Prideful
You take great pride in your strenght as a Heavenly Restricted creature, wanting to show off to this world full of sorcery that a Primate can beat anyone.
Sorcerer Hunter:
At HRL 3, You have grown a prideful stance against sorcerers, mocking them by saying things like they lost against a primate. You have become a sorcerer hunter, making you gain the following benefits:
When a creature within 5 feet of you casts a spell or uses a Cursed technique, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell or a Cursed technique, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells or Cursed techniques cast by creatures within 5 feet of you.
You may make one additional attack on the attack action if it's against a creature who has spellcasting or cursed energy.
Fighter's Drive:
At 9th HRL, you have a will to fight that drives you beyond your limits, making you go further than what you could normally do for a moment. On your turn, you can take an additional action.
This may only be used once per long rest. You can use this two times per long rest but only once in the same turn at 18th HRL.
No... Everything's Okay:
At 13th HRL, due to being experienced with killing sorcerers, dealing with their techniques has become an easy task for you. Whenever you are targetted by a spell or technique attack roll or saving throw, you learn how it works and adapt to it. After adapting to it, you may use your reaction to gain advantage on the saving throw or make the attack roll be with disadvantage.
The Primate Won!:
At 17th HRL, no matter who they are, no matter what are their tricks, you can win. Once per round, you can turn one of your attacks into a critical.
In addition, whenever you reduce a creature to 0 hit points you gain temporary hit points equal to your HRL.
Vengeful
People have wronged you in the past, and despite that your body has healed from the damage they caused, the scars in your heart won't ever heal.
Unstoppable Rage:
At HRL 3, you are filled with a deep hatred filled by vengeance, making you ignore everything and let anger consume you. As an bonus action you may enter your Rage state if you're not wearing heavy armor, gaining the following benefits:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your (Strength/500).
You have resistance to non magical bludgeoning, piercing, and slashing damage.
You deal one additional dice of damage whenever you score a critical with a melee weapon. [+1D12 Points Of Damage]
Your rage state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage state on your turn as a bonus action.
Once you have raged a number of times equal to your Level, You must finish a long rest before you can rage again.
Bloodlust:
At HRL 9, You have immense bloodlust for those who have wronged you, even making it your personal task to hunt them down. As a free action for 1 minute, you may choose one creature within your sight range that has damaged you or an ally. Your weapon attacks against that creature will crit on a 1-2, and whenever you score a critical you may knock them (prone).
You may use this feature once before needing to take a long rest.
Immense Anger:
At HRL 13, your rage is growing deeper, making you feel almost invincible. When you enter your rage, you will gain the following benefits:
You have advantage on Strength checks and Strength saving throws, and may reroll one of your Strength checks or saving throws once per round. [Round of Combat]
You have immunity to non-magical bludgeoning, piercing and slashing damage.
You deal two additional dice of damage whenever you score a critical with a melee weapon. [+2D8]
Follow Your Wrath:
At HRL 17, you learned that nothing but your hatred against those that wronged you matters, and no one will stop you from going after them. When you enter your rage, you will gain the following benefits:
You have advantage on Strength checks and Strength saving throws, and may reroll two of your Strength checks or saving throws once per round.
You have immunity to non-magical bludgeoning, piercing and slashing damage.
You will gain a damage threshold equal half your level(rounded down).
You deal three additional dice of damage whenever you score a critical with a melee weapon. [+3D8]
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