Searian the Many
We can do better!
- Origin Changelings
- Class Paladin
- Kit Eldritch Knight
- Ethos Benefactor
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.
Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.
Kama (Sickle Axe) +5
Bare Fists or Feet +3
The victim is stunned until after their next action. (They may only act to defend themselves.)
You conjure into existence a pair of manacles for each MP spent. The manacles must be shackled to a victim manually to have effect (the victim is not entitled to a spell check if the manacles are successfully attached); afterwards, the victim cannot remove them, no matter their strength. The manacles are invulnerable to all forms of mundane damage, and will adjust their shape to match the limbs of the victim to which they are affixed. You can undo the shackles with a command word.
You endow yourself or your targets with supernatural agility for the duration of the spell. Most death-defying checks involving Deft automatically succeed, such as scaling sheer surfaces, alighting ceilings, or leaping across great chasms effortlessly. If the GM requires a check, you may roll with advantage.
Choose an Armor
Choose a Weapon
Choose a Weapon
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.