditions on you and up to three ranks of exhaustion and for one minute you have 100% but, you take double the 2d4 damage to your limb when you attack. You gain a amount of attacks equal to your Strength modifier and a amount of reactions equal to your dexterity modifer + half your proficency bonus and you gain a +100 to all speeds and can as a reaction move half your movement speed out of a attacks range (and gain a fly speed) which counts as teleportation and can dash as a free action once per turn. You also gain a +3 to Strength (to a maximum of 28) & Dexterity. Lastly, you ignore damage reduction, resistance, and treat structures as if they were not there. But, afterwards **ALL** your limbs are destroyed and you become unconsious for 1 hour. **The Last User** Once a campaign you can temporaily pass one for all down to a person. They gain all the abilities you have access to (Minus Vestiges) and adding there quirks damage to all attacks for two minutes. You both can access 100% mode. At the end of duration you are knocked unconscious for 5 hours. After you pass One For All on you get to keep the quirk but, the person you passed it onto looses it. }} {{pageNumber,auto}} \page {{monster,frame,wide ## One For All (Past Users) (Continued) ***Vestiges.*** When you are the 9th user of the quirk, the Quirk Factors of each of the previous users have merged with the core of One For All due to One For All's nature of stockpiling power. Due to this your quirk cannot be stolen or copied by any means unless the creature is CR higher than your level. At 25% you can go into your mind space and see a listen to the other vestiges but cannot speak but at 40% you can now speak to them. - **Gearshift:** The Quirk wielded by the second user, Kudo. This Quirk allows the user to alter the speed of anything they touch, allowing them to accelerate the force of a target, either by enhancing the impact force of their own strikes or by causing the target to lose control of their own velocity. - **Fa Jin:** The Quirk wielded by the third user, Bruce. This Quirk allows the user to build up and store kinetic energy by performing repetitive movement, this energy can then be released as an explosive burst of speed and power. - **Danger Sense:** The Quirk wielded by the fourth user, Hikage Shinomori. This Quirk allows the user to detect nearby threats. - **Blackwhip:** The Quirk wielded by the fifth user, Daigoro Banjo. This Quirk allows the user to produce tendrils of dark energy which are useful for long-range grappling and increasing the user's mobility. - **Smokescreen:** The Quirk wielded by the sixth user, En. This Quirk allows the user to generate thick clouds of purple smoke from their body, which can obscure people's vision. - **Float:** The Quirk wielded by the seventh user, Nana Shimura. This Quirk allows the user to levitate. When you unlock a power it goes beserk qnd hurting your body you must make a DC 19 Wisdom save. On a fail you automatically use your power and you take 5d6 damage which cannot be reduced. But afterwards you must spend one month training the quirk ***2nd User: Gearshift*** When you hit 60% you are able to accelerate or decelerate small objects or yourself. As an action, you may make a ranged attack with any object weighing up to 1-4 lbs. within 30 feet of you against a creature within 70 feet of the object, dealing 1d10 bludgeoning damage on a hit, or with an object weighing 5-9 lbs. against a creature within 50 feet of the object, dealing 2d10 bludgeoning damage on a hit. You are proficient with this attack. As a bonus action once you are able use gearshift on objects equal or greater than your character's weight you can apply gearshift to yourself, doubling your movement speed and rolling the additional 2d10 damage on melee attacks for one minute. You may use this feature an amount of times equal to half your Constitution modifier. You regain all uses after a full rest. ##### Gear Shift | Weight (lbs.) | Distance (Ft.) | Damage Die | |:------------------|:-----:|:-----------------:| | 1-4 lbs. | 70 | 1d10 | | 5-9 lbs. | 50 | 2d10 | | 10-29 lbs. | 40 | 3d10 | | 30-49 lbs. | 20 | 4d10 | | 50-99 lbs. | 15 | 5d10 | | 100-199 lbs. | 10 | 6d10 | | 200-300 lbs. | 5 | 7d10 | \column ***3rd User: Fa Jin*** When you hit 45% you can build up and store kinetic energy as you move, releasing it all at once in an explosive burst. As a bonus action after moving at least 30 ft, you can store up 1 charge of kinetic energy. You can only have an amount of charges at any given time no greater than your Constitution modifier. You may use this feature an amount of times equal to half your Constitution modifier. As a bonus action, you can unleash the kinetic energy, granting you the following benefits: - Movement: You can move even further on your turn. You move an extra 30 feet for every charge stored up when you use your movement. - Damage: You can hurt someone even more. You can use a bonus action to expend your charges, dealing an extra amount of damage equal to X amount of unarmed damage die (d10) x2, X being equal to the amount of charges you have stored up. ***4th User: Danger Sense*** When you hit 45% You gain a sense of nearby threats. The more dangerous the threat, the sharper the stabbing sensation is in your head. While active, you gain blindsight up to a 30 foot radius and all attacks against you that originate from within your blindsight radius be made at disadvantage, and you gain advantage on all Dexterity saving throws that originate from within your blindsight radius. Also while active as a reaction you can give all attacks disadvantage. Lastly, you gain one additional reaction. You can sense the CR of a creature, though it is vague. If the CR is less than or equal to one-fourth your level, you sense little danger from it, and get no stabbing pain. If the CR is greater than one-fourth your level but less than or equal to your level, you sense it is somewhat dangerous, and get a slight stabbing sensation. If the CR is greater than your level but less than or equal to twice your level, you sense it is rather dangerous, and get a somewhat painful stabbing sensation and take 2d4 Physic Damage. If the CR is greater than twice your level, you sense a deadly threat, and you get a severe stabbing pain. ***5th User: Blackwhip*** When you hit 30% you can produce 10 nine pound tendrils of dark energy that can be used to grab both creatures and objects. As an action or reaction when you are targted or see a attack, you can attempt to grab a creature or object within 60 feet of you. If you grab a creature, they must make a Dexterity saving throw against your quirk save DC. Upon a success, nothing happens. Upon a failure, they are restrained and you can move them 30 feet closer to you. In order to escape, the creature must use their action to make a Strength check against your quirk DC. If you grab a Large object, you can throw it at another creature that creature must make a Dexterity saving throw against your quirk save DC or take 3d10 bludgeoning damage and half on a sucess. You also gain a 60 ft swing speed which cann be used to launch yourself gaining a extra 10 feet of movement for each black whip out if you do this at a target with a attack you deal a extra 1d10 force damage. Also as a bonus action you can wrap your body in 5 blackwhip tendrils and for 5 minutes you gain +2 AC and 5 damage reduction but, your movement decreases by 15 ft. ***6th User: Smokescreen*** When you hit 40% You can generate clouds of smoke, making areas heavily obscured. While active, you release a thick cloud of smoke up to 1 mile, centered on you. The area becomes heavily obscured while the quirk is active giving opponets disadvantage on attacks. If a **HEAVY** wind is created it disperses. ***7th User: Float*** When you hit 35% You can levitate You gain a 100-foot hover speed. You also gain the ability to lower yourself or others to the ground without taking any fall damage. }} {{pageNumber,auto}} \page {{monster,frame ## Pop Off *Quirk, Uncommon* **Type:** Emitter **Description:** Pop Off allows the user to generate sticky spheres from their head that can be plucked off painlessly. When one sphere is removed, another grows back almost instantly. These spheres adhere to any surface they touch (except the user), and their adhesive properties are unaffected by water. The user can utilize these spheres for a variety of purposes, including creating traps, projectiles, and mobility aids. **Weakness:** For every number of spheres removed equal to your Level multiplied by quadruple your Proficiency bonus, you take 1d6 damage at the start of your turn. This damage cannot be reduced by any means. **Sticky Trap:** As an action, the user can throw a sticky sphere at a target. On a hit, the target takes 2d6 damage and becomes stuck to the sphere, as well as **ANY** surface it adheres to. The target is restrained to that surface until either the sphere is removed or they succeed on a Strength saving throw against your quirk DC at the start of their turn. **Bounce Boost:** As a bonus action, the user can use two or more sticky spheres as trampolines, enabling them to bypass obstacles and scale surfaces. You gain a climb speed equal to your movement speed and can bounce off the spheres up to your Proficiency bonus, adding 2d6 extra damage to your next attack for each time you do this. **Grape Rush:** At 5th level, the user can rush towards an enemy, throwing five sticky spheres in the process. The user can make a number of ranged attacks equal to their Proficiency bonus, each dealing 2d6 bludgeoning damage. Each hit also restrains the target to the surface where the sphere lands, requiring a Strength saving throw against your quirk DC to break free at the start of their turn. **Super Grape Rush:** At 6th level, from an elevated position, the user can launch 20 sticky spheres to trap multiple enemies. All targets within a 25-foot radius must succeed on a Dexterity saving throw or become restrained. The area becomes difficult terrain, and restrained targets must repeat the saving throw at the start of their turn as an action to break free. And any creature that walks through that area must make the save becoming stuck. }} {{monster,frame, ## Creation *Quirk, Rare* **Type:** Emitter **Description:** Creation allows the user to materialize physical objects, such as weapons and tools, from any part of their body by transmuting the molecular structure of their fat cells. The user can create virtually any object they understand at a molecular level, excluding living beings. **Weakness:** To maintain your quirk, you must consume food daily—specifically, 4 pounds a day. The caloric content of different foods determines the weight of objects you can create. One pound of food equals one pound of the object's weight. All objects created must weigh at least 1 pound. Additionally, you need a understanding of an object's atomic composition. Created objects last for 24 hours and cannot be sold. ### Caloric Values per Pound: - **Vegetables:** 200 calories - **Fruit:** 400 calories - **Starches (potatoes, pasta, rice, etc.):** 650 calories - **Beans/Peas/Lentils (cooked):** 800 calories - **Breads & Fat-Free Products:** 1,350 calories - **Sugars (syrups, honey, etc.):** 1,800 calories - **Nuts/Seeds:** 3,200 calories - **Oils/Fried Foods:** 4,000 calories **Create:** As an action, the user can create non-magical, non-consumable, rare or lower weapons, armor, and objects. This includes explosives and firearms. However, to create firearms or explosives the user must succeed on a DC 16 History check. On a fail it becomes bad quality and breaks after two uses or deals one less damage die (Minimum 1). {{note ##### Ammunition When creating firearms, vehicles and explosives you must make ammuntion and or fuel for the firearm, vehicles or explosives. Also you can use the ammunition from **INVENTOR**. Also remember a pound is 3,500 calories. }} }} {{monster,frame ## Weld *Quirk, Common* **Type:** Emitter **Description:** Weld allows the user to merge objects—both organic and inorganic—at a subatomic level. When activated, two objects or creatures in contact with each other will become physically connected. **Weakness:** Weld requires contact with at least two objects or creatures to function. **Weld Touch:** As an action, you can touch two objects or creatures and merge them together if they are touching each other or surface. The merged objects or creatures remain physically connected and are considered restrained and grappled. For weapons they now share properties until you choose to separate them or until they are forcibly separated. A creature can attempt to resist/break free with a successful Strength check against your quirk DC at the start of there turn; on a failure, they remain stuck to the merged object or creature. At 5th and 15th level you can weld two more creatures. }} {{pageNumber,auto}} \page {{monster,frame ## Gyrate *Quirk, Common* **Type:** Emitter **Description:** Gyrate allows the user to rotate any part of their body at high speeds, effectively turning their limbs into drill-like appendages. This enhances their hand-to-hand combat capabilities significantly. **Weakness:** Gyrate does not prevent the user from being grappled or carried, although they can still fight back to some extent. Additionally, prolonged use can lead to severe muscle strain. After each minute of continuous use, you must make a Constitution saving throw against DC 13. On a failure, you take 1d8 damage, which cannot be reduced by any means. **Gyrate Strike:** As an action, you can rotate your limbs at high speed and strike a creature within 10 feet, dealing 2d8 piercing damage. Additionally, you gain a burrow speed of 45 feet for the duration of your turn. At 5th, 10th, 15th, and 20th levels you add one additional damage die. }} {{monster,frame ## Razor Sharp *Quirk, Common* ***Type.*** Transformation ***Description.*** Razor Sharp allows the user to produce large blades from their body. These blades can come in a variety of shapes and sizes, and from any part of the body. They are strong enough to cut through metal pipes and durable enough to withstand a point-blank explosion. ***Weakness.*** Prolonged use of Razor Sharp can cause severe muscle strain and fatigue. After using the Quirk for more than a minute continuously, the user must make a Constitution save DC 15. On a fail, the user takes 1d12 damage which cannot be reduced by any means. ***Blade Strike.*** As an action, you can produce a blade from your arm and strike a creature within 5 ft, dealing 2d12 Slashing Damage and deals double damage to construct. At 5th, 10th, 15th, and 20th levels you add one additional damage die. }} ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/730e018a-f637-493b-afaa-f19edc3b6e4f/dd1mjyh-eadef4f8-4922-47d0-9175-95deeb0ae160.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzczMGUwMThhLWY2MzctNDkzYi1hZmFhLWYxOWVkYzNiNmU0ZlwvZGQxbWp5aC1lYWRlZjRmOC00OTIyLTQ3ZDAtOTE3NS05NWRlZWIwYWUxNjAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.0EWrx2fqp8nn03hSeil7bJXkxfRit1U9Wn11pDHB0VQ) {width:225px,mix-blend-mode:multiply} {{monster,frame ## Black *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Black enables the user to merge their body with any dark-colored object or shadow, whether naturally dark or obscured. While merged, the user can move freely through darkness and shadows. ***Weakness:*** If a light source brightens an area, the user will be forcibly ejected from any dark object, as the shadow concealing it disappears. Additionally, the user can temporarily hold their ability while searching for a dark object to merge with, which an enemy can exploit by trapping them in a graspable dark object, preventing escape. The quirk cannot be used in bright light. ***Shadow Merge:*** As an action, you can merge with a dark object or area within 30 feet, becoming invisible and intangible. While merged in this darkness, you can move through the objects, strctures, or dark area freely and gain +20 movement speed while in dark areas. ***Dark Control:*** As an action, you can attempt to control a dark-colored object or creature within 10 feet. The object or creature must succeed a Strength saving throw at the end of its turn; on a failure, you control its movements and actions for 2 rounds. On a success, the object resists your control. }} {{monster,frame ## Big Fist *Quirk, Common* ***Type.*** Transformation ***Description.*** Big Fist allows the user to enlarge one or both of their hands to enormous sizes. The user's physical strength also increases in tandem, giving them enough power to easily crush tungsten shields, knock out people with a few strikes, and carry heavy objects. The user is not affected by the increased weight of their gigantified hands. ***Weakness.*** Prolonged use of Big Fist can cause severe muscle strain and fatigue. After using the Quirk for more than a minute continuously, the user must make a Constitution save DC 12. On a fail, the user takes 1d12 damage which cannot be reduced by any means. ***Giant Punch.*** As an action, you can enlarge your hand and strike a creature within 15 ft, dealing 3d12 Bludgeoning Damage. At 5th, 10th, 15th, and 20th levels, you add one extra damage die. ***Wind Punch.*** As an action, you can enlarge your hand and make a **MEDIUM** wind gust. Any creature within a 30 ft cone, must make a Strength save or be pushed back 30 ft. ***Ground Pound.*** As an action, you can enlarge your hand and strike and strike the ground. Within 20 ft radius around you all creatures must make a Dexterity saving throw or take 4d12 Bludgeoning Damage and that area becomes difficult terrain. At 5th, 10th, 15th, and 20th levels you add one additional damage die. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Size *Quirk: Uncommon* ***Type:*** Emitter ***Description:*** Size allows the user to change the dimensions of objects they touch. The user can only activate this power by pressing five fingertips together. ***Weakness:*** This quirk cannot be used on living beings. ***Resize:*** As an action, you can touch an object and alter its size, either enlarging or shrinking it by up to 50% of its original size (making it one size category larger or smaller). The effect lasts for 1 hour. At 5th, 10th, 15th, and 20th levels, the duration increases by 1 hour. ***Massive Growth:*** As an action, you can touch an object and triple its size, making it gargantuan. The object retains its increased size for 10 minutes. Any creature within 30 feet of the object upon activation in the area must make a Dexterity saving throw; on a failure, they are pushed back 30 feet and take 4d8 bludgeoning damage. This deals triple damage to strctures and counts as a structure when enlarged. At 10th level, the damage increases to 8d8. ***Miniaturize:*** Starting at 5th level, as a full turn action, you can touch an object and reduce its size to 10% of its original size, making it tiny. The object remains miniaturized for 1 hour. Any creature holding or using the object must make a Dexterity saving throw or drop it. The object cannot be used while miniaturized. }} {{monster,frame ## Mushroom *Quirk: Uncommon* ***Type:*** Emitter ***Description:*** Mushroom allows the user to generate and release fungus spores from their body. When these spores land on a solid surface, they rapidly grow into full-grown mushrooms. The spores can spread from any surface, including the ground, the user’s body, and even other people's bodies. They thrive in humid environments. ***Weakness:*** The spores can affect allies as well as enemies, so the user must ensure their allies are sterilized beforehand. Ethanol or other fungicides can counter the mushrooms, and fire effectively burns the spores in the air. The mushrooms naturally die after 2 to 3 hours. ***Shroom Shooter:*** As an action, you can release spores in a 30-foot radius around you. Any creature in this area must make a Constitution saving throw or become covered in mushrooms, which reduces their movement speed by half and gives them disadvantage on Dexterity saving throws for 1 minute. They also take 1d6 poison damage at the start of each of their turns, unless they spend a full turn action to remove the mushrooms. At 5th, 10th, 15th, and 20th levels, the radius increases by 10 feet. ***Fungal Growth:*** As an action, you can target a 10-foot square area within 60 feet. Mushrooms rapidly grow in this area, creating difficult terrain. Any creature that enters or starts its turn in this area must make a Dexterity saving throw or become restrained by the mushrooms, taking 1d6 poison damage at the start of their turn until they break free. The mushrooms last for 1 minute. ***Splitgill Lung Strike:*** Starting at 7th level, as a full turn action, you can target a creature within 60 feet. The target must make a Constitution saving throw or have mushrooms grow in their throat, incapacitating them and dealing 4d6 poison damage at the start of each of their turns. This effect lasts for 1 minute or until the target succeeds on a Constitution saving throw at the end of their turn. }} {{monster,frame ## Vines *Quirk, Uncommon* ***Type.*** Mutant ***Description.*** Vines grants the user controllable, thorny vines in place of regular hair. The vines can be manipulated for various purposes, such as binding foes, snatching objects, and creating defensive barriers. They can also be cut off from the head at will, and are tough enough to dig through concrete. ***Weakness.*** While tough, the vines are capable of being cut. They also require sunlight and water to further grow. You must be wet for at least 4 hours. ***Vine Whip.*** As an action, you can extend your vines to bind a creature within 30 ft. The target must make a Strength saving throw or be restrained for. The target can repeat the saving throw at the end of each of its turns. At 5th, 10th, 15th, and 20th levels, the range increases by 10 ft. ***Thorny Embrace.*** As an reaction, you can create a barrier of thorny vines in a 20 ft radius around you. Any creature that starts its turn within the barrier or enters it must make a Dexterity saving throw or take 2d6 piercing damage. The barrier has 40 hit points. At 7th level, the damage increases to 4d6. ***Via Dolorosa.*** As a full turn action, you can shroud an entire area with your vines, ensnaring anything that comes in contact with them. The area becomes difficult terrain, and any creature that starts its turn in the area must make a Strength saving throw or be restrained. The vines last for 1 minute. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Beast *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Beast allows the user to transform into a large, monstrous creature. In this form, the user gains a furry, animalistic body, massive fangs, and thick fur. This transformation provides significant boosts to strength and speed, turning the user into a fearsome combatant. ***Weakness:*** While transformed, the user becomes overly enthusiastic, which may lead to reckless actions. The enhanced sense of smell can be misled by masking natural scents. After 1 minute in Beast form, you must make a Wisdom saving throw (DC 15); on a failure, you become berserk. ***Beast Form:*** As a bonus action, you can transform into your Beast form. While in this form, you gain +3 to Strength and Dexterity saves, attacks, and skills. Your carrying capacity is doubled, and your unarmed strikes deal 2d8 + Strength slashing damage. The transformation lasts for 1 minute. At 5th, 10th, 15th, and 20th levels, the duration increases by 1 minute. ***Roaring Rage:*** As an action, you can leap at a target within 40 feet and make a melee attack. On a hit, the target takes 4d8 slashing damage and must make a Strength saving throw or be knocked prone. On a success, they suffer no additional effects. At 6th level, the damage increases to 6d8. ***Re-Beast:*** Starting at 6th level, as a reaction, you can temporarily revert to your human form to dodge an attack and then quickly transform back into your Beast form. When you use this ability, you gain advantage on a Dexterity saving throw and the target gains disadvantage on there attack. ALso the user can make an immediate melee attack against a creature within range. }} {{monster,frame,wide ## Twin Impact *Quirk: Very Rare* ***Type:*** Emitter ***Description:*** Twin Impact enables the user to unleash a second impact at the exact spot of any initial hit, significantly enhancing its force. This striking effect can be applied to both objects and living targets, creating a unique and powerful damage dynamic. ***Weakness:*** To trigger the second impact, the user must have a clear line of sight to the initial impact site. Overuse of this quirk can lead to severe physical strain, causing exhaustion or injury. If the user is blind or otherwise unable to see the target, the quirk cannot be activated. ***Impact Echo:*** As a bonus action or reaction, after successfully hitting a target with a ranged or melee attack, you can create a second impact at the same location, dealing double the damage of the initial hit. When used with a ranged projectile, it will bounce off in a random direction, potentially striking the nearest creature, surface, or structure within the projectile's range. - If a creature is hit, you can trigger Impact Echo again as part of the same bonus action or reaction. - If the initial attack misses but hits a structure or surface, it will bounce off in a random direction, again potentially striking the nearest target within range, allowing for another application of Impact Echo. This secondary attack counts as part of the same bonus action or reaction and can extend the effective range up to four times the original range. You can use Impact Echo a number of times equal to your proficiency bonus minus one in a turn. ### D4 Direction System Chart | Roll (d4) | Direction | Description | |-----------|----------------------|-----------------------------------------------| | 1 | **North** | Move forward in the current direction. | | 2 | **East** | Turn right and move in that direction. | | 3 | **South** | Move backward or retreat in the opposite direction. | | 4 | **West** | Turn left and move in that direction. | }} {{monster,frame,wide ## Horn Cannon *Quirk, Uncommon* ***Type.*** Mutant ***Description.*** Horn Cannon allows the user to detach and launch their horns as projectiles. The user can fire off several horns in succession, with a new set regenerating almost instantly. They can remotely control up to four horns, changing their mid-air trajectory to navigate around obstacles. The horns are strong enough to restrain or thrust away powerful foes and can carry multiple people or objects, although this slows their speed significantly. ***Weakness.*** The horns are breakable and require keratin ingestion to retain their strength. The user can be prevented from using their quirk if their horns are held in place. ***Horn Shot.*** As an action, you can launch a horn at a target within 60 feet. The target must make a Dexterity saving throw or take 1d8 piercing damage. The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). ***Guided Horn.*** As a bonus action, you can control up to four horns, changing their trajectory mid-air. Each horn can move up to 30 feet and can be used to attack or restrain a target. A restrained target must make a Strength saving throw at the end of each of its turns to break free. ***Horn Barrage.*** As an action, you can launch a barrage of horns in a 30-foot cone. Each creature in the area must make a Dexterity saving throw or take 4d8 piercing damage and be pushed 10 feet away. On a successful save, they take half damage and are not pushed. ***Horn Transport.*** At 5th level, as an action, you can use your horns to transport yourself or an ally. You can move up to 20 feet in any direction, carrying yourself or one willing creature if a creature is un-willing they must make a Dexterity save being restrained on a fail. A restrained target must make a Strength saving throw at the end of each of its turns to break free. }} {{pageNumber,auto}} \page {{monster,frame,wid ## Solid Air *Quirk: Uncommon* ***Type:*** Emitter ***Description:*** Solid Air allows the user to solidify air, creating constructs like walls and platforms using their breath. These air constructs are soundproof and can float in midair, making them useful for defense and strategic positioning. ***Weakness:*** The size and durability of the constructs depend on the user’s lung capacity. Each use requires a Constitution saving throw (DC 12). On a failure, the user experiences shortness of breath, imposing disadvantage on their next action. Overuse can lead to fatigue. Constructs can also be broken with sufficient force. ***Air Wall:*** As a reaction, you can create a solid air wall up to 10 feet wide and 10 feet high. This wall provides half cover and is soundproof. Everyone except you must make a Perception check (DC 16) to notice the wall. It has 30 hit points. ***Air Platform:*** You can create a floating platform of solid air that supports up to 300 pounds. The platform can be moved up to 30 feet per round as a bonus action. Everyone except you must make a Perception check (DC 16) to see the platform. ***Air Cage:*** Starting at 5th level, you can create a cage of solid air around a target within 30 feet. The target must make a Dexterity saving throw; on a failure, they are restrained. The cage has 40 hit points, and the target may make a Strength saving throw at the end of each of their turns to break free. }} {{monster,frame,wid ## Steel *Quirk, Uncommon* ***Type.*** Transformation ***Description.*** Steel gives the user the power to harden their body like steel. The Quirk protects them from most physical threats. ***Weakness.*** One of the drawbacks to this Quirk is that there is a limit to how much damage the hardened skin can withstand, causing Hardening to slowly dissipate. You can only be in your Harden Steel Form for a maximum of 1 minute 2 times per day. The uses of this feature per day increase by one at 5th, 10th, 15th, and at 20th. ***Harden Steel.*** You can completely harden your body to reduce the damage of incoming attacks. As a Action, Bonus Action or Reaction, you may harden your skin to be like stone, gaining reistance to all damages (minus necrotic damage) for a amount of rounds equal to double your proficiency. And as a reaction when you see a attack you can move up to half your movement speed to get in front of a target taking the full damage for them not being able to reduce via the harden feature it and you can only be forcefully moved no more than 50 ft. ***Steel Weapon.*** You learn how to harden your arms and turn them into weapons. As a bonus action, you may turn your arms into solid steel fists to deal bludgeoning damage. These attacks each deal 2d8 + your Strength modifier. And when your Stone Fists are active, you gain a +2 to your AC. ***Steel-Like Resistance.*** At 5th level due to your skin getting even harder, you gain resistance to fire and bludgeoning, Peircing, Slashing damage when in your harden skin. And when you would take over 30 fire damage you become red hot dealing a extra 2d8 fire damage to your unarmored attacks. But you take 1d8 damage at the start of your turn. }} {{monster,frame,wid ## Lizard Tail Splitter *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Lizard Tail Splitter allows the user to split their body into several pieces, which they can control telekinetically. The user can detach parts from any area of their body, and these pieces can move independently, floating at the user’s command. Some segments can even contain functioning organs, enabling actions like speaking or seeing with just a floating jaw or eye. ***Weakness:*** Each detached segment can only remain away from the user’s body for a limited time. After 3 minutes, the segment stops functioning. The user can regenerate lost segments, but this process has limits, necessitating regrouping of any scattered pieces that can no longer be regenerated. Regeneration takes 1 week. ***Split:*** As a bonus action, you can split off limbs within a 120-foot radius, centering on a point that leaves at least half your face intact. You always know when a limb has been hit and its location if stuck. As an action, you can command these limbs to make noise audible up to 35 feet away. As a bonus action, you can detach a part of your eye within a 120-foot radius to gain multiple viewpoints, granting advantage on Perception checks. As a reaction, you can split your body into multiple parts to avoid incoming attacks, imposing disadvantage on the attacker’s roll. ***Floating Fist:*** You can detach a hand to perform melee attacks from up to 120 feet away, dealing 1d8 + your Dexterity modifier in damage. }} ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-a2e7-4b45-83ec-311e72e82900/delnvwa-cf63c854-3e9e-429b-afdd-1f50e3a06c69.png/v1/fill/w_894,h_894/tetsutetsu_tetsutetsu_render_4__one_s_justice_2__by_maxiuchiha22_delnvwa-pre.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTYzOSIsInBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwMFwvZGVsbnZ3YS1jZjYzYzg1NC0zZTllLTQyOWItYWZkZC0xZjUwZTNhMDZjNjkucG5nIiwid2lkdGgiOiI8PTE2MzkifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.RTZi9EQNEu2g2BX4NvPqFOa42sqa3SAxI9GB1wVEW0s) {width:410px,mix-blend-mode:multiply} {{pageNumber,auto}} \page {{monster,frame,wide ## Softening *Quirk, Rare* ***Type.*** Emitter ***Description.*** Softening allows the user to soften anything they touch, effectively turning solid objects semi-liquid. This quirk works on anything solid, such as ice, metal, or the ground, making them similar to mud or quicksand. The softened objects can trap and sink anything caught on them. To revert the effects, the user only needs to touch the softened object a second time. The user can swim through softened material, allowing them to move through the ground or walls undetected giving you a swim speed equal to your movement. ***Weakness.*** Softening does not work on living beings. If the user loses consciousness, all softened objects return to their original state of solidity. Additionally, targets caught in softened traps can escape if they have an ability or device that allows them to propel themselves out of the ground. **Soften** The user as a action can soften a 50 ft wide 30 ft deep square of ground, turning it into difficult terrain. You can also use this on structure and walls turning them to liquid destroying them instantly. **Quicksand Pit** The user as action can create a 30 ft wide 15 ft deep square pit of quicksand, causing creatures within to make a Strength saving throw or be restrained. **Softened Escape** The user as a reaction can soften the ground going into it giving the attack disadvantage until the end of the turn and swimming away 30ft before they have to pop up in a space they choose 30ft away at the start of the turn. }} {{monster,frame,wide ## Comic *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** Comic allows the user to materialize onomatopoeia into the real world in the form of giant Japanese letters by speaking them. These onomatopoeia manifest with the same effects as the sounds they represent, providing excellent versatility. The manifested onomatopoeia are durable and can serve various functions, such as creating barriers, humidifying the air, or rebounding projectiles. ***Weakness.*** Using Comic too much and in rapid succession will cause the user's throat to become sore, limiting their actions. After you use your quirk a amout of times equal to doulbe your proficeny bonus you take 2d6 damage which cannot be reduced by any means at the start of your turn. **KA-BOOM!** Creates huge, sturdy letters that crash through an area and function as a wall, providing 1/4 cover and blocking movement. It is 10 feet thick and 60 feet long and does 2d10 bludgeoning and has 30 hit points, They must make a Dexterity saving throw in order to not be hit and knocked prone The die increase at 5, 8, and 10 level **DAMP!** As a bonus action you create letters that act as a humidifier, providing a mist that can obscure vision and create difficult terrain. All range attacks have disadvantage that are within a 30 ft radius centered on the word. **BOING!** Creates bouncy letters that can rebound projectiles, providing a defensive mechanism against ranged attacks. You may as a reaction gain +2 to your AC and on a miss you bounce the attack back at them. **BLAM!** At 7th level as a action you may make a shockwave making everyone in 30 feet of you make a Dexterity saving throw, on a fail they take 4d12 and are knocked back 20 feet. }} {{monster,frame,wide ## Cemedine *Quirk, Uncommon* ***Type.*** Mutant ***Description.*** Cemedine allows the user to spray a glue-like liquid from the holes in their head. Once it hits something, the glue will either harden and trap whatever it contacts or make it sticky and dangerous to touch. The user can adjust the speed at which the glue dries. ***Weakness.*** Acid can dissolve Cemedine. Additionally, using the quirk excessively can cause the user to become dehydrated, limiting their ability to produce more glue. You must drink double the amount of water. **Sticky Trap** The user sprays glue over a 30-foot square area, creating difficult terrain and any creature in or enters the area must make a Strength saving throw or be restrained. **Hardened Bond** The user can harden the glue instantly, creating a solid barrier with 35 hit points trapping an enemy in place. The target must make a Strength saving throw or be restrained trapped in this barrier. **Adhesive Shield** At 6th level the user creates a shield of hardened glue, providing +3 AC for 1 minute. **Glue Squall** The user fires off adhesive over a large surface area, causing that region to become sticky and prohibiting movement. All creatures in a 60-foot radius must make a Dexterity saving throw or be restrained. }} {{pageNumber,auto}} \page {{monster,frame ## Scales *Quirk, Common* ***Type.*** Transformation ***Description.*** Scales allows the user to form hard scales throughout their entire body, which they can either use as protective armor or fire off as projectiles. The generated scales resemble those of a reptile's, being quite hard and sharp, capable of cutting through vines and damaging solid metal structures. ***Weakness.*** The level of protection offered by the scales is inferior to the likes of Hardening or Steel, as the scales break off relatively easily after suffering a sufficiently strong impact. **Scale Armor** As a bonus action the user can cover their body with scales, granting a +2 bonus to AC and reduce the attacks by 2d6 for 1 minute. **Scale Shot** The user can fire off scales as projectiles at a target within 45 ft, on a hit you deal 3d8 piercing damage. }} {{monster,frame,wide ## Poltergeist *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** Poltergeist allows the user to telekinetically manipulate objects and people close to them. The user can move large swarms of objects to barrage a target. These objects do not need to be solid for Poltergist to work. ***Weakness.*** The maximum limit of the user's telekinetic control is approximately the weight of a single person (275 pounds). Also the user of this quirk uses up a lot of stamina and the number of objects that can be controlled simultaneously is equal your Proficeny Bonus. **Object Barrage** As an action, you telekinetically launch a barrage of small objects in a **40-foot cone**. Creatures in the area must make a **Dexterity saving throw** against your Quirk Save DC. - **Failure:** They take **4d6 bludgeoning damage** and are **knocked back 20 feet**. - **Success:** They take half damage and are not pushed. **Telekinetic Push or Pull** As an action, you can target one creature or two objects within 30 feet and forcefully move it in a direction of your choice. - **Objects:** Instantly move an object up to 30 feet in any direction. - **Creatures:** The target must make a Strength saving throw against your Quirk Save DC. - **Success:** They are pushed or pulled **20 feet**, take **2d6 half damage**. - **Failure:** They are pushed or pulled **40 feet**, take **2d6 force damage**, and become **restrained or prone** until the start of their next turn. If restrained then at the start of their turn, they must repeat the Strength saving throw. On a success, they break free. **Telekinetic Shield** As a reaction, you can create a swirling 10-foot radius barrier of telekinetically controlled debris and objects centered on yourself or up to two allies within 30 feet. The barrier has 25 hit points and grants a +1 bonus to AC to all creatures inside it. Creatures within the barrier can move out freely, but enemies cannot enter it by any means while the barrier is active. To maintain the shield, you must expend your reaction at the start of each of your turns to continue concentrating on it. If you choose not to, are unable to take a reaction, or lose concentration (such as by being incapacitated or being hit), the shield immediately dissipates. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest. You cannot use this feature again while any active shield remains. }} {{monster,frame,wide ## Copy *Quirk, Rare* ***Type.*** Emitter ***Description.*** Copy allows the user to utilize a Quirk after coming into contact with its respective user. The user only needs to touch a small part of the target, such as a few strands of hair, to gain access to their Quirk. The user can hold multiple copied Quirks at once, depending on their training, and can switch between them. However, the user cannot activate more than one copied Quirk simultaneously. ***Weakness.*** The user must make physical contact with another Quirk user to copy their Quirk. Copied Quirks have a time limit, initially 2 minutes, but can be extended with training. The user cannot use accumulation-type Quirks effectively, as they cannot replicate the accumulated resources such as mutations. Additionally, the user is limited by their own physical capabilities and must train to master copied Quirks. When you copy a quirk you gain all of there drawbacks and you must make a Athletic Check DC 16 on a fail you may retry to copy that quirk after 7 rounds has passed. **Mimic Touch** When the user make a unarmed attack and lands a hit they can copy a Quirk as a bonus action. The copied Quirk lasts for two minutes. At 5th level this increases to 3 minutes and at 10th level it increases to 5 minutes. **Quirk Swap** The user can switch between copied Quirks as a bonus action. You can have up to 2 quirks copied at a time this increase by 1, at 5th and 10th levels. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Hellflame *Quirk, Rare* ***Type.*** Emitter ***Description.*** Hellflame is an extremely powerful Quirk that allows the user to generate and manipulate intense and powerful flames at will. ***Weakness.*** Hellflame will raise the users body temperature to dangerous levels if overused due to successive powerful attacks or drawn-out battles, impairing his physical abilities. You gain a heat counter each move is worth a certain amount of heat points. Once you reach 45 heat points you cannot use any move again unless you take 2d6 which cannot be reduced by any means. When it is rainy or snowy you gain 1 heat point at the start of your turn. And whenever you take cold damage or cooled you regain 3 heat points. ***Hellflame.*** - **Flame:** You can directly manifest your quirk's destructive power. You can make a ranged or melee attack against a creature within 45 ft or 5 ft. On a hit, you cause 3d6 + your Dexterity modifier. The damage type is Fire. This cost 1 Heat point - **Resistance:** You gain resistance to fire damage and ignore resistance to fire and treat immunity as resistance. Also, your body can regulate itself to an extreme degree. You have the advantage of the effects of extreme heat. - **Fire Fly:** You shoot a flame out of your feet giving you a 60ft fly and hover speed. - **Fire Body:** At 10th level you coat your body in fire anyone within a 10 ft radius take 3d6 fire damage at the start of there turns and there movement is reduced by 10ft. Also when you lose a limb you can create a limb out of fire. - **Heatup:** When you make a attack with any of your moves you can spend 10 Heat Points and add a extra two damage die per point spent. ***Flashfire Fist.*** As an action you increase the temperature of your flames to your maximum. You make an unarmed attack and if it successfully hits, it deals 4d10 Fire damage. On a hit, the creature must succeed in a Strength saving throw. On a failure, they fall prone, take two ranks of **BURNED** and are pushed 30 feet away from you. On a success, they take one rank of **BURNED** they do not become prone and are pushed 15 feet away from you. This move cost 5 Heat Points. ***Jet Burn.*** You shoot flames out of your back propelling you further delivering a powerful blow. As a bonus action when you use your Flame ability you quickly dash forward 30ft. For each 10ft you move you gain an extra d6 damage die and can drag creatures you hit with you in any direction you go dragging them prone until the end of the turn. This cost 5 Heat Points (6d6 Fire Damage) ***Hell Spider.*** At 3rd Level, as a action once per turn you concentrate flames into white-hot points on your fingertips and emit beams of fire to slice through your targets. You make 10 60ft range attacks each dealing 1d6+2 fire damage on a hit and ignores 3 damage reduction. You can target multiple targets or one singular target. If it is one target they make a Dexterity saving throw taking 4d6+4 on a fail. This costs 5 Heat Points. ***Hells Curtain.*** At 4th level, You gain a fiery offensive as you pull your fist back and Jet it forward creating a curtain of flames. As an action or reaction, you create a 50 ft radius barrier flame surrounding a target with a height of up to 100 feet. A creature in the barrier takes 5d8 + your Strength modifier fire damage. If a creature attempts to move through the wall, it must attempt a Dexterity saving throw. On a failure, they take 5d8 fire damage and do not move through the barrier, and take two ranks of **BURNED**. If they succeed, they take half fire damage and move through the barrier, and take one ranks of **BURNED**. You can make this attack smaller and the radius last for 1 minute or until extinguished. This is move cost 5 Heat Points. ***Ignited Arrow..*** At 6th level you shape your flames to look like a huge arrow made of flames and forcefully throw it at a target within 60 ft. You make a ranged attack on a creature within 60 ft on a hit you deal 2d10 + 15 Fire Damage and the creature must make a Strength save on a fail; they are pushed back 15ft prone and take one rank of **BURNED**. This cost 5 Heat Points. ***Hellfire Storm*** At 8th Level, As an action you create a powerful whirlwind of Flames. You select a space 50ft away and every creature within 50ft radius must make strength save as this whirlwind of flames takes loose weapons, material, Vehicles, Etc. On a fail you deal 9d6 Fire Damage and are brought into the center of the radius and gain three ranks of **BURNED** and on a succsess they take half damage, do not move to the center, and gain 2 ranks of **BURNED**. This cost 10 Heat Points ***Hell Mind Field*** At 10th Level, As an action you create a powerful wave of Flames from the ground. You select a space 30ft away and every creature within 45 ft square must make Dexterity save as these waves erupt from the ground On a fail you deal 3d10 + 15 Fire Damage, are brought into the center of the radius, and gain three ranks of **BURNED** and on a succsess they take half damage, do not move to the center, and gain 2 ranks of **BURNED**. This cost 10 Heat Points. ***Vanishing Fist.*** At 12th level as an action for 2 rounds you increase the temperature of your flames to your maximum, dashing forward with your fist as it glows bright. when you make an unarmed attack if it successfully hits, it deals 4d8 + 15 Fire damage. On a hit, the creature must succeed in a Strength saving throw. On a failure, they fall prone and are pushed 30 feet away from you. On a success, they do not become prone and are pushed 15 feet away from you. This move cost 5 Heat Points. ***Prominence Burn.*** At 15th level, As action you turn your flames up to the maximum in 100ft radius using everything you have going beyond your limits. You make a grapple attack and if it successfully lands you deal 8d10 Fire damage and they gain five ranks of **BURNED** and at the start and end of every turn for one round you deal 8d10 fire damage and they cannot take actions unless they break free. This fire damage bypasses all resistance and immunities. Also instead of grappling them you can shoot it out as a 100ft by 10ft wide line dealing 10d10 on a hit. This move cost 15 Heat Points }} {{monster,frame,wide ## Black Hole *Quirk: Uncommon* **Type:** Emitter **Description:** Black Hole allows the user to create small black holes at their fingertips, drawing in nearby objects and creatures. **Weaknesses:** Due to its volatile nature, Black Hole can be extremely dangerous, potentially killing living beings or causing significant collateral damage if not controlled. \column **Black Hole:** While your fingers are exposed, using this feature expends your action automatically. Every creature in a 30-foot cone must make a Strength saving throw. On a failed save, they take 4d8 force damage and are pulled 15 feet closer to you. If a creature is within 5 feet of you and fails the save, they are pulled into the black hole, taking 4d8 damage at the start of their turn until they escape. They can make the saving throw again at the end of their turn. The damage increases by one die, and the cone increases by 5 feet at 5th, 10th, 15th, and 20th levels. }} {{pageNumber,auto}} \page {{monster,frame ## Heal *Quirk: Rare* **Type:** Emitter **Description:** The user possesses the ability to kiss a person, enhancing their natural regeneration and healing them more quickly. This quirk can significantly improve the recovery process for those in need of aid. **Weakness:** Repeated use of this quirk on a single individual can lead to fatigue. If a person is affected by Heal four times, they gain one rank of exhaustion, with an additional rank for every two uses beyond that. This effect caps at a maximum of four ranks of exhaustion. The individual can continue to benefit from the healing until they take a short rest. **Heal:** As an action, you can touch a creature within 5 feet, allowing them to heal for 4d6 hit points. You can also choose to heal a specific limb instead of hit points. However, if the limb is already broken or lost, it cannot be healed this way. **Quirk Recovery:** When taking a short rest, you can provide lesser healing to all creatures participating in the rest. When they roll a hit die to regain hit points, they add your Constitution modifier an additional time to the total healing from the roll. }} {{monster,frame ## High Specs *Quirk, Common* **Type.** Mutation **Description.** Your brain as been altered to hold more information and comprehend more information. **Weakness.** Your too smart and your known to talk fast making hard for people to understand. **High Specs.** Your brain is so massive you gain a 26 Intelligence and a 26 Wisdom. You also gain advantage on rolls related to wisdom and intelligence out side of attack rolls. You gain expertise in all Wisdom and Intelligence skills. You also reduce the time and resources requirements for crafting by half. **Keen Mind.** You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within your life time. }} {{monster,frame ## Iron Claws *Quirk, Common* **Type.** Mutation **Description.** You were born with a pair of large iron claws that can be used for digging and effective slashing attacks. **Weakness.** It’s hard your hands in normal ways. **Tunnel.** You use your claws to drill into the ground and move through it as high speeds. You gain a burrow speed equal to your movement speed. **Iron Claws.** You gain the claw natural weapon which increases your unarmed damage die by two steps if you don’t have an unarmed damage die it becomes 2d8 and your attacks do double your Strength Modifier and deals slashing damage. }} {{monster,frame ## Clone *Quirk: Rare* **Type:** Emitter **Description:** The user can exhale a fog-like substance from their mouth, forming clones of themselves. These clones can perform various actions, aiding in combat, reconnaissance, and support. **Weakness:** You can create a maximum of 36 clones at any time. You can control a number of clones equal to your Constitution modifier. To manage more than this number, you must group them into units of eight or more. When in groups, the clones act as a unit, performing the same actions simultaneously. They also do not spawn with any item, suit, or weapon you have currently. **Clone:** As a full-turn action, you can create up to your daily maximum number of clones. These clones can be controlled as an Action, Bonus Action and gain a movement speed equal to your walking speed. Clones possess all your class features and share your AC. They have hit points equal to three times your level. If your clones attack the same creature, you do not make multiple attack rolls. You instead choose a lead clone and it gains a +1 bonus to its damage roll(s) and a +3 to hit, for each additional clone that is aiding it. - **Combat Support:** Clones can engage in melee or ranged attacks, using your attack bonuses and damage modifiers. They share your class features, allowing them to use any abilities you have. - **Distraction:** Clones can create diversions, drawing enemy attacks away from you and your allies. Enemies must succeed on a Wisdom saving throw against your spell DC to determine whether they focus on the clones or the original user. - **Communication:** Clones can relay information back to you telepathically. **Giant Form:** By spending all of your daily maximum clone limit, you can transform into a Huge creature using the fog-like substance. In this form, your Strength increases by +4, and your weapon and unarmed damage dice are doubled. The range of your attacks increases by 15 feet, and you gain a bonus to hit equal to the number of clones in **ONE** controlled group. }} {{monster,frame ## Dog *Quirk, Common* **Type.** Mutation **Description.** Your physic resembles that of a dog which enhances your speed strength and overall physical ability. **Hound Senses.** You gain advantage on all hearing and Smell base perception checks. You also gain advantage on skill check related to tracking. **Dog Like Body.** You gain a 40 foot movement. Your Dexterity and Strength scores increases by +4 and so does there maximum. You gain a bite attack that deals 2d12 + Strength Piercing damage when you hit with this attack the creature must make a constitution saving throw or take one rank of bleed. You also gain a claw attack that deals 1d10 + Dexterity Slashing damage. }} {{pageNumber,auto}} \page {{monster,frame ## Cement *Quirk, Uncommon* **Type.** Emitter **Description.** Cement gives the user the ability to manipulate cement-based material simply by being in contact with the surface. **Weakness.** It does not give them the ability to create new cement, they can only reshape existing cement. **Cement Wall.** As an action, bonus action, or reaction You control the cement around to form a thick durable wall. This wall has 75 hit points. This wall can range from anywhere between 50 feet wide and 50 feet tall 10 feet thick. Increase the max size of the wall by 10 feet at 10th and 20th levels **Cement Spike Rush.** At 3rd level, you control the cement around you to blast multiple spikes toward a group of people causing massive damage. Every creature in up to a 20 foot cone or radius must make a Dexterity saving throw taking 4d10 piercing damage you increase the range by 10 feet and damage die by one at 5th, 10th, 15th, and 20th levels. }} {{monster,frame,wide ## Fiber Master *Quirk: Rare* **Type:** Emitter **Description:** Fiber Master grants the user the ability to control all types of cloth and fibers at will. The user can telekinetically manipulate the threads of fabrics, allowing them to control clothing worn by others, create restraints, or form protective barriers. Denim is the easiest textile to manipulate, while sweat fabrics are the most challenging. This quirk also extends to non-fabric fibers, such as carbon fibers. **Weakness:** The effectiveness of this quirk depends on the amount of fabric available nearby. Additionally, the user must maintain focus; distractions will cause them to lose control of the fibers, requiring a concentration check (DC 13) at the end of each round. On a failed Concentration check you automatically let go of any of your restraints. **Thread Restraint:** The user can unravel part of their clothing or that of others into fabric strings, manipulating them to restrain up to three targets within 100 feet. The target must succeed on a Dexterity saving throw against your quirk save DC or be restrained taking 1d8 piercing damage at the start of their turn and putting them under the suffocating condition. The target can use their action to attempt to break free using a Strength save vs your quirk DC. As a bonus action, you can deal 1d8 piercing damage to any creature caught in your fibers. The damage die increases by one at 5th and 10th levels. **Fiber Shield:** The user can manipulate fibers to create a protective barrier around themselves or up to three allies within 60 feet, granting a +2 bonus to AC for three rounds. **Cloth Manipulation:** At 4th level, as a reaction, the user can control the clothing worn by up to three allies within 60 feet to perform forced evasive maneuvers, granting them advantage on Dexterity saving throws for the rest of the round and can move them 35 feet potentially avoiding an attack or repositioning them safely. **Blackout Bind:** At 6th level, the user can wrap carbon fiber threads (if available) around up to five opponents within 60 feet, attempting to suffocate them into unconsciousness. The targets must make a Dexterity saving throw; on a failure, they become restrained and start suffocating. Instead of minutes, the suffocating condition lasts for turns. }} {{monster,frame,wide ## Voice *Quirk, Uncommon* **Type.** Emitter **Description.** Voice allows the user to increase the volume of their voice, giving them the ability to create loud, high-pitched sounds **Weaknesses.** Using Voice too much can cause you to get a sore throat, and he has a disadvantage against people who can go underground, since sound doesn't travel underground very well. You gain a special from of Hit Points that represent your throat. Your throat has hits points equal to half your hit points. Every time you use your quirk the ability will have you roll a damage which is taken to your throat. Once your throat reaches zero hit points you cannot speak until someone does a precise heal on your throat. **YEAH.** As an action you scream the words YEAH at a high frequency. Causing all creatures in a 60 cone to make a constitution saving throw taking 8d8 thunder damage and becoming defended on failed and half as much on a successful saving taking no other effects. This sound can be heard for over a mile. After using this your throat takes 1d8 damage which can’t be reduced. **GET OUT OF HERE.** As a bonus action you can scream the words GET OUT OF HERE causing all creatures in a 30 foot cone to make a strength saving throw. On a failed saving being pushed back 30 feet and take double the collision damage if you collide with an object or structure and your movement is stopped. You take 1d8 damage to your throat. **PLUS ULTRA.** As a full turn action at 6th level you muster up all your strength and scream the words PLUS ULTRA do so forces all creatures in a 120 foot cone to make a constitution saving throw taking 10d10 thunder damage and becoming deafened on a failed save and half as much in a successful one. After using this your throat takes the amount of damage you did. If you your throat is reduced to zero hit points by this move you can not speak for 24 hours and your throat hit point maximum is cut in half for a day. }} {{pageNumber,auto}} \page {{monster,frame ## Fierce Wings *Quirk: Rare* ***Type:*** Mutant ***Description:*** Fierce Wings grants the user a pair of large, red wings made of numerous feathers. The user can freely manipulate each feather using their mind. Each group of feathers can carry or interact with objects weighing up to **200 pounds** total. ***Weakness:*** Detaching too many feathers can impair flying ability and limit mobility. You start with 100 feathers, which are grouped in sets of 10 with a 5-foot radius. Also the feathers cannot be more than 120 feet away from you. If all feathers are destroyed, you must wait two days for them to regrow. If the wings take damage equal to double their hit point maximum (50), you lose one group of feathers. As an action or free action you can take out two groups of feather per turn and must use a free action to put them back! ***Fierce Wings: Flight.*** When you have 100-51 feathers, you gain a fly speed of 120 feet. When targeted by an attack, you can use your reaction to move up to 15 feet in any direction, and does not provoke attacks of opportunity. With 50-11 feathers, your fly speed decreases to 60 feet, and your reaction movement reduces to 10 feet. When you reach 10 feathers, you lose your fly speed and associated abilities. You can call back your feathers as a free action on your turn. ***Fierce Wings: Sword.*** As a bonus action, you can spend 20 feathers to create a katana, which deals 2d8 slashing damage and counts as a +2 weapon. You can create two swords by spending double the feathers. **Fierce Wings: Save.** As a reaction when a visible ally within 60 feet is targeted by an attack, you can release up to 20 feathers to swiftly reposition them. Each group of feathers can move one willing creature up to 20 feet in any direction. This movement occurs before the attack resolves and may cause it to miss if the target is no longer in range or line of sight. ***Fierce Wings: Boost.*** As a bonus action or reaction, you can use a group of feathers to boost an ally's speed by 10 feet. }} {{monster ## **Fierce Wing Feather Group** *Tiny Construct (Feather), Neutral* ___ **Armor Class** :: 13 **Hit Points** :: 25 **Speed** :: 0 ft., fly 60 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:---:|:---:|:---:|:---:|:---:|:---:| | 7 (-2) | 16 (+3) | 10 (+0) | 1 (-5) | 20 (+5) | 10 (+0) | ___ - **Saving Throws** DEX, WIS - **Skills** Perception, Survival - **Damage Vulnerabilities** Fire, Force, Necrotic - **Condition Immunities** Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned - **Senses** Blindsight 60 ft., Passive Perception 15 - **Proficiency Bonus** — (user’s proficiency bonus) ___ ### **Traits** **Feather Link.** This group of feathers is mentally linked to the Fierce Wings user and cannot act independently. It performs actions only when commanded as part of the user’s bonus action or action. **Search and Scout.** While active, this feather group gains advantage and a +2 bonus to Wisdom (Perception) and Wisdom (Survival) checks to locate or track a creature or objects. **Carry and Manipulate.** This group can carry up to **250 pounds** and interact with objects as if it had a Strength score of 14 (+2). It can open doors, lift rubble, or carry willing creatures as a bonus action. **Grappling Feathers.** As an **action**, the user can command this feather group to attempt to grapple an unwilling creature within its space. The target must make a Strength saving throw against the user’s Quirk Save DC. On a failure, the creature is grappled and can be moved up to **30 feet per turn** (per group) as part of the user’s bonus action. The creature can repeat the saving throw at the end of each of its turns to escape. ___ ### **Actions** **Feather Shot.** *Ranged Quirk Dexterity Saving Throw:* Range 60 ft., one or more creatures in a 5-foot radius. You send out a group of feathers to attack. On a failure, the target takes **2d4 slashing damage**. On a success, it takes half damage. For each additional group of feathers within 20 feet of this group, the damage increases by **1d4**. The feathers remain in there placed square. }} {{pageNumber,auto}} \page {{monster,frame ## Rewind *Quirk, Legendary* ***Type.*** Mutant ***Description.*** Rewind gives the user the ability to reverse a living being's body back to a previous state it is shown via a horn on the user's head. The Quirk is the result of a sporadic mutation. ***Weakness.*** As it only affects living beings you can also control the rate of rewind listed below. It isn't easy to train Rewind safely. Because of this when you activate your quirk (as a action or reaction), you must make a DC 22 Wisdom save on a fail your quirk stays active for one minute and cannot be turned off. At the end of the duration, you must reroll the save. On a fail you restart the time. You can only turn it off by rolling a Natural 20 unless it is forcibly stopped. Every creature within 25ft of you loses one ASI from there base stat and loses 1 year and goes prone with 0 movement until the end of there turn. When the reach 0 years they die. ***Rewind.*** At the start of each turn any creature touching you who took damage spent resources, and gained a condition heals back up to before they lost the resources took damage and gained a condition this includes any non lost limbs as well. You can even use this on a dead creature or yourself once per month when you would die. ***Rewind: Hero.*** At the 8th level when a creature loses a quirk by non-quirk ability and by a quirk removal item. You can spend 2 months restoring their quirk. This can be used once per creature and quirk. This cannot work on One For All. }} \column {{monster,frame ## Brainwashing *Quirk: Rare* ***Type:*** Emitter ***Description:*** Brainwashing allows the user to place a target in a state of obedience, compelling them to follow the user’s commands. To activate this power, the target must verbally respond to something the user says. Once activated, the user can control the target's actions, while the victim remains aware of their condition but unable to resist the commands. ***Weakness:*** The brainwashing effect requires the target to respond verbally. If the target remains silent, the quirk cannot be activated. **Command:** As an action, the user may activate their quirk for 1 minute. During this time, any creature that responds to the user in any way becomes subject to the Brainwashed condition. {{note ##### Brainwashed A creature that is Brainwashed is considered dazed but can move at full speed and take both an action and a bonus action if commanded. They lose all control over their body, and the user can use a bonus action to command them to perform any action allowed by the quirk and the DM, except for actions that would directly harm themselves. The only ways for the creature to break free from the Brainwashed condition are: - The user voluntarily releases the target. - The target takes damage (e.g., if they take 10 or more damage), which automatically breaks the effect. }} }} {{pageNumber,auto}} \page {{monster,frame ## Permeation *Quirk: Legendary* ***Type:*** Transformation ***Description:*** Permeation allows the user to phase their body through any solid matter. They can choose to make either a specific part of their body or their entire body intangible, enabling them to move through obstacles and avoid attacks. However, if they deactivate this quirk while inside a solid object, they will be instantly pushed out due to physical laws. ***Weakness:*** Controlling Permeation can be challenging and poses risks. The user must focus intently to navigate through surfaces without falling through, and being fully intangible means they lose all senses—light, sound, and air can pass through them. This quirk only affects the user, making it difficult to protect others. If they maintain the intangible state longer than their Constitution modifier allows, they start to suffocate, with the duration measured in turns. While intangible, the user begins to sink into the ground, descending 30 feet each turn without taking fall damage. **Phase:** As an action or reaction, the user can make their entire body or a single limb intangible. While phased, they can move through structures and take no damage from any source except psychic damage or sensory effects for the duration. They can deactivate the phase as a free action, gaining a hover speed of 10 feet and taking no fall damage. However, they cannot attack while phased. They can remain intangible for a number of rounds equal to their Constitution modifier and gain additional free actions each turn equal to their quirk modifier. When a single limb is made intangible, that limb cannot take damage and can phase through objects, allowing it to ignore cover. Unarmed attacks while phased deal 1d10 damage. **Phantom Menace:** At 4th level, the user can phase through walls more quickly, gaining a speed boost. While fully intangible, they increase their movement speed by +20 feet and can make two additional attacks during their turn. }} {{monster,frame ## Wave Motion *Quirk, Common* ***Type.*** Emitter ***Description.*** Wave Motion grants the user the ability to convert their vitality into energy that they can discharge as blast waves. Upon release, the energy converted from their stamina is unleashed as golden energy that travels in the form of a spiral. The amount of vitality converted can be adjusted by the user at will. ***Weakness.*** The energy produced from this Quirk does not travel quickly, but its raw power can be used in a number of ways. Converting too much stamina can wear out the user if they overuse their Quirk. You can use each ability a amount of time equal to x2 your Constitution modifer before you take three damage anytime you want to use a ability. **Energy Blast:** The user can unleash a spiral blast wave of energy at a target within 30 feet. They can choose to fire the blast at a percentage starting from 10% up to 100%, in increments of 10%. The blast deals 1d8 force damage and 1d8 lightning damage for every 10% of the total percentage used. Additionally, the target must make a Strength saving throw. If they fail, they are pushed back 15 feet. However, for every 10% increase above the initial 10%, the user takes two true damage. At 5th, 10th, 15th, 20th you increase your maximum by 20%. **Energy Charge:** The user can charge an ally with their power, allowing the ally's ranged or melee attacks to deal additional lightning or force damage equal to the user's chosen charge percentage. This percentage can be selected in increments of 10%, starting from 10% up to a maximum of 100%. **Energy Boost:** As a bonus action, the user can harness their energy to enhance their mobility, granting them a fly speed that matches their normal movement speed and adding +10 for whatever percentage you have at that level. }} {{monster,frame ## Whirlwind *Quirk, Common* ***Type.*** Emitter ***Description.*** Whirlwind grants the user the ability to control the air around them, enabling them to generate strong gusts of wind, small tornadoes, and other air-based phenomena. The user can manipulate these winds to propel themselves, objects, and people, providing both offensive and defensive capabilities. ***Weakness.*** Whirlwind loses significant strength and precision if the user becomes unable to move their limbs. Additionally, high temperatures can disrupt the flow of the user's wind, weakening their control over the quirk. When a limb is wouned you gain a extra -2 to hit and checks. **Gust** As a action the user creates a strong gust of wind in a 30-foot cone or radius which can last up to one minute but can only have no more than three radius up. Creatures in the area must make a Strength saving throw vs your quirk save DC or be pushed in any direction 30 foot, knocked prone and take 3d8 force damage. This increases fire damage by 1 damage die and up one step. And counts as **HEAVY** winds. **Wind Flight** At 4th level the user as a bonus action can create a powerful updraft around themselves, allowing them to fly at a speed of 60 feet for up to 2 minutes. The user can also carry three willing creature of Medium size or smaller with them while flying. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Glamour *Quirk: Common* ***Type:*** Emitter ***Description:*** Glamour allows the user to create vivid visual and auditory illusions that can deceive and manipulate others. By emitting a mist-like substance from their mouth, the user can form illusions large enough to fill a substantial area, distracting opponents and creating confusion. Some illusions can even cause psychic damage to those who believe them to be real. ***Weakness:*** The illusions created by Glamour are primarily sensory and cannot cause physical harm unless specifically designed to affect the mind. They dissipate after a short duration, and the user must maintain concentration to keep them active. If the user is distracted or incapacitated, the illusions vanish. Whenever the user takes damage while focusing on their quirk, they must roll a Concentration check with a -4 penalty. **Minor Illusion:** The user can create a small visual and auditory illusion within a 30-foot range. This illusion can mimic a creature, object, or sound, lasting up to one minute or until the user loses concentration. If a creature interacts with the illusion and believes it to be real, they take 2d6 psychic damage. **Major Illusion:** At 3rd level, the user generates a larger and more complex illusion that fills a 15-foot cube. The illusion can move and make sounds, lasting up to 10 minutes or until the user loses concentration. If a creature perceives this illusion as real and interacts with it, they take 4d6 psychic damage. **Phantasmal Force:** At 5th level, the user creates a realistic illusion that affects a single target’s senses. The target must make a Wisdom saving throw; on a failure, they believe the illusion is real and take 6d6 psychic damage. They remain unable to distinguish it from reality for up to 1 minute. **Illusory Army:** At 10th level, the user can summon numerous illusory duplicates, creating the appearance of an entire group or army. These illusions can mimic actions, sounds, and movements, causing significant confusion among enemies. Any creature that believes the army is real and engages with it takes 8d6 psychic damage. This effect lasts for up to 10 minutes or until the user loses concentration. }} {{monster,frame,wide ## Meatball *Quirk: Rare* ***Type:*** Transformation ***Description:*** Meatball grants the user the ability to manipulate raw human flesh. They can separate their limbs and control them independently, expand and mold flesh for offensive and defensive purposes, and levitate flesh to use as projectiles. Captured targets can be kneaded into meatballs, rendering them immobile and disfigured while retaining all their senses. Whenever the user takes damage while focusing on their quirk, they must roll a Concentration check with a -2 penalty. ***Weakness:*** The user must maintain focus to keep their targets restricted. If they take significant physical damage or become sufficiently distracted, their hold on the targets can be released. Manipulating another person's flesh is more challenging and requires additional concentration. Whenever the user takes damage while focusing on their quirk, they must roll a Concentration check with a -3 penalty. **Flesh Bullet:** As an action, the user can create and launch a small piece of their own flesh as a projectile. The flesh bullet deals 3d8 bludgeoning damage and can be used to capture a target within 60 feet. The creature must make a Dexterity saving throw against your quirk save DC or be restrained. **Meatball Transformation:** At 4th level, the user can knead a captured target into a meatball, rendering them immobile and disfigured. The target must succeed on a Constitution saving throw; on a failure, their size reduces to Small, and they become Incapacitated, unable to move or speak. They retain all their senses, and this effect lasts for one minute. }} {{monster,frame,wide ## Search *Quirk: Common* ***Type:*** Emitter ***Description:*** Search enables the user to monitor and observe up to a hundred people simultaneously, knowing their locations and weak points. Individuals being observed are visualized as star-like vestiges, allowing the user to track them even from miles away. The information gained is permanently stored, enabling the user to recognize individuals by their Quirk Factor and DNA. ***Weakness:*** Over-reliance on Search can lead to deception, as the user might be misled by false information or decoys. Additionally, using Search requires significant mental focus; attempting to track too many targets at once can overwhelm the user. \column **Surveillance:** As an action, the user can scan a 1-mile radius around them. The user must make a Perception check against the target's Stealth DC (Stealth + 10). On a success, the user gains the target's current location and weak points. **Track Up:** At 3rd level, the user can monitor up to five targets within their 1-mile radius. They also gain insight into each target's general condition (e.g., healthy, injured, unconscious) for up to 10 minutes. This ability requires concentration. **Mass Surveillance:** At 5th level, the user can observe up to a hundred targets within a 5-mile radius. They know the exact location, condition, and weaknesses of each target without needing to roll for checks, maintaining this awareness for up to 10 minutes. Additionally, as a bonus action, the user can search for a weak point by making a Perception check against a target's AC. On a success, the next attack against that weak point deals 1.5 times normal damage. **Persistent Insight:** At 10th level, the user can permanently store detailed information about up to ten individuals, including their locations, conditions, and weaknesses. This information can be accessed at any time, allowing the user to track these individuals without needing to use Search again. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Cremation *Quirk, Very Rare* ***Type.*** Emitter ***Description.*** Cremation is an extremely powerful Quirk that allows the user to generate and manipulate intense and powerful Blue Flames at will. ***Weakness.*** Cremation will raise the users body temperature to extremly dangerous levels if overused due to successive powerful attacks or drawn-out battles, impairing there physical abilities. You gain a heat counter each move is worth a certain amount of heat points. Once you reach 35 heat points you cannot use any move again unless you take 2d8 fire damage which cannot be reduced by any means. Also you always have 1 rank of burned with a minus two to a minimum of one on at all time which cannot be removed. When it is rainy or snowy you gain 1 heat point at the start of your turn. And whenever you take cold damage or cooled you regain 2 heat points. ***Cremation*** - **Flame:** You can directly manifest your quirk's fire power. You can make a ranged or melee attack against a creature within 45 ft or 5 ft. On a hit, you cause 3d6 + Your Dexterity Modifier. The damage type is Fire and ignores resistance to fire and treats immunity like resistance. This take 1 Heat point. - **Resistance:** You gain resistance to fire damage from other sources. Also, your body can regulate itself to an extreme degree. You have the advantage of the effects of extreme heat. - **Fire Fly:** You shoot a flame out of your feet giving you a 60ft fly and hover speed. And cost 1 Heat Point each turn. - **Burn:** Your flames burn so bright and so hot you can melt metal objects. You deal double damage to constructs. - **Burned Form:** At 10th level you coat your body in fire anyone within a 10 ft radius take 2d6 fire damage at the start of there turns and there movement is reduced by 15ft. Along with this anything not fire rsistance like projectiles (bullets) and objects melt instatly meaning these have no effect on you such as damage. - **Heatup:** When you make a attack with any of your moves you can spend 5 Heat and add a extra two damage die per point spent. - **Exploding Charge:** At level 10, as a free acion at the start of your turn, you can make your flames go to the maximum breaking your body and begin to store charges for **three minutes**. During this time, you store energy from each fire move you use and at the start of your turns. While in this state you cannot deactivate it until you become knocked unconscious or exploded. Each fire move and at the start of your turn you add **1d12** to your charge. While charged, your heat cannot drop below **1** (except through cold damage). At the end of the three minutes you explode in a **one-mile radius sphere**. This explosion deals damage equal to the total amount of stored charge (total of all **1d12** rolled) and you die in the process. There is no save to this explosion. ***Flashfire Fist.*** As an action you increase the temperature of your flames to your maximum. You make an unarmed attack and if it successfully hits, it deals 5d10 Fire damage. On a hit, the creature must succeed in a Strength saving throw. On a failure, they fall prone and are pushed 45 feet away from you. On a success, they do not become prone and are pushed 20 feet away from you. This move cost 10 Heat Points. \column ***Jet Burn.*** At 3rd level, As an action you launch a blast of fire up to 120ft in front of you. If it successfully hits, it deals 3d10 + 10 fire damage. On a hit, the creature must succeed in a Dexterity saving throw. On a failure, they fall prone and are pushed 35 ft away from you. On a success, they do not become prone and are pushed 5 feet away from you. This costs 5 Hot points. ***Hell Spider.*** At 3rd Level, as a action you concentrate flames into white-hot points on your fingertips and emit beams of fire to slice through your targets. You make 10 60ft range attacks each dealing 1d8+4 fire damage on a hit and ignores 3 damage reduction. You can target multiple targets or one singular target. If it is one target they make a Dexterity saving throw taking 4d8+2 on a fail half on a success. This costs 5 Heat Points. ***Hell Mine Field*** At 10th Level, As an action you create a powerful wave of Flames from the ground. Every creature within 160 ft square must make Dexterity save as these waves erupt from the ground On a fail you deal 4d10 + 15 Fire Damage and are brought into the center of the radius and gain three ranks of BURNED and on a succsess they take half damage, do not move to the center, and gain 2 ranks of **BURNED**. This radius last for 10 minute or until extinguished. This cost 10 Heat Points. This also makes the enviroment extreme heat. ***Vanishing Fist.*** At 10th level as an action you increase the temperature of your flames to your maximum, dashing forward with your fist as it glows bright. You move 40ft and for every 5 ft you deal an extra d8 damage and make an unarmed attack and if it successfully hits, it deals 5d8 Fire damage. On a hit, the creature must succeed in a Strength saving throw. On a failure, they fall prone and are pushed 30 feet away from you. On a success, they do not become prone and are pushed 15 feet away from you. This move cost 10 Heat Points. ***Prominence Burn.*** At 15th level, As action you turn your flames up to the maximum in 100ft radius using everything you have going beyond your limits. You make a grapple attack and if it successfully lands you deal 10d10 Fire damage and they gain five ranks of **BURNED** and at the start and end of every turn for two rounds you deal 10d10 fire damage and they cannot take actions or reactions unless they break free. This fire damage bypasses all resistance and immunities. Also instead of grappling them you can shoot it out as a 100ft by 10ft wide line dealing 12d10 on a hit. This move cost 15 Heat Points ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/46d53441-01d9-4b19-b5dd-d45575d695fc/dckzuir-82146321-8ac4-4a9f-b560-43b6605947a2.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzQ2ZDUzNDQxLTAxZDktNGIxOS1iNWRkLWQ0NTU3NWQ2OTVmY1wvZGNrenVpci04MjE0NjMyMS04YWM0LTRhOWYtYjU2MC00M2I2NjA1OTQ3YTIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.OSsjw4ttTAB7VcVWFKuj-xPlL1G_qARWFwQ9PTgIXhM) {width:325px,mix-blend-mode:multiply} }} {{pageNumber,auto}} \page {{monster,frame ## Decay *Quirk, Legendary* **Type:** Emitter **Description:** Decay grants the user the ability to destroy anything or anyone they touch, reducing it to dust. The disintegration effect can spread beyond the initial contact, creating a chain reaction that disintegrates multiple targets. This Quirk is especially lethal to living beings, causing their flesh to rot away upon contact. **Weakness:** Decay requires physical touch to activate, making it ineffective against opponents who can avoid direct contact or manipulate substances that cannot be easily touched (such as fluids or particles). Additionally, until the Quirk fully awakens, the user must place all five fingers on the target to initiate the decay. If the user is knocked unconscious, Decay ends prematurely. **Touch of Decay:** The user can touch a target within five feet to attempt to wither them away. This instantly destroys objects, structures, and constructs. When using **Touch of Decay** in combat, the user makes an unarmed strike. If it hits, the target must make a Dexterity saving throw. On a failed save, the target suffers 4d8 necrotic damage, which bypasses any damage reduction, resistance, or immunity. At the end of each turn, the target loses one limb, starting from the legs then to arm to hand and ending at the torso. Once the torso is lost, the target disintegrates and dies instantly. However, if the target manages to sever a limb before the end of the turn, the decay effect ends immediately. The user can also target specific limbs without fully killing the target. If the target succeeds on their saving throw, they take half damage and suffer no additional effects. At 5th level, you no longer need to make physical contact with a target. Instead, you can touch the ground to create a 60-foot cone, radius, or a 60-foot-long, 10-foot-wide line of decay. For each additional level gained, the range increases by +10 feet. At 20th level, the range doubles. **Chain Reaction:** At 8th level, when you use **Touch of Decay**, if the target is holding another creature, structure, construct, or object within the affected area, they must also make a Dexterity saving throw or be treated as if they were directly touched by **Touch of Decay**. This also extends the range of **Touch of Decay** by +40 feet. **Decay Counter:** At 10th level, you gain the ability to deflect and mitigate incoming attacks with precision. As a reaction, you can attempt to negate the damage of an attack using **Touch of Decay**. If successful, the attack's damage is reduced to zero, and the attacker's limb begins to decay, experiencing the effects of **Touch of Decay**. Additionally, when you are hit by an attack, you can use your reaction to attempt to stop the damage and target the attacker with **Touch of Decay**. You must make an opposed Acrobatics check against the attacker's roll. If you win the contest, you immediately grab the limb used to make the attack and activate **Touch of Decay** on that limb as if it had been touched directly. {{note ##### Decay Notes? If decays effect cannot be activated (Erasure) you deal the 4d8 necrotic damage and the effect of decay do not trigger. Also the user cannot be effected by there own Touch of Decays Effects. Also Erasure slows down decay allowing them to have one free turn not triggering decay. }} }} {{monster,frame ## Transform *Quirk: Rare* ***Type:*** Transformation ***Description:*** Transform allows the user to change their appearance to perfectly replicate another person's after consuming their blood. This includes mimicking the person's physical traits and voice. The duration of the transformation is dependent on the amount of blood consumed; one cup of blood grants a full day of transformation. If the user has consumed the blood of multiple individuals, they can switch between these forms without reverting to their original appearance. ***Weakness:*** This Quirk can only replicate physical appearance and voice, not the target's personality or knowledge. Transformations are limited by the volume of blood consumed. Drinking blood tainted by other Quirks or substances can be harmful, dealing 1d6 necrotic damage for each cup consumed. One cup equals one day's worth of blood; anything less allows for only 30 minutes of transformation. **Bite:** The user possesses two fangs. As an action, they can make a melee attack. On a hit, the target takes 2d8 piercing damage and gains one rank of bleed. **Mimic:** At 3rd level, the user can consume blood to activate this power. Each cup of blood consumed equals one day of transformation time. While transformed, the user is enveloped in a gray slime that molds over their body, allowing them to achieve the desired shape, texture, and attire. However, any clothing worn prior to transformation must be removed, as the transformation cannot cover existing garments. **Blood Storage:** At 5th level, the user can consume blood from different individuals as a bonus action, allowing them to transform into any of them without reverting to their original shape between transformations. **True Mimic:** At 10th level, when the user transforms into a target, they can also mimic that individual's Quirk for the duration of the transformation. The user can only use the copied Quirk a limited number of times equal to their level (e.g., once per transformation day). }} {{monster,frame ## Enhanced Durability *Quirk, Common* ***Type.*** Emitter ***Description.*** This Quirk allows the user to become vitrually indestructible. ***Weakness.*** None ***Durable.*** You gain resistance to all damages **EXECPT** Psychic and Necrotic. This cannot be bypassed by any means unless stated otherwise. }} {{pageNumber,auto}} \page {{monster,frame ## Warp Gate *Quirk: Very Rare* ***Type:*** Emitter ***Description:*** Warp Gate allows the user to create and manipulate a dark fog that serves as a portal. This fog can transport anything it touches to a designated nearby location. The user can also envelop themselves in the fog, obscuring their true form and using the portals for personal transport. ***Weakness:*** To release the fog, a part of the user’s real body must be present, which exposes them to potential attacks. Additionally, the portals are coordinate-based, requiring the user to know the exact location where they wish to open them. Without precise coordinates or a clear line of sight, the user cannot create portals to unseen locations, making it challenging to rescue missing allies. The user also cannot create portals in **heavy winds.** **Portal Creation:** You can create a amount of portals up to a number equal to your proficiency bonus, within 30 feet of you. With a diameter of 20 feet. These portals connect to any location you can see or for which you have precise coordinates. Creating a portal takes an action, and each portal lasts for up to one minute or until dismissed. As a reaction, you can close a portal when a creature attempts to move through it. The creature must make a Dexterity saving throw against your Quirk save DC. On a failed save, the creature takes damage equal to 2d10 and is pushed back 10 feet. **Fog Shroud:** At 3rd level, you can envelop yourself in the dark fog, becoming heavily obscured for 1 minute. While shrouded, you can create portals as a bonus action. Additionally, attacks made against you while obscured have disadvantage. }} {{monster,frame ## Muscle Augmentation *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Muscle Augmentation allows the user to amplify, manipulate, and enhance their muscle layers, granting them incredible strength, speed, and durability. By expanding their muscles both internally and externally, the user can significantly boost their physical capabilities. ***Weakness:*** Prolonged use of this Quirk can lead to muscle fibers tearing, leaving the user vulnerable. If subjected to multiple attacks that damage several muscle strands at once, the user may be unable to effectively use their Quirk for a period of time. If you are attacked by five or more attacks in one turn, your abilities will be temporarily disabled. **Muscle Form:** As an action, the user can activate this ability for five minutes, causing their Strength and Constitution scores to surge to 26. During this time, they gain 8 points of damage reduction, allowing them to withstand even the most punishing blows. The user’s unarmed damage die increases to 4d12, and they deal extra damage equal to double their Strength modifier. Additionally, their jump distance is doubled for the duration of this ability. **Muscle Shield:** At 4th level, the user can utilize their augmented muscles defensively, acting as a bulwark against incoming attacks. As a reaction, the user can absorb damage, reducing it by an amount equal to five times their Constitution modifier. }} {{monster,frame ## Homing *Quirk: Uncommon* ***Type:*** Emitter ***Description:*** Homing allows the user to lock onto any visible target within 600 meters (1968 feet) and make any projectile they release pursue that target. ***Weakness:*** The user cannot control which part of the target's body the projectile hits, and the attacks deal reduced damage. When a projectile hits, the user rolls a d6 to determine the hit location: - **1:** Legs and Arms - **2:** Jaw and Hands - **3:** Ears and Eyes - **4:** Torso - **5:** Neck and Skull - **6:** Miss Additionally, the damage is reduced by two dice (minimum of 2) and drops two steps in damage die type. The projectile must have the thrown or ranged property and cannot be an improvised weapon. ***Homing Lock.*** At 1st level, as an action, you can lock onto a target within 600 meters (1968 feet). Any projectile you release will chase the locked target, automatically hitting and ignoring obstacles (other than structures). The lock lasts for 5 rounds or until the target goes out of range or becomes invisible. }} {{monster,frame ## Jet *Quirk: Uncommon* ***Type:*** Mutant ***Description:*** Jet allows the user to expel air from specialized openings in the soles of their feet, enabling them to fly short distances and move at incredible speeds, both in the air and on the ground. ***Weakness:*** The user's flight is limited by the amount of air they can expel from their lungs, making it less effective than sustained flight Quirks. You gain a flight speed equal to your Constitution modifier times 10. Continuous use of this Quirk without breaks can lead to fatigue. ***Jet Dash:*** As a bonus action, you can expel air from your feet to triple your flight movement speed for that turn. This movement does not provoke opportunity attacks. ***Quick Timing:*** When an ally is within 40 feet of you, you can use your reaction to propel up to two allies 60 feet away from danger, potentially causing an attack against them to miss. ***Jet Evasion:*** At 5th level, when targeted by an attack, you can use your reaction to expel air and move up to 15 feet in any direction, potentially avoiding the attack. This movement does not provoke opportunity attacks. ***Jet Burst:*** As an action, you can release a powerful burst of air to propel yourself up to 60 feet in a straight line. Any creature in your path must make a Dexterity saving throw. On a failed save, they take damage equal to 1d8 for every 30 feet of your movement speed and are knocked prone. On a successful save, they take half damage and are not knocked prone. }} {{pageNumber,auto}} \page {{monster,frame ## Erasure *Quirk: Rare* **Type:** Emitter **Description:** Erasure allows the user to nullify the Quirk of anyone they directly observe. By focusing their gaze on a target, they can effectively disable that individual's abilities for a limited time. **Weaknesses:** To activate Erasure, the user must have a clear line of sight to the target's physical body. This means that targets can evade the effect by hiding behind obstacles or obscuring the user’s view. Additionally, maintaining focus after taking damage can be challenging; if the user is hit, they must succeed on a DC 13 Constitution saving throw to keep their eyes open and the effect active. **Erase:** As a bonus action, you can gaze at creatures within a 150-foot cone centered on you. For targets beyond this range, you must make a Perception check with a DC of 14. On a successful check, those targets cannot use their Quirk for 4 rounds. If you fail the check, they remain unaffected. You can maintain focus for up to 4 rounds without blinking, but after this duration, you take two damage to your eyes at the start of your turn due to strain. If you blink or close your eyes, the effect ends early, and you may deactivate Erasure as a free action. You stop taking damage after closing your eyes, but you cannot use your Quirk for 2 rounds afterward. At 5th level, you can choose which targets within the cone are affected by Erasure. }} {{monster,frame ## Manifest *Quirk: Rare* **Type:** Transformation **Description:** Manifest allows the user to enhance their body parts with traits from anything they consume. For instance, eating Takoyaki enables them to transform their fingers into octopus tentacles, while consuming a clam can harden their hands into a clam shell. The user can have multiple manifestations from different foods at the same time, and the strength of the manifestation increases with the quantity of the consumed item. **Weakness:** The transformation relies on the amount of the consumed substance still in the user's system. If they run low, they cannot manifest any characteristics. To maintain their abilities, they must consume specific foods daily. **Devour:** As a bonus action, you can eat a creature (dead or alive) or a physical aspect of a creature’s quirk. You can choose one of their melee weapon attacks or one of their features for one minute. Each time you eat another part of a creature, you gain an additional feature or attack, extending the duration by one minute, up to a maximum of 5 minutes. You can devour up to double your proficiency bonus in creatures. **Colossus Cannon:** At 10th level, as a bonus action, you can create the Colossus Cannon by using all your consumed creatures from your **Devour** ability. You make attack rolls with the cannon using either your Strength or Dexterity modifier (your choice) and add your proficiency bonus. On a hit, the cannon deals 5d12 force damage. }} {{monster,frame ## Foresight *Quirk, Rare* ***Type.*** Emitter ***Description.*** Foresight granted the user the ability to accurately predict all of the target's future moves and actions for an entire hour. Foresight is activated by first touching a target and then making eye contact with it. Once these conditions have been met, the user is capable of watching the target's future lifetime from a third-person perspective that showcases the target themselves and their immediate surroundings, like a flashback. ***Weakness.*** As the nature of Foresight was completely sight-based, the user is unable to listen to future dialogue and thus cannot fully interpret certain actions and events. Breaking eye contact through any means prevented him from further predicting opponent moves. At the start of your turn, you must make a Perception check DC 13. On a pass, you can use foresight as a fail you cannot use foresight for 3 rounds. Also if you are blinded you cannot use foresight. ***Foresight.*** You can see into the immediate future. For 1 minute, you can’t be surprised and have an advantage on attack rolls, ability checks, and saving throws along with a +3 AC Additionally, other creatures have a disadvantage on attack rolls against you for the duration. They must also tell you what move and movement they will use and where they will go next and it gives you two more reactions. You can ask the DM once per day who will die and how they would or when they would die but remember this can be changed by the future. }} {{monster,frame ## Fat Absorption *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Fat Absorption allows the user to adhere objects to their body, causing them to sink into their body fat upon contact. ***Weakness:*** To use this quirk effectively, the user must have a high level of body mass, achieved through gluttonous eating. This quirk will not function if the user has a slim build. You must weigh over 350 lbs and consume double the usual amount of food to activate it. Additionally, there is a damage threshold of 35 + your level; if you take damage exceeding this threshold while using Fat Absorption, you lose the ability and must restart it. ***Big Boy:*** Your unarmed damage increases to 2d10, and due to your size, you count as a large creature. ***Fat Absorption:*** You can activate your quirk for 1 minute (10 rounds) as a bonus action or reaction. Whenever you take damage, you take half the damage and absorb the other half, gaining one charge (be sure to record the damage taken). You can hold a number of charges equal to your level plus your proficiency bonus. As an action, you can expend all your charges, adding up all the absorbed damage. On your next attack, you have advantage, cannot be made at a disadvantage, and deal your unarmed damage plus the total damage absorbed. ***Fat Taxi:*** You can carry double your normal carrying capacity and hold up to 10 creatures in your belly. }} {{pageNumber,auto}} \page {{monster,frame ## Gecko *Quirk, Common* ***Type.*** Muntant. ***Description.*** The user look and gains gecko-like anatomy with a super wall clinging power ***Weakness.*** Exposure to sudden cold puts the user into a hibernation-like state, rendering them completely unable to do anything until they warms up. When you are put into a cold enviorment below survive temperatures as low as 28°F you become asleep and cannot wake up until it becomes above 28°F. ***Reptile Anatomy.*** Your body takes on a gecko-like appearance. Your skin becomes moist and slightly sticky, aiding in climbing. You gain the following benefits: - You gain a climbing speed swimming speed equal to double your walking speed. - Your gecko-like senses grant you an advantage on Wisdom (Perception) checks that rely on hearing or sight and gain 100 feet of darksight. - As a full turn action you can regenerate your limbs if they are cut off twice per long rest. }} {{monster,frame ## Somnambulist *Quirk: Uncommon* **Type:** Emitter **Description:** Somnambulist enables the user to induce sleep in targets by releasing a soothing aroma from their skin. This Quirk can incapacitate opponents and provide strategic advantages in combat. **Weakness:** The effects of Somnambulist can be evaded by not inhaling the aroma. This makes it less effective against opponents who use masks or other air filters to block the scent. **Somnambulist:** As an action, you can release a cloud of sleep-inducing hormones in a 40-foot radius around you. Each creature in this area that has hit points equal to or less than your level multiplied by 10 must make a Constitution saving throw vs your quirk save DC. On a failed save, they fall unconscious for 1 minute and remake the save at the end of there turn and each time they fail you increase the save DC by +1 to a maximum of five. Creatures that succeed on the saving throw are unaffected by the aroma. You can choose to end the effect at any time before the duration expires. }} {{monster,frame ## Gigantification *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Gigantification allows the user to swell to enormous sizes, towering over their surroundings. In this colossal form, the user gains incredible strength and resilience, capable of subduing smaller opponents and engaging equally with large foes. Their immense mass enables them to crush obstacles and structures beneath their weight, turning the environment into a battleground. ***Weakness:*** The user must fully commit to their transformation, as they cannot adjust their size incrementally. This massive scale can make navigation in tight or confined spaces nearly impossible, and the Quirk may inadvertently trigger in response to strong emotions, such as rage or frustration. **Growth Spurt:** As an action, bonus action, or reaction, you can transform into a Huge creature, causing the ground to tremble beneath you. While in this form, your carrying and lifting capacity is quadrupled, and your unarmed damage becomes 3d12, increasing by one additional die at 5th and 10th level. If you use this ability as a reaction while standing in front of a creature, you can absorb damage meant for them. }} {{monster,frame ## Rabbit *Quirk: Common* ***Type:*** Mutant ***Description:*** The Rabbit Quirk endows the user with rabbit-like anatomy and abilities, enhancing their senses of hearing and smell. With formidable leg strength, long ears, and a fluffy tail, the user develops instinctual survival skills that alert them to nearby dangers. This Quirk allows for swift movement, enabling the user to bounce and deliver powerful kicks in combat. ***Weakness:*** None **Rabbit Anatomy:** The user gains rabbit-like physical traits and abilities. - **Enhanced Senses:** Gain advantage on Perception checks related to hearing and smell. - **Speed Boost:** +20 to movement speed; jump distance is doubled. - **Unarmed Combat:** Damage die for unarmed strikes is 2d10 + Dexterity Modifier. Deal double damage to Constructs. - **Bonus Actions:** After using a rabbit move, you can perform an additional move or dash as a bonus action. You can also make one extra attack during your turn. **Luna Fall:** As an action, you can leap above an opponent and deliver a crushing downward kick. The target must make a Strength saving throw. On a failure, they take 3d8 bludgeoning damage and are knocked prone. On a success, they take half damage and remain standing. **Luna Arc:** As a bonus action, you can execute a powerful front-facing axe kick on a target. This attack deals 5d8 bludgeoning damage, and the target must make a Constitution saving throw. On a failure, they take full damage and become stunned until the end of their next turn. On a success, they take half damage with no additional effects. }} {{pageNumber,auto}} \page {{monster,frame ## Arbor *Quirk: Uncommon* ***Type:*** Transformation ***Description:*** Arbor allows the user to generate and control wood from any part of their body. They can manifest tendrils of wood that sprout from their skin and extend over considerable distances. These tendrils can be manipulated with precision, enabling the user to perform multiple tasks at once, such as restraining enemies or assisting allies. ***Weakness:*** Arbor is vulnerable to flame or explosion-based attacks, as wood is highly combustible. The user takes double damage from fire-based attacks and must exercise caution when facing opponents with fire abilities. **Wooden Tendrils:** As an action, the user can generate wooden tendrils to restrain an enemy. Target a creature within 30 feet; the creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage and be restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. **Wooden Shield:** At 3rd level, the user can create a wooden shield to protect themselves or an ally. As a reaction when the user or an ally within 10 feet is targeted by an attack, the user can create a wooden shield, granting a +5 bonus to AC against that attack. **Arbor Swing:** At 5th level, the user can utilize their tendrils for enhanced mobility. As a bonus action, the user can extend their tendrils to swing from tall structures, allowing them to move up to double their movement speed, as long as there is something to swing from. This movement does not provoke opportunity attacks. **Lacquered Chain Prison:** At 10th level, the user can execute their ultimate move to immobilize multiple enemies. As an action, target up to your proficiency bonus number of creatures within 30 feet. Each target must succeed on a Strength saving throw or be restrained for 1 minute. Restrained targets can repeat the saving throw at the end of their turns, ending the effect on a success. }} {{monster,frame ## Spring Like Arms *Quirk: Uncommon* ***Type:*** Emitter ***Description:*** Spring Like Arms allow the user to store and release kinetic energy by coiling their muscles, functioning similarly to a coil spring. This ability enhances their physical attacks and provides a unique defensive mechanism. ***Weakness:*** None **Recoil:** As a reaction when you are targeted by an attack, you can unleash a burst of stored energy. The attacker must make a Strength saving throw. On a failure, they take your unarmed damage plus an additional two damage die and are knocked back 100 feet. On a success, they take half damage and are knocked back 50 feet. }} {{monster,frame ## Blood Control *Quirk, Rare* **Type:** Emitter **Description:** Blood Control enables the user to manipulate their own blood after it has exited their body. **Weaknesses:** This quirk relies on the user’s own blood. To activate your quirk, you must be under the bleed condition, which you can induce on yourself as an action. While under this condition, you take **2 damage** instead of the standard 1d4 from bleed effects and can accumulate a maximum of three ranks of bleed. You gain a number of Blood Points equal to half your total hit points, and each time you take bleed damage, you gain **2** Blood Points. **Blood Restrictions:** You can manipulate blood to ensnare opponents. As an action, you may spend 10 Blood Points to target a creature within 30 feet. The target must make a Dexterity saving throw against your quirk save DC. On a failed save, the creature becomes restrained. The restrained creature can use its action to attempt a Strength saving throw at the end of its turns to escape, ending the effect on a success. **Blood Weapon** You can shape your blood into a weapon. As a bonus action, you can spend 20 Blood Points to create any non magical uncommon melee or ranged weapon made of your blood. This weapon lasts for 1 minute and deals a additional two damage die and the weapons damage type. Additionally, the weapon has the finesse property, allowing you to use your Dexterity modifier for attack and damage rolls instead of Strength. Also creature hit by your weapons must make a Consititution saving throw vs your quirk save DC on a fail they gain one rank of bleed. Lastly, if you score a critical hit with this weapon, the target takes an additional 2d8 necrotic damage. **Flowing Blood:** At 8th level, The user's body temperature, pulse rate, and the number of red blood cells greatly increased energy and physical capabilities. You may spend 5 blood points as a free action to gain the following benefits for 1 minute: - Your speed is doubled. - You will gain a +2 bonus to your AC. - You will have advantage on Dexterity saving throws. - You will gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. }} {{monster,frame ## Kinetic Booster *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** This Quirk increases the amount of kinetic energy the user creates and releases. ***Weakness.*** None ***Kinetic Booster.*** As a bonus action once per turn when you land a unarmed melee attack you can double your damage die x2, gain a +10 movement speed, and a jump speed equal to half your movement. At 5th level it becomes x4, +15 movement speed and a jump speed equal to your movement speed, and at 10th level it becomes x6, +20 movement speed and a jump speed equal to double your movement speed. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Rivet Stab *Quirk, Very Rare* ***Type:*** Emitter ***Description:*** Rivet Stab grants its user the ability to generate black tendrils adorned with striking red cracks. These tendrils can extend from the user’s fingers or even emerge from other parts of the body, such as the spine. ***Weakness:*** These tendrils are weak and brittle meaning you must wait 3 rounds before summoning them again. **Tendrils:** As an action, you can create tendrils from your body, each with a range of 60 feet and capable of carrying up to 100 pounds. These tendrils have AC 14 and 15 hit points each. They can be targeted by attacks. At **5th level**, the damage increases to **1d8** per tendril and hit points for the tendril by 5. At **10th level**, the damage increases to **1d10** per tendril and hit points for the tendril by 10. You must spend a free action to put them back. **Tendril Attack:** When you activate this ability, you launch 3 tendrils at a target within range. Each tendril makes a separate attack roll, dealing **1d6 piercing damage** on a hit. - **Restrain Option:** Instead of dealing damage, you can attempt to restrain the target. When you hit the target instead of dealing damage, you restrain the target. it may attempt a **Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier)** to break free at the start of its turn. On a success, the target escapes, and the tendrils restraining it are reduced to 0 hit points. - **Throw Effect:** If all three attacks hit the same target, you can throw them **up to 30 feet in any direction.** If they collide with a solid surface, they take a extra **1d6 bludgeoning damage** per 10 feet traveled. **Reactive Tendril:** When a creature moves within 30 feet of you or targets you with an attack. You unleash a burst of writhing tendrils in a 30-foot cone. Choose one of the following effects: - **Intercept:** You gain +2 AC against the triggering attack or until the end of the turn, whichever comes first. - **Restrain:** Each creature in the cone must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your choice of Strength or Dexterity modifier) or be **restrained** until the end of your next turn. On a failure, they also take **3d6 piercing damage**. On a success, they take half damage and are not restrained. - **Grapple Pull:** Choose up to 3 creatures within range as you send 3 tendrils out. They must succeed on a Strength saving throw or be **pulled up to 30 feet** in a direction of your choice (as long as there's a clear path). This movement does not provoke opportunity attacks. ***Forceful Quirk Activation:*** After successfully hitting a creature as a bonus action you can to make that creature use one of its moves, attacks or abilities. }} {{monster,frame,wide ## All for One *Quirk, Legendary* **Type.** Emitter **Description.** All For One allows the user to steal Quirks from anyone they touch for personal use or transfer the stolen Quirks to anyone. It also allows the user to wield several Quirks simultaneously. Giving and taking away Quirks is done through touch, through a hole in the palm of the user's hand, once it receives contact. **Weakness.** You cannot steal the person quirk if you don’t directly touch the quirk user. (example you couldn’t steal dark shadow without touching the user) **Steal.** As an action you make a grapple attack on any size creature (No matter the size they do not get advantage but still can get disadvatage). You get to choose either Athletics (Strength) or Acrobatics (Dexterity) and they roll the opposite in an attempt to steal a quirk from someone who has one. On a pass you steal there quirk and they become qurikless. And you gain all of there features. **Give.** As an action you touch a creature of your choice and give them a quirk you took in the past. The creature who receives the quirk must make a DC: 20 Constitution saving throw on a failed save the persons body rejects the quirk for a period of time for the next minute the user can’t uses their quirk and won’t be able to use the given quirk for 1 day and you keep a copy of the quirk. **Combine Quirks:** At 5th level as an action, you can combine two or more of your stolen Quirks to create a new, more powerful effect. You combine all ther quirks into one of your arms creating a giant hodgepoge of quirks you pick 3 primary quirks when you hit a target thoes quirks all trigger and you deal all there damage die (if any) and trigger any effect they have. }} {{monster,frame,wide ## Bloodcurdle *Quirk, Rare* ***Type:*** Emitter ***Description:*** Bloodcurdle allows the user to temporarily paralyze an opponent by ingesting their blood. This Quirk gives the user an exceptionally long tongue covered in numerous small papillae, enhancing their ability to collect and ingest blood samples. ***Weakness:*** The duration of paralysis varies based on the target's blood type: - **Type B:** 1 minute 30 seconds - **Type AB:** 1 minute - **Type A:** 5 rounds - **Type O:** 2 rounds The user can choose to switch the order of these blood types, but must stick to the new arrangement (only one change is allowed). The maximum paralysis duration is 1 minute 30 seconds. The user cannot identify blood types, making the timing of paralysis unpredictable. Additionally, the target must be under the bleed condition, and any Quirks that change a person's blood type can negate the effects of Bloodcurdle. ***Paralyzing Lick:*** At 1st level, when you successfully hit a target with a weapon attack, the target must make a Constitution saving throw against your Quirk save DC. On a failure, the target suffers one rank of bleed damage. If a creature is under the bleed condition, you can ingest their blood as a free action to paralyze them, reducing their movement to 0 and cannot attack using any economy. The duration of the paralysis is determined by the target's blood type. This ability has no range limit as long as the target is bleeding. You must wait until the paralysis ends before reactivating it on the same creature and has a 2 round cooldown. ***Blade Spin:*** As a bonus action, you can perform a spinning attack with your weapon, targeting all creatures within a 10-foot radius. Each creature must make a Dexterity saving throw against your Quirk save DC. On a failure, they take 3d6 slashing damage and are inflicted with the bleed condition. On a success, they take half damage and are not affected by bleed. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Double *Quirk: Very Rare* **Type:** Emitter **Description:** The Double quirk allows the user to create copies of anything they touch, including living beings. By emitting a dark, viscous fluid from their hands, the user can form replicas of the target. These clones retain the original's personality, memories, and abilities, making them indistinguishable at first glance. The user can create an unlimited number of clones, as each duplicate is capable of making its own copies. **Weakness:** To produce perfect clones, the user must have precise measurements of the target. If measurements are inaccurate, the resulting clones are poorly formed and only last for one minute. These flawed clones deal two fewer damage dice and have -5 hit points (minimum of 1), making them easily recognizable. Clones share the user’s Quirk and can also create their own duplicates. When creating clones, they do not carry any equipment, suits, armor, or weapons (including ones given from classes and subclasses). The user must spend one hour studying a target's measurements and must succeed on a DC 14 History check. Failing the check results in a poorly made clone. **Duplicate:** As an action, you can create a clone of any creature or object for which you have precise measurements. You can make up to two clones at a time. Each clone retains the original’s abilities, personality, skills, and memories. Clones can act on their own, using an action, bonus action, and reaction, and they can move at the same speed as the original. When multiple clones attack the same target, choose one as the lead. The lead clone gains a +1 bonus to its damage roll(s) and a +1 bonus to hit for each additional clone aiding it. Clones’ damage die becomes a d6 (or one less die if it’s already a d6). Clones have hit points equal half your/creatures hit points halving their hit points for each clone made after the first, to a minimum of one. You can control up to ten clones at a time with a bonus action, allowing you to duplicate, interact with objects, or attack. If not controlled, the other clones will take the Dodge action. Clones cannot be healed by any means. **Sad Man's Parade:** At 10th level, as an action, you can create two clones and then double that number each turn for a total duration of two minutes when you create a clone. There is a limit of 1 billion clones you can create this way. This feature can be used once per short rest. }} {{monster,frame,wide ## Rifle *Quirk, Uncommon* **Type.** Transformation **Description.** This Quirk allows the user to transform their arm into a powerful rifle. The rifle is formed from the user's organic tissue and extends from their elbow. It uses semi-liquid sinew as a retractable bipod for stability. The user can create bullets from their own hair, which harden to become as strong as regular ammunition. Additionally, the rifle can manifest a tendril of flesh that functions as a scope, improving aiming accuracy. **Weakness.** The bullets are made from the user's hair, which can be used to track or identify them. To maintain a large ammo supply, the user must have long hair. Each time a bullet is created, it consumes **one inch** of the user's hair. The maximum amount of hair that can be used to create bullets is **20 inches**. If the user has short hair, they can create fewer bullets, but every hour they regain one inch of hair and get it fully back on a long rest. The rifle counts as an extension of the user’s right or left arm, meaning it can be targeted in combat but cannot be hacked. It can also be modified like any other firearm. **Rifle Protrusion:** As a bonus action, you can extend a rifle from either your right or left elbow. The rifle uses bullets made from your hair, and you can choose any ammunition blueprint from the **Inventor** class, using it without needing any materials or components or prerequisite up to level 6. Once the rifle is extended, you can make one ranged weapon attack with a +2 to hit as an action with a range of 120 feet (normal) / 240 feet (long range), dealing 4d12 piercing damage. The rifle ignores resistance and treats immunity as resistance. At 5th, 10th, 15th, and 20th levels, the rifle’s damage increases by 1d12 (e.g., 5d12 at 5th, 6d12 at 10th, etc.). }} {{monster,frame,wide ## Ice Ply *Quirk: Rare* ***Type:*** Emitter ***Description:*** Ice Ply allows the user to freely manipulate any nearby ice. They can gather, move, attack with, and defend using the ice they control. ***Weakness:*** This quirk does not allow the user to create ice; they can only control existing ice or water. The user's abilities are limited to the amount of water or ice present in the vicinity. You must be near ice or water, and the amount of ice you can manipulate is determined by gallons. ***Ice Blast:*** As an action, you can shoot a blast of ice in a 30-foot line, dealing 3d8 cold damage on a hit. ***Ice Slide:*** As a bonus action, you can use a Dash action to create an ice path behind you that is 15 feet wide and can form a 40-foot half pipe when you turn. This slide counts as difficult terrain. While doing this, you gain a hover speed of 30 feet, allowing you to move through the air. ***Ice Wall:*** At 3rd level, As an action or reaction you can cover a 120-foot cone 60 foot tall originating from yourself in a massive glacier of ice when you use it as a reaction its 60 ft cone and 30 ft high and does not restrain or push back only being used to intercept damage. It slants upward gradually enough to walk up, though it counts as difficult terrain for any creature, The wall has 80 hit points and AC equal to your 10 + Constitution Modifier. Any creature caught in it is pushed to the far edge of the cone and must succeed in a Constitution saving throw or take 4d8 cold damage and gain 2 ranks of Freeze, or half as much on a successful save. When you use this move as a reaction it takes all the damage that you would have taken suffering no effect and stopping you from being forcefully moved no more than 30 feet. You can choose whether creatures caught within this cone are pushed outside of it or restrained. You also gain one additional reaction. If you make the Ice Wall at half size (as a reaction) it costs 3 and has 40 hit points. ***Ice Creature:*** At 8th level, you can create **BEAST**, **CONSTRUCT**, or **DRAGON** type creatures made of ice, with a Challenge Rating (CR) equal to half your level. These creatures can be tiny to huge in size. You can control up to 2 creatures at a time as a bonus action. All their damage becomes cold damage, any conditions they give become **FREEZE** and they cannot be more than 100 feet away from you. Additionally, they gain vulnerability to fire damage and lose any immunities. The amount of water needed to create a creature varies: 20-40 gallons for a tiny-small creature, 50-70 gallons for a medium-large creature, and 80-100 gallons for a large-huge creature. }} {{pageNumber,auto}} \page {{monster,frame ## Overhaul *Quirk, Legendary* ***Type.*** Emitter ***Description.*** Overhaul gives the user the ability to disassemble and then reassemble matter with their bare hands. This process happens instantly and is effective on living and non-living things alike. The user can choose to either leave the target destroyed, restore it to its original form, or shape it into something new. ***Weakness.*** Overhaul can be restrained if the user becomes unable to utilize their arms. To activate the Quirk, the user must physically touch something, making it useless in the air or where they cannot touch anything. Additionally, Overhaul has a short "cool down" period during which the user cannot reassemble or disassemble things. After you use at least one ability in a turn you cannot use that ability until the start of your turn. **Disassemble:** As an action, you can touch a creature or object and disassemble it. If used on a creature, it must make a Constitution saving throw . On a failed save, the creature takes 5d8 necrotic damage. On a successful save, the creature takes half damage. The damage die increase by one at 3rd 5th 10th 15th level. **Reassemble.** At 4th level as a bonus action you can touch a disassembled creature, limb or object and reassemble it. This can be used to heal a creature, restoring all there hit points and regenerate limbs by destroying it and reatt. Alternatively, you can reshape the object or creature into a new form, as long as the new form is of equal or lesser mass. **Terrain Manipulation.** At 5th level as an action or reaction, you can touch the ground and destroy and then reshape the terrain within a 120-foot radius into any strcture you like in which it becomes difficult terrain. You can create holes, walls, spikes, platforms, or a full cover wall in front of you. Creatures in the area must make a Dexterity saving throw or take 6d10 piercing damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. Each spike, wall, platform, or ful cover wall have 30 hit points. **Fusion.** At 5th level as an full turn action, you can touch two different objects or creatures and fuse them into a single entity that possesses components of both subjects, including Quirks and becoming the stat block (located on page 40). Creatures must be willing or prone, grappled, restrained or incapacitated. This fusion lasts for 1 hour or until you choose to end it or reach 0 hit points. }} {{monster,frame ## Radio Waves *Quirk: Common* ***Type:*** Emitter ***Description:*** This quirk allows the user to create a shockwave that can disable technology. ***Weakness:*** None. ***Shockwave:*** As an action or reaction when you would take damage, you can unleash a shockwave in a 60-foot cone or radius. All creatures in that area must make a Strength saving throw. On a failed save, they take your unarmed damage plus three extra damage dice and are knocked back 60 feet. On a successful save, they take half damage and are knocked back 30 feet. Additionally, all technology within the area is disabled for 2 hours. }} {{monster,frame ## New Order *Quirk: Legendary* ***Type:*** Emitter ***Description:*** New Order allows the user to establish rules in their surroundings by touching a target and calling out its name. This lets the user manipulate properties of themselves and the world around them, ranging from simple descriptions to complex cause-and-effect scenarios. They can grant themselves new abilities and alter the conditions of their opponents, affecting both physical entities and incorporeal things like air, laser beams, and even other Quirks. ***Weakness:*** To activate New Order, the user must touch the target and speak its name. When targeting a living being with a sense of self, the user's understanding of that being's identity must align with their own. The user must have a neutral disposition and at least 10 in Wisdom or Charisma. They can only impose two rules at a time, and there are limitations on their power. The user cannot: - Instantly kill a target - Give or take away Quirks - Increase movement, ranges, or pushback by more than double - Extend durations beyond 3 minutes - Reduce damage to zero (they can only decrease it by 30) - Provide resistance to more than 4 damage types or immunity to more than 2 - Heal hit points or repair equipment Additionally, a rule cannot affect another target the user hasn’t touched, and the range of effect cannot exceed 40 feet. If the effect is self-directed, it has a radius of only 20 feet. The user's stats cannot exceed 22. ***Rule Imposition:*** As an action, you can touch a creature or object and say its name to impose a rule. If you choose to deal damage, it can be a maximum of 5d8 or up to three times the original damage, whichever is lower. The rule lasts until the user decides to turn it off or for 5 minutes, whichever comes first. The DM has the final say on how rules are applied. }} {{pageNumber,auto}} \page {{monster ## Fusion *Gargantuan, your alignment* ___ **Armor Class** :: 23 **Hit Points** :: Combined Hit Points + 25 + CON Modifier **Speed** :: 60ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|22 (+6)|22 (+6)|Your INT|Your WIS|Your CHA| ___ **Condition Immunities** :: None **Senses** :: Darkvision 60 ft., Blind Sight 30 ft., passive Perception 23 **Languages** :: Your Language ___ **Quirk Fusion.** You gain both quirk moves and weakness. **Limbs.** You gain 4 arms which can each make attacks, use quirks, and interact with objects. **Hover.** You gain a 60 ft. hover speed. ___ ### Actions This creature can make four Claw attacks. ***Claw.*** *Melee Weapon Attack:* reach 35ft., one target. *Hit* (3d10 + 6) }} {{monster,frame ## Super Regeneration *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** This Quirk allows the user to rapidly heal from injuries over time, restoring vitality and functionality. ***Weakness.*** While the Quirk is highly effective, excessive damage taken in a single turn can overwhelm the regeneration, reducing its effectiveness temporarily. If you take more than 60 damage in a round your regeneration feature is reduced to 20 and if its over 20 it reduces to 0. ***Regeneration.*** As a action, bonus action, or reaction for 1 minute at the start of **each** turn, the user heals **50 Hit Points**. In addition to healing Hit Points, the user regenerates half of this healing to their limbs. After the minute the user must wait three rounds to activate it again. ***Advanced Regeneration:*** At level 8, the healing increases to **70 Hit Points** per turn. But, the user can activate a surge of healing to instantly restore an additional **80 Hit Points**, but this ability cannot be used again until a long rest. {{note ##### ***Flavor Note*** The user’s body glows faintly during regeneration, showcasing their ability to recover from almost any injury, instilling fear and awe in foes. }} }} {{monster,frame, ## Strong Arm *Quirk, Common* ***Type.*** Emitter ***Description.*** Strongarm allows the user to rotate and move their shoulders at extreme speed and power, giving them commensurately fast and strong punches. ***Weakness.*** the drawbacks of this Quirk is the user can tire out his or her muscles if overused. This power can also only be used for a few seconds at a time. You can use this quirk every other round. ***Strong Arm.*** Your unarmed damage die becomes 3d12 and you gain a amount of attacks equal to half your Strength Modifer you can also choose to make it a Dexterity save as a bonus action which they take half on a success. Also you ignore resistance and anything that would reduce damage. ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-a2e7-4b45-83ec-311e72e82900/dejpn26-2469e5bb-b2e8-4da1-b2e6-4cd2fd32999f.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwMFwvZGVqcG4yNi0yNDY5ZTViYi1iMmU4LTRkYTEtYjJlNi00Y2QyZmQzMjk5OWYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Cd742k4oWHusbXuLTQGhyJA1tVFjLqPrd15atDPvbBk) {width:325px,mix-blend-mode:multiply} }} {{monster,frame ## Compress *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** Compress allows the user to shrink down anything inside a spherical area into a small marble without actually damaging it. ***Weakness.*** Quirk Factor lies within your arms. If you lose both your arms you cannot use this quirk. ***Compress.*** As a action you can grab a object and put it into a blue orb. Each blue Orb as 1 Hit Point and counts as a item and if it breaks the object is released the orb can last for up to 2 hours. You can release it whenever you like as a bonus action or reaction. You can use this on a creature. They must pass a Dexterity save vs your save DC on a fail they are in the orb an cannot move or take any sort of action. While in this orb they cannot take any damage when in this orb. along with this the orb cannot break due to fall damage. ![homebrew mug](https://figpin.com/cdn/shop/files/FiGPiN_1454MYHEROACADEMIAMR.COMPRESSPIN.png?v=1693434847&width=800) {position:absolute,top:-90px,right:-100px,width:00px} }} {{pageNumber,auto}} \page {{monster,frame ## Reflect *Quirk, Legendary* ***Type.*** Emitter ***Description.*** Reflect allows the user to absorb energy and send it back in the opposite direction. When something strikes them, a spiralling wave of energy forms from behind, and the same attack is rebound back at the opponent. This Quirk is always active, and anytime the user makes contact with anyone and anything, they will be reflected away, even without the user's intent. ***Weakness.*** It is difficult for the user to deal with sustained attacks for an extended period of time. If you get hit with more than 10 attacks in a turn that deal 25 damage or more if it does it autommatically does not reflect. **Reflect:** This quirk allows you to reflect damage and create various effects depending on the amount of damage you receive in a round. However, the more damage you take, the weaker the reflective effects become based off the damage output of a attack. Also due to reflecting eveything you reflect the ground giving you a 10 foot hover speed. **Low Damage Threshold (0-100 Damage):** At the end of the current turn you relect the damage. All damage taken in this round is reflected in a 30-foot cone. Creatures within this cone take the damage they delt to you and the effect such as pushback or the prone condition. **Moderate Damage Threshold (101-150 Damage):** In addition to the effects of the low damage threshold, the cone’s area decreases to a 15-foot cone. Creatures within this cone must make a Dexterity saving throw Vs your quirk save DC or take the damage they delt to you and the effect such as pushback or prone condition. and half as much damage on a success and no effect. **High Damage Threshold (151-200 Damage):** In addition to the effects of the moderate damage threshold, the cone’s area further decreases to a 10-foot cone. Creatures within this cone must make a Dexterity saving throw or take half of the reflected damage and no damage on a success. **Extreme Damage Threshold (201+ Damage):** The reflective threshold damage is broke meaning you dont reflect. }} {{monster,frame ## Air Wall *Quirk, Common* ***Type.*** Emitter ***Description.*** Air Wall lets the user create circular shields made of compressed air from their hands in order to shield themselves. ***Weakness.*** Although extremely tough, the Air Walls are not indestructible. ***Airwall.*** As Action, Bonus Action or Reaction you can create 2 extreamly tough shields with both hands 30ft out from you. Each shield has 30 Hit points, 5 Damage Reduction and resistance to all damages this is not a construct. Also if they do not break the barrier they get launched back 35 ft infront of you. }} {{monster,frame ## Elasticity *Quirk: Uncommon* ***Type:*** Emitter ***Description:*** Elasticity allows the user to grant the property of elasticity to anything they touch. ***Weakness:*** The effects of this Quirk cannot be deactivated at will. Once activated, the effects last for 2 minutes and cannot be removed until that time has passed. ***Elasticity:*** As an action, bonus action, or reaction, you can select a structure or area to make it bouncy. When you jump from this structure, you can leap 30 feet in any direction and take no fall damage upon landing. Any creature that jumps from the structure must make a Dexterity saving throw against your save DC. On a failed save, they are launched 30 feet in a random direction. You can also create a bouncy area in the air. Choose a point within 15 feet of you, and a 10-foot radius area around that point becomes bouncy and invisible. Any creature within this area is affected. If an attack hits this bouncy area, it reflects back in a random direction. For melee attacks, the damage does not pass through, and the attacker is launched backward. For ranged attacks, roll a d4 to determine the direction: - **1:** Up - **2:** Left - **3:** Right - **4:** Back towards the attacker (and they take damage) }} {{monster,frame ## Weather Manipulation *Quirk: Rare* ***Type:*** Emitter ***Description:*** Weather Manipulation allows the user to freely manipulate all types of weather. The user can create large storm clouds, summon lightning bolts, and generate massive tornadoes. ***Weakness:*** None. ***Thunder Strike:*** As an action, you can choose three 40-foot radius areas within 60 feet of you to summon thunderbolts. Each creature in the affected areas must make a Dexterity saving throw. On a failed save, they take 2d8 thunder damage and gain one ranked of **SHOCKED**; on a successful save, they take half damage and do not gain the **SHOCKED** condition. Thunder strikes deal double damage to constructs. Additionally, you can focus on one 40-foot area to deal 6d8 thunder damage and three ranks of shocked. ***Tornado:*** As an action, you can choose two 30-foot radius areas within 60 feet of you to summon tornadoes. Each creature in those areas must make a Strength saving throw. On a failed save, they take 2d8 force damage and are knocked 40 feet upward and 30 feet outward in a direction of your choice; on a successful save, they take half damage and are not moved. Tornadoes deal double damage to constructs. You can also focus on one 30-foot area to deal 6d8 force damage. The tornadoes remain for 2 rounds and can be controlled as an action, repeating the same effects. Additionally, as a reaction, you can create a 100-foot radius barrier around yourself, 120 feet tall and 100 feet wide. This barrier has 50 hit points and resistance to all damage types except fire and force. The barrier lasts for 2 rounds and can be used twice per long rest.​ }} {{pageNumber,auto}} \page {{monster,frame ## Bullet Laser *Quirk, Common* ***Type.*** Emitter ***Description.*** Bullet Laser allowed the user to fire purple-colored lasers from their fingertips, which they could fire both as direct blasts, as well as curve said beams straight from their fingers. These lasers were strong enough to easily pierce through flesh, as well as destroy an entire house and large boulders. They could also explode upon contact. ***Weakness.*** None. ***Bullet Laser.*** As an action you can shoot out 5 lasers out and make 5 attacks which deal double damage to structures. On a hit they each deal 1d8 peircing damage and 1d8 radiant damage and ignore DR and Resistances and treats immunity as resistance. This also score a critical on a 16-20 dealing a extra 2d8 radiant damage and peircing damage on a critical as it explodes also pushing them back 30 feet and giving one rank of bleed for each hit to a maxium of four. Lastly as a reaction you can curve it back to a target making 5 more attacks. ![cat warrior](https://i.redd.it/sb90jrh8zss91.png) {width:325px,mix-blend-mode:multiply} }} {{monster,frame ## Dragon *Quirk, Common* ***Type.*** Transformation ***Description.*** Dragon allows the user to transform into a dragon, a powerful mythological creature. This form grants them abilities commonly associated with dragons, including flight, powerful jaws and claws. ***Weakness.*** None. ***Dragon.*** You as a bonus action you turn into your Dragon Form. ![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/90a1caa3-7d5a-47ab-9db3-ede06c7e745d/dgft11q-3b29187c-c906-4827-8a3e-246fd5301c1c.png/v1/fill/w_984,h_812/ryukyu_dynamic_by_sstexchange_dgft11q-fullview.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9ODEyIiwicGF0aCI6IlwvZlwvOTBhMWNhYTMtN2Q1YS00N2FiLTlkYjMtZWRlMDZjN2U3NDVkXC9kZ2Z0MTFxLTNiMjkxODdjLWM5MDYtNDgyNy04YTNlLTI0NmZkNTMwMWMxYy5wbmciLCJ3aWR0aCI6Ijw9OTg0In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.70ekSF2sZ54ZR2oMbgixPtz_8bZkH9B7KC6BvIaOtvk) {width:330px,mix-blend-mode:multiply} }} {{monster ## Dragon Form ___ **Armor Class** :: 21 **Hit Points** :: Your Hit Points + 35 **Speed** :: 35ft Ground/45ft Fly ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|Your DEX|21 (+6)|Your INT|Your WIS|Your CHA| ___ **Resistances** :: Bludgeoning and Slashing Damage **Senses** :: Darkvision 60 ft., Passive Perception 20 **Languages** :: Your Language **Size** :: Huge ### Actions *Multiattack.* The dragon makes three attacks: one with its bite and two with its claws. : *Bite.* Melee Weapon Attack: your + to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage + 1d12 fire damage. : *Claw.* **Melee Attack:** your + to hit, reach 5 ft., one target. **Hit:** (3d6 + 6) slashing damage. }} {{pageNumber,auto}} \page {{monster,frame,wide ## Love *Quirk, Uncommon* **Type.** Emitter **Description.** Love allows the user to power up a target by confessing their feelings for them. The more intense the user's love is, the stronger the power transmitted to the target is. This empowering makes the target physically stronger and faster than usual. **Weaknesses.** You can only use the ability to activate Love once every 24 hours. You can use this power once every 24 hours. **Lover Mode.** You can confess your love to one ally within 60 ft and for 5 minutes you give them: two extra damage die and increase there die one step, a 24 in Strength, Dexterity and Constitution scores and get advantage on them, +30 movement speed, and a +5 to attacks, saves, skills and Damage rolls. }} {{monster,frame,wide ## Hydra *Quirk, Common* ***Type.*** Emitter ***Description.*** Hydra allowed the user to summon gigantic sea snake-like creatures from their back that they can control at will. ***Weakness.*** None. ***Hydra.*** As a reaction when you are targeted with a attack the target directly get caught by these Hydras as they take 2d8 damage and are pushed back 30 ft restrained and you control them as a bonus action being able to make them use a bite attack dealing 2d8 on a hit. These Hydra have 50 hit points and can be no more than 60 feet from you these also count as limbs and can be used to climb giving you a 40 foot climb speed. Once destroyed you must take a short rest to use it again. }} {{monster,frame,wide ## Stress *Quirk, Very Rare* ***Type.*** Transformation ***Description.*** Stress grants the user the ability to convert stress, anger, and frustration into raw power. This power can significantly increase their strength and size, with black markings manifesting on the enhanced areas of their body. The more stress accumulated, the larger and tougher the user's body parts become. They can enhance any limb at will or improve their entire body simultaneously. When you Use Stress Build up you gain disadvatage on Dexterity saves. ***Weakness.*** The quirk relies on unhealthy emotions to function. Positive feelings, like peace and relief, diminish its effects by lowering the user's stress levels. To be able to use **Stress Build-Up** as a bonus action the user must roll a 1d20 DC. On a 12 or higher you feel more stressed being able to use **Stress Build-Up** as a bonus action and every level the DC decreases by 1. And on a natural 20 you go up two. **Stress Build-Up:** The user learns to harness their stress into physical power (Force Damage). When you would take damage you charge your stress. For every 20 damage delt to you, you gain 10% Stress. At 1st level you gain access to 10% and to get to 100% you have to go through all the percentages. - 10% Stress deals 1d6+STR+CON and Your Stregth and Constitution Increase by 2 to a maximum of 24. - 20% Stress deals 2d6+STR+CON - 30% Stress deals 3d6+STR+CON and Your Stregth and Constitution Increase by 2 to a maximum of 26. +10 movement speed - 40% Stress deals 4d6+STR+CON - 50% Stress deals 5d6+STR+CON and Your Stregth and Constitution Increase by 2 to a maximum of 28, and you become one size larger, and gain your CON modifier + Prof in temporary hit points. - 60% Stress deals 6d6+STR+CON and a +15 movement speed - 70% Stress deals 7d6+STR+CON Your Stregth and Constitution Increase by 2 to a maximum of 30. - 80% Stress deals 8d6+STR+CON and you gain 5 damage reduction and become one size larger, +20 movement speed, and ignore 5 damage reduction. - 90% Stress deals 9d6+STR+CON Your Stregth and Constitution Increase by 2 to a maximum of 32, and a +20 movement speed - 100% Stress deals 10d6+STR+CON Your Stregth and Constitution Increase by 2 to a maximum of 34, and you gain 15 damage reduction and become one size larger, when you hit a opponent your attacks become a 20 ft radius and everyone in that range must make a Strength Save vs your quirk Save DC or be pushed back 30 ft. You also +30 movement speed and ignore 10 damage reduction. And lastly, you gain your CON modifier + Prof in temporary hit points. }} {{monster,frame,wide ## Element *Quirk, Common* **Type.** Transformation **Description.** This Quirk grants the user the ability to become or manipulate one of the basic elements, allowing them to shape their body or surroundings with the power of Fire, Energy, Ice, Water, Lightning, or Thunder. **Weakness.** None **Elemental Form:** As a bonus action, you can transform into the element of your choice (Fire, Energy, Ice, Water, Lightning, or Thunder) for up to 5 minutes. While in your elemental form, you gain a 30-foot movement ability of your choice, such as flying, burrowing, swinging, or swimming. Additionally, you emit a 5-foot radius of your chosen element. Any creature that enters this radius or starts its turn there takes 1d8 damage of the respective element. **Elemental Punch:** As an action, you can coat your limb in the chosen element and strike with it. On a hit, your punch deals 2d8 damage of your respective element and forces the target to be pushed back 15 feet. The damage increases by 1 die (to 3d8, 4d8, etc.) at 5th, 10th, 15th, and 20th levels. **Elemental Shot:** As an action, you can unleash a blast of your element in a 30-foot cone. Any creature caught in the blast must make a Dexterity saving throw. On a failed save, the target takes 2d8 damage of your respective element and suffers a condition based on the element: The damage increases by 1 die (to 3d8, 4d8, etc.) at 5th, 10th, 15th, and 20th levels. - Fire or Energy: Burned - Ice or Water: Freeze - Lightning or Thunder: Shocked }} {{pageNumber,auto}} \page ## Quirk Creation In the world of My Hero Academia, the discovery and understanding of Quirks, superhuman abilities possessed by individuals, typically occur during childhood. Quirks manifest themselves in various ways, often triggered by moments of stress, excitement, or emotional intensity. Once a Quirk appears, it undergoes initial testing and observation to determine its nature and potential applications. This process involves medical examinations, physical tests, and sometimes psychological evaluations to understand how the Quirk operates and its limitations. That being said you gain a unique ability that much different then the others. please work with you DM when making a custom quirk and do not get upset if they say no its probably for a good reason. By working with a DM to build your Quirk ensures it fits seamlessly into the game world, balancing its strengths and weaknesses for engaging gameplay and narrative depth. By following these steps, players can create engaging and balanced Quirks that enrich the storytelling and gameplay experience of a D&D game inspired by the dynamic and imaginative world of My Hero Academia. ### Step 1: Category & Description First mark the name of Quirk, its rarity (uncommon, rare, and legendary), its type (Emmiter, Transormation, or Mutant), and a description of what it does. *The example below shows the process of designing Laser Eyes.* {{monster,frame ## Laser Eyes *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** This Quirk allows the user to shoot lasers out of their eyes. }} ### Step 2: Drawbacks and Limitations In the My Hero Academia quirk creation system characters must consider significant drawbacks and limitations when developing their Quirks. These drawbacks ensure balance and add depth to the character's abilities, reflecting the thematic challenges and trade-offs seen in both universes. Each player must select 2 weakness **BUT** One must be from 1-3. 1. **Self-Damage Mechanic:** - **Costly Activation:** When activating the Quirk, the user must endure self-inflicted damage as a consequence. This damage typically amounts to 3d6 hit points (But you can split it) and can affect either the user's entire body or a specific limb (chosen by the user or specified by the Quirk). 2. **Usage Limitation:** - **Limited Activation:** The Quirk can only be activated a certain number of times before requiring a long rest to recharge. This limit is set to a maximum of 2 minutes, reflecting the Quirk's taxing nature on the user's stamina and resilience. 3. **Weaknesses and Vulnerabilities:** - **Permanently Weak to Specific Conditions:** Upon manifesting their Quirk, the user becomes permanently vulnerable to certain environmental factors or damage type. For instance, they might become weakened by exposure to sunlight meaing fire damage. This vulnerability makes them susceptible to attacks or environmental hazards related to these damage types. 4. **Gameplay and Narrative Impact:** - **Strategic Decision-Making:** Players must strategically manage their Quirk activations, balancing the benefits gained against the physical toll and vulnerability it imposes. This encourages thoughtful gameplay decisions and enhances role-playing opportunities as characters navigate the challenges and consequences of their abilities. 5. **Role-Playing Depth:** - **Character Development:** The drawbacks inherent in the Quirk's design contribute to the character's growth and narrative development. Overcoming these weaknesses or finding creative solutions becomes integral to the character's journey, adding layers of complexity and realism to their heroic endeavors. 6. **DM Considerations:** - **Balancing and Narrative Integration:** Dungeon Masters should oversee the implementation of these drawbacks to maintain game balance and narrative coherence. They may introduce scenarios that challenge the character's weaknesses, providing opportunities for character growth and interaction with the game world. {{pageNumber,auto}} \page {{monster,frame ## Laser Eyes *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** This Quirk allows the user to shoot lasers out of their eyes. ***Weakness.*** Due to your eys becoming lasers you deal 1d12 fire damage to yourself everytime you use your quirk. }} ### Step 3: Strengths and Features A Quirk user slowly becomes attuned to their qurik. The Strengths and Features of each Quirk are cruical and important so read carefully. Starting at 1st level you gain 2 abilities. Each ability must spend either a Action, Bonus Action, or Reactions. You gain a new move at 5th, 10th, 15th, and 20th level. Some of your Quirk features may include damage or your target to make a saving throw to resist the feature's effects. Along with that pick awesome names for a fun and intresting game. **Quirk Creation Rule: Healing or Damage** In the My Hero Academia quirk creation system, characters are limited to choosing either a healing effect or a damage-dealing effect for their Quirk. This rule ensures balance and thematic consistency within the universe, reflecting the specialized nature of Quirks and their impact on combat and support roles. This rule not only reinforces the thematic consistency of My Hero Academia-inspired Quirks but also facilitates balanced gameplay where characters can excel in their chosen role as healers or damage dealers, contributing meaningfully to the dynamics of heroism and combat in the game. **Quirk Damage System** Every Quirk that deals damage follows this framework to determine its effectiveness and damage type. Quirks with specific elemental associations automatically deal damage of that type. If a Quirk is medically oriented, it can inflict one of the specified medical damage types (like Acid, Necrotic, or Poison). This system allows players to create diverse Quirks with varying damage types and power levels, reflecting the versatility and uniqueness seen in My Hero Academia Quirks. Players can tailor their Quirks' damage potential based on their character's rank and thematic elements, enhancing both combat effectiveness and role-playing opportunities within the game. You can split up a dice set however you would like. You Start with the common and you gain the better damage dice at 5th, 10th, 15th, and 20th level. **Damage Die For Quirks:** - 3d6 (common physical damage types) - 5d6 (better common physical damage types) - 6d8 (specialized physical damage types) - 5d10 (rare or potent physical damage types) - 7d12 (exceptionally rare or powerful physical damage types) **Quirk Healing System** A healing Quirk allows its user to restore hit points to creatures, focusing on recovery rather than causing harm. This effect is exclusive and cannot be combined with a damage-dealing effect. This system allows players to create healing-focused Quirks of various ranks, each capable of restoring hit points to allies in different quantities and specialties. The Medical keyword ensures that these Quirks are dedicated to support roles, enhancing team dynamics and strategic gameplay within the My Hero Academia-inspired setting. You can split up a dice set however you would like. You Start with the common and you gain the better damage dice at 5th, 10th, 15, and 20th level. You can apply this to yourself or others. **Healing Dice For Quirks:** - 2d6 (common healing) - 3d6 (standard healing) - 4d8 (moderate healing) - 3d10 (specialized healing) - 3d12 (exceptional healing) **Singular Condition and Incremental Ranges** In the My Hero Academia quirk creation system, characters can only choose one primary condition for each ability, and the effectiveness of the ability improves incrementally across different ranges. This rule ensures clarity and balance while allowing for diverse and strategic use of Quirks. This system encourages players to carefully consider the scope and potency of their Quirk abilities, balancing the range with the impact of the chosen condition. It also provides clear guidelines for DMs to manage and integrate Quirk abilities into gameplay, fostering strategic gameplay and narrative coherence within the My Hero Academia universe. A player may choose anr range but if you want to make it anying but a line you decrease the range by 10 ft to a minimum of 10 ft. 1. **Singular Condition:** - Each Quirk ability is defined by a single primary condition or effect, such as damage, healing, manipulation, etc. This condition determines the primary function and focus of the Quirk. Each ability can cast one condition. 2. **Incremental Ranges:** - Basic effectiveness within a short range (e.g., 10 Ft). - Improved effectiveness within a medium range (e.g., 20 Ft). - Enhanced effectiveness within a long range (e.g., 30 Ft). - Exceptional effectiveness with extended range (e.g., 40 ft). - Maximum effectiveness with extended and precise range (e.g., 50 ft). {{pageNumber,auto}} \page {{monster,frame ## Laser Eyes *Quirk, Uncommon* ***Type.*** Emitter ***Description.*** This Quirk allows the user to shoot lasers out of their eyes. ***Weakness.*** Due to your eys becoming lasers you deal 1d12 fire damage to yourself. ***Laser.*** As an action you can shoot out a laser 30 ft line and on a hit they each deal 2d6 Fire Damage. ***Laser Turn.*** As an action you can shoot out a laser in a 20 ft cone and each creature in thar radius must make a Dexterity save and on a sucess they take half. And on a Fail they each deal 2d12 Fire Damage. }} #### Optional Rule: Short Rest Recharge Your DM may allow you to regain all quirk ability features upon completing a short rest. This would replace the usual recharge of abilities at the next dawn or long rest. ### Constructs **Construct Creation** *Your quirk allows you to manifest and control constructs—physical objects or entities created from your own power. These constructs can serve various purposes, from combat to utility.* **Construct Creation Rules:** 1. **Construct Manifestation:** As an action, you can create a construct within a range of 30 feet. Constructs can be solid objects, barriers, weapons, or simple creatures. The complexity and capabilities of the construct depend on your level and the specific nature of your quirk. 2. **Construct Hit Points:** Constructs created with your quirk have a maximum of 35 hit points. This limit helps balance their durability and prevents them from becoming too powerful. Constructs use your proficiency bonus + your Charisma (or other relevant ability score) for their saving throws and attack rolls. 3. **Construct Control:** You can control a number of constructs simultaneously equal to your proficiency bonus. If you create a new construct while already at your limit, you must dismiss one of your existing constructs (your choice) to make room for the new one. 4. **Construct Abilities:** Each construct you create can have specific abilities based on your quirk’s nature. For example, a construct might be a barrier with high defensive capabilities, a weapon with special properties, or a creature with unique attacks. The exact abilities and stats of the construct should be discussed with the Dungeon Master to ensure balance. 5. **Construct Duration:** Constructs last for 1 hour or until you choose to dismiss them (no action required). They also dissipate if reduced to 0 hit points. You can maintain concentration on a construct for up to 1 hour, after which it will automatically dissipate unless you re-summon it. 6. **Damage Resistance:** Constructs are resistant to non-magical damage, making them less vulnerable to common attacks. However, they take full damage from magical attacks and abilities. **Example Constructs:** - **Barrier:** A solid wall that provides cover and protection. It has high hit points but low attack capabilities. - **Weapon:** A melee or ranged weapon with enhanced damage or special effects. It has moderate hit points and can be used to make attack rolls. - **Creature:** A simple creature (e.g., a small golem or elemental) with basic attack options and moderate hit points. *Remember, the Dungeon Master has final say on the specifics of your constructs to ensure game balance and enjoyment for all players.* ![cat warrior](https://i.ebayimg.com/images/g/dykAAOSwEp1hsV1i/s-l1200.png) {width:425px,mix-blend-mode:multiply} \page ### Conclusion In guiding players through the process of creating Quirks in a My Hero Academia-inspired campaign, Dungeon Masters (DMs) hold the pivotal role of ensuring fairness, balance, and creativity. While the core rules for Quirk creation provide structure, a DM may need to adapt or modify these rules to fit the unique dynamics and tone of their campaign world. It's crucial for DMs to approach this process with respect for the player's vision while maintaining game balance. When assisting players with Quirk creation, DMs should encourage creativity within the established guidelines, help players explore the thematic and narrative implications of their Quirks, and ensure that each Quirk is both mechanically sound and thematically fitting. Additionally, DMs should be open to discussing potential adjustments or limitations to maintain game balance and prevent any single Quirk from overshadowing others. By fostering collaboration and mutual respect in Quirk creation, DMs can enrich the storytelling experience and empower players to fully engage with the vibrant and imaginative world of My Hero Academia within the framework of their D&D campaign. ![homebrew mug](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/5b78b431-c87c-4501-8119-487050cf25a9/dgz7887-75103995-cbbb-499f-b24d-d5f1f73dba4a.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzViNzhiNDMxLWM4N2MtNDUwMS04MTE5LTQ4NzA1MGNmMjVhOVwvZGd6Nzg4Ny03NTEwMzk5NS1jYmJiLTQ5OWYtYjI0ZC1kNWYxZjczZGJhNGEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.bQpv95LRQBnLXmFvOiqEO50MT23Jm9T4IG9Yiy85LVA) {position:absolute,top:5px,right:-250px,width:900px} {{pageNumber,auto}} \page # Credits Dear friends, fans, and fellow adventurers, I want to take a moment to express my deepest gratitude to each and every one of you who has taken the time to check out our MHA D&D project. Your support and enthusiasm mean the world to us, and we are incredibly grateful for the opportunity to share our passion with such an amazing community. Creating this homebrew has been a labor of love, and we couldn't have done it without the inspiration and contributions from so many talented creators Such as the One Piece D&D 5e System and to all the other homebrewers out there who have shared their content, ideas, and creativity, thank you. Your work has not only enriched our project but has also inspired us to push the boundaries of what is possible in the world of MHA-themed tabletop gaming for there amazing content and amazing work and for some ideas you can check them out in the links below! And thank you to all of our artist who i could not find the names for really helped this system stand out to all of them thank you! To the players who have embraced this new adventure, thank you for your excitement, your feedback, and your dedication. Your enthusiasm fuels our creativity and drives us to continuously improve and expand upon the world we've created together. I also want to extend a special thank you to our playtesters and collaborators. Your insights, suggestions, and constructive criticism have been invaluable in shaping this project into something truly special. Your willingness to roll with the punches, try new things, and help us refine our ideas has made all the difference. Last but certainly not least, a heartfelt thank you to the creators of My Hero Academia for giving us such an incredible world to explore and draw inspiration from. Your storytelling, character development, and world-building have captivated audiences around the globe, and we are honored to pay tribute to your work through our own creative endeavors. In closing, thank you. Thank you for believing in us, for supporting us, and for joining us on this epic journey. Whether you're a player, a creator, a fan, or simply someone who stumbled upon our project out of curiosity, please know that your presence is deeply appreciated. Here's to many more adventures together in the world of MHA D&D! With gratitude and excitement, **Judson Manifold**, And Friends. \column * **My Hero Wikidot** - [Read this to learn more about the My Hero Wikidot!](https://www.dandwiki.com/wiki/Category:My_Hero_Academia_franchise) * **One Piece 5e** - [Read this to learn more about One Piece 5e!](https://homebrewery.naturalcrit.com/share/ItlMSW6ztZTm) * **Jujutsu Kaisen Supplement** - [Read this to learn more about Jujutsu_Kaisen_Supplement!](https://www.dandwiki.com/wiki/Jujutsu_Sorcerer_(Jujutsu_Kaisen_Supplement)#Jujutsu_Sorcerer) * **D&D Beyond** - [Read this to learn more about D&D Beyond!](https://www.dndbeyond.com/) ![homebrew mug](https://i.pinimg.com/originals/4d/6f/64/4d6f6472cf99ba64e5c5d669b1b3c71a.png) {position:absolute,top:200px,right:-10px,width:400px} \page {{backCover}} # My Hero Academia In a world where nearly 80% of humanity possesses extraordinary powers known as Quirks, society has undergone a radical transformation. Heroes and villains alike shape the course of everyday life, their clashes leaving indelible marks on the world. : Create your own character and enter a realm of endless possibilities, where you can be whoever you want to be. Whether you prefer to fight, sneak, charm, or craft your way through the game, you’ll find a style that suits you. The only limit is your imagination. : Embark on a thrilling journey across a vast and varied world, where quirks and mystery await you at every turn. Encounter strange quirks and ancient secrets, and forge your own destiny with your choices. The world is yours to shape and explore. Now go beyond plus... ULTRA! ![background image](https://i.pinimg.com/736x/1f/bd/10/1fbd10a8a9fa6475f9d71ea870e328ee.jpg){position:absolute,bottom:0,left:100px,height:100%} {{logo ![](/assets/naturalCritLogoWhite.svg) Homebrewery.Naturalcrit.com }}