Charkulia Intro
As a Morpher Charkulia can swap her human appearance easily. She learned to talk herself out of compromising situations and sneak her way to the point where she needs to be. She is a deadly fighter even in human form, but once she drops her disguise and turns into her large demon form there is nearly nothing that can stop her.
Social Feats
Disguised Form. (Race Trait)
You gain a
Disguised Form that looks and smells like wine vines. You can use 1 action to turn into your Disguised Form and 1 bonus action to turn into your
True Form.You can only turn into something you have seen at least once.
Utility Feats
Hellish scabbard. (Class Feat)
You can bind one weapon to you by holding it while concentrating on it for 10 minutes. You can store a bound weapon in a pocket dimension. Without using an action, you can let a weapon bound to you disappear into a pocket dimension. With a bonus action you can let a bound weapon reappear within 5 feet of you. You can unbind a weapon by holding it while concentrating on it for 1 minute. You cannot bind more than one weapon at the same time.
Curse of the Mortal Form. (Race Trait)
While in your Disguised Form you can’t apply your resistances. You can change back into your True Form using 1 bonus action.
Healing Feats
Undying. (Class Feat)
When your Hit points reach 0 you can use a reaction to regain hit points equal to 1d10 + 1D8 + 3. Once you use this feature, you must finish a short or long rest before you can use it again.
Combat Feats
Melee adept. (Class Feat)
When you roll a 1 on a damage die for a melee attack, you can reroll the die and must use the new roll.
Technique over size. (Class Feat)
You can use weapons even if they would normally be too big or too small for you. You can use heavy weapons and non-light weapons even if you would normally not be able to do so.
Demonic Surge. (Class Feat)
On your turn, you can take one additional action. If you want to use this feature again, you need to succeed a constitution saving Throw DC 15. On a fail you gain 1 level of Exhaustion and you are stunned until the beginning of your next turn. The DC of the constitution saving throw increases by 5 for each use of this feat.
After you finish a short or long rest you can use this ability normally again. You do not need a saving throw for the next time you use it and the saving Throw for subsequent uses starts at DC 15 again.
Unnatural movements. (Class Feat)
You can use the Dodge action as a bonus action.
Improved Defense. (Class Feat)
Your AC is raised by +2 (already accounted in your AC).
Features & Traits