The Inheritance

The defining trait of the Evolvi, the Inheritance gives each Evolvi a unique set of abilities.

## Inheritance Points

The traits are bought within a point buy system. Some traits will give you points, as they might have negative effects. And others can take your points. All purely aesthetic features are not listed, as they do not cost any points. Aesthetic traits that have a very small function can cost 0.5 to 1 point.

There will likely be even more potential traits that can be added in. Ideas are welcome from all.

All Evolvi have a starting ***total of 5 points.*** You cannot choose more than ***5 total traits***, and you do not need to spend all points. All traits chosen must resemble a specific theme resembling either a Creature, a Substance, or a Concept. ***A traits name and what is specifically does or looks like can be altered to fit this theme better, however the effects stay the same.***

### Creatures

Go to The Inheritance: Creature Abilities for specific abilities found only for Creature based Evolvi

Creature base Evolvi have traits that resemble that of creatures that are currently Existing, Ancient, or from the Cataclysm. The Creature based Evolvi are the most Populous as they make up 65% of the Evolvan Population.

Existing Creatures (Around 60%): Are creatures that exist to the present day, you can find them as they roam around Parvolon. This is the MOST Common types of creatures Evolvi transform into. Some Examples include Beasts, Plants, and other Humanoids.

Ancient Creatures (Around 5%): These are creatures that Used to roam and rule the World of Parvolon Before the Great Freeze. Not all of them have gone extinct, Like Dragons, but they are creatures that are powerful. Some examples include Dragons, Giants, Ooze, and Undead.

Cataclysm Creatures (Less than 1%): These are creatures that have been Sealed away from Parvolon. It is EXTREMELY RARE that an Evolvi will have the capability of meeting one of these let alone, transform into one. However it is Possible. Some examples of these highly magical Creatures include Fey, Aberrations, Celestials, Fiends, Elementals.

### Substance

Go to The Inheritance: Substance Abilities for specific abilities found only for Substance based Evolvi

Substance Evolvi have traits that resemble a Natural or Unnatural Substance. These Evolvi are Uncommon but not rare. They make up around 30% of the Evolvan population.

Natural Substances (Around 20%): Elements found naturally in the world. (Sand, Gems, Wood)

Unnatural Substances (Around 10%): Manmade Creations that are like a Melting Pot, one solid feature, rather than an unclear mix of separate things. (Soap, Glass, Rubber)

Here is a list of some Substances: Smoke, Sand, Water, Dirt, Stone, Fire, Lightning, Ice, Darkness, Light, Magma, Mud, Gas(Air), Snow, Rubber, Wood, Crystal, Radiation, Metals (Example: Gold, Adamantine, Iron, Mercury, Copper, Nickel), Oobleck, Soap, Poison, Gems (Example: Diamond, Ruby, Emerald), Ink, Food (Example: Butter, Cream, Mochi), Glass, Flowers, Candle Wax, Strings, ect.

### Concept

Go to The Inheritance: Concept Abilities for specific abilities found only for Concept based Evolvi

Concepts are usually nouns that are unique; They don't fit into a creature or Substance due to their complexity. All Concepts affect Evolvi directly through their physical traits. Concept Evolvi are the least populous of the Evolvi as they make up around 5% of the Evolvan population.

There are little traits within the Inheritance Point buy system that help you with concepts. Please Speak with a GM to add your ideas for concept traits. It is likely that Most Concepts will be fully Prebuilt.

Here is a small list of Concepts Ideas:

* Ghost - Can Partially Turn Ethereal

* Chaos - Body accepts the Force of Chaos and Random things can happen.

* Explosions - Be able to secrete sweat that can explode?

* Weapons - Some Limbs might be Strong Weapons

* Body Parts - Many extra limbs to help with tasks?

### Presets

To see a full list of presets see The Inheritance: Presets

Presets are sets that you can buy in full, however you cannot make any adjustments. Presets usually follow the same rules and total point systems. However, some presets make things cheaper, and some have special abilities that cannot be found elsewhere.

## **Abilities**

### Stats

Skill Proficiency: [1 Point] You gain Proficiency in the skill of your Choice **[You can take this ability more than once, choosing a different skill for each time chosen]**

Ability Score Increase: [2 Points] You gain a +1 to any ability score. As per usual you cannot exceed 20 to any 1 score. **[You can take this ability more than once, choosing a different Ability score for each time chosen]**

Ability Score Decrease: [Gain 1 Point] You receive a -1 to any ability score. **[You can take this ability more than once, choosing a different Ability score for each time chosen]**

Toughness: [2 Point] Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Superior Toughness: [4 Points] Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Feat: [3 Points] You gain 1 Feat of your choice.

### Spell Like Ability

Cantrip: [1 Point] You gain 1 Cantrip that you can use Once per Long Rest

Enduring Cantrip: [2 Points] You Gain 1 Cantrip that you can use 3 times per long rest

1st Level Spell: [3 Points] You gain a 1st level Spell that you can use once per long rest

2nd Level Spell: [5 Points] You gain a 2nd level spell that you can use once per long rest

## **Movement traits**

The following are Abilities that affect your movement speed. **You may only take up to 1 from each Speed Category!**

### Base Speed

Superior Movement: [3 Points] Your Base speed is increased by 15 (45ft)

Brisk Movement: [2 Points] Your Base Speed is Increased by 10 (40ft)

Quick Movement: [1 Points] Your Base Speed is Increased by 5 (35ft)

Slow Movement: [Gain 1 Point] Your Base Speed is reduced by 5 (25ft)

Leisurely Movement: [Gain 2 Points] Your Base speed is reduced by 10 (20ft)

Plodding Movement: [Gain 3 Points] Your Base speed is reduced by 15 (15ft)

### Flight Speed

Glider: [2 Points] You have a Glide speed equal to your base speed.

Light Flight: [3 Points] You can hover off of the ground, rising 5 feet vertically, and remaining airborne as part of your movement speed. While you are airborne, you are immune to most forms of difficult terrain and being knocked prone. You cannot use this trait if you are encumbered. After 1 minute, you must land to rest your flying.

Excellent Flight: [4 Points] You gain 30ft Fly speed (Excellent)

### Swim Speed

Casual Swimmer: [1 Point] You grow webbing in your fingertips/toes. You gain 15ft Swim Speed.

Olympian Swimmer: [3 Points] You grow webbing in-between your limbs for Swimming. You gain 30ft Swim Speed

Land Travel Sacrifice: [2 Points] You gain an amazing Swim speed at the cost of your Base Speed. You gain 60ft Swim Speed, however your base speed Drops to 5ft. All armor you wear must be specially made to accommodate you, doubling the cost. You cannot ride mounts. **[You cannot take the Leisurely Movement, or Plodding Movement Abilities]**

### Climb Speed

Mountain Climber: [1 Point] You gain Climb Speed of 10ft. You must have a grip available

Excellent Climber: [2 Points] You gain a Climb speed of 20ft. You need not a grip, but you still take an athletics check to climb upside-down

Perfect Climber: [3 Points] You gain a Climb Speed of 30ft you can use this speed to move upside-down.

### Burrow Speed

Digger: [1 Points] You gain a burrow speed of 10ft, capable of moving through nonmagical sand, earth, dirt, or similar material. While doing so, you leave a tunnel through the material you dig through. You cannot dig into rock, metal, wood, or similar material that is too hard to dig through.

Extraordinary Digger: [3 Points] You can burrow at a high speed, moving through up to 20 feet of nonmagical sand, earth, dirt, or similar material. While doing so, you do NOT leave a tunnel through the material you dig through. You cannot dig into rock, metal, wood, or similar material that is too hard to dig through.

### Jumping

Longer Jump: [1 Point] Your *Standing Jump* height is now 10ft and your *Running Jump* distance is now 15ft.

*Standing Leap: [2 Points]* Your *Standing Jump* Height is now 15ft and your *Running Jump* distance is now 25ft. You need not to run to get the effects of a running jump. (Your Base Speed must not be lower than 25ft)

## **Anatomy**

The following abilities affect the anatomy of your Evolvi.

### Limbs

*The best Way to describe extra Limbs is through examples of body parts of existing creatures. Please take note: Any creature, substance or concept based Evolvi can take these. Add a description of what these traits are on your character to better fit your ideas.*

*Prehensile Tail:* [1 point] You can use your tail to carry objects weighing no more than 5 pounds. You cannot make attacks with your tail. (This Could be the Trunk of an Elephant)

Fully Functional Tail: [3 Points] You can fully wield an Extra one handed weapon/Shield as an off hand. (This could be a third Arm) Due to it's awkward position on your Body, you take disadvantage to all attack rolls with this weapon. You can attack enemies on your flanks without Disadvantage. Using a shield with your tail only applies its full effect if an attacker is on your flank, otherwise it only adds Half of its bonus rounded down. (Min 0) You can only choose this ability once.

Tentacles: [3 points] You have four prehensile tentacles that can be used to carry objects, these extend from your back. These tentacles are too weak to wield weapons/shields

### Sight Perceptions

Heightened Sight: [2 Points] You add your proficiency bonus to Perception checks that rely on sight, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on sight.

Contrast Sensitivity: [1 Point] You can see in dim light within 60 feet of you as if it were bright light.

Darkvision: [2 Points] You gain Dark Vision; You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This ability Replaces low light vision.

Superior Darkvision: [3 Points] You have adapted to seeing without bright light. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

Trichobothria: [1 Point] Trichobothria are fine hairs found on spiders, insects and other animals with exoskeletons. The hairs are so sensitive that some can pick up air movement down to one ten-billionth of a meter, roughly the width of an atom, allowing animals to feel the presence of nearby predators and prey. You have blindsight with a range of 5 feet.

Lesser Blindsense: [2 points] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Blindsense: [3 Points] You have blindsight with a range of 20 feet . Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Greater Blindsense: [4 Points] You have blindsight with a range of 30 feet . Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

*Storm Senses: [1 Point]* Accustomed to your vision being impaired by the storms of your homeland, you have superior vision in lightly and heavily obscured conditions. You can see in lightly obscured areas within 60 feet of you as if it was not obscured, and in heavily obscured areas as if it were lightly obscured.

Heat Sensor: [1 Point] As an action, you attune yourself to the environments temperature to sniff and taste out heat signatures. For 1 minute, you can essentially see through objects by sensing heat. You can see different colors, the hotter the object the more on the warm spectrum of the color wheel it will be. You must finish a long rest before using this trait again.

Echolocation: [2 Points] You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 90 feet but are blind beyond this radius. In addition, as you see through echolocation you can't use your blindsight while deafened, effectively making you blind.

Tremorsense: [3 points] You gain Tremorsense of 30ft. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. While in the water you can also sense the location of creatures moving through water.

Multiple Vision: [3 Points] You see in all directions at once. You gain advantage on all Sight based Perception Checks, Additionally, You cannot be flanked.

Greensight: [3 Points] You can see 30ft through thick plant matter as though it were transparent. Leaves, vines, greenery, and undergrowth offer no concealment to the your sight, though solid wood still blocks its line of sight.

*Colorblind: [Gain 1 Point]* You can’t discern color, only shades of gray.

Light Sensitivity [Gain 1 Point] If exposed to bright light you disadvantage on ranged attack rolls and sight-based Perception checks for 1d6 rounds

*Near Sighted: [Gain 2 Point]* You have disadvantage on all Wisdom (Perception) checks involving sight.

Low Eyesight: [Gain 3 Points] You can only see up to 20ft away. This vision is blurry

Blind: [Gain 4 Points] You loose all sight in your eyes, you cannot make skill checks involving sight.

### Non-Sight Perceptions

Deaf: [Gain 1 Point] You cannot perceive any sounds.

Anosmia: [Gain 1 Point] You cannot perceive any smells.

Heightened Smell: [2 Points] You add your proficiency bonus to Perception checks that rely on smell, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on smell.

Heightened Hearing: [2 Points] You add your proficiency bonus to Perception checks that rely on hearing, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on hearing.

6th Sense: [3 Points] When you have no Exhaustion levels, you are able to sense the *amount of creatures with a soul* from you within 50ft but you are unable to pinpoint any of their locations.

### Living Conditions

*Mute:* [Free] You are mute and incapable of speaking. You can cast spells without using a vocal component.

Gills: [1 Point] You can Breathe underwater but have lost the ability to breathe above ground.

Large Lungs: [2 Points] You can hold your breath for a number of minutes equal to 6 times your Constitution modifier before you risks Suffocation.

Amphibious: [3 Points] You can breathe both air and water.

Preservative Metabolism: [1 Point] Living in such harsh conditions has strengthened your ability to go without food. You require half as much food and water per day as a normal creature your size.

*Desert Resilience: [1 Point]* A cactus, being a succulent, can store water for further use. Your daily water requirement is halved. You are unaffected by Extreme Heat

*Mountain Born: [1 Point]* You’re acclimated to high altitude, including elevations over 20,000 feet. You’re also naturally adapted to cold climates

*Food Storage: [1 Point]* You are able to store fat into your humps to keep yourself from suffering fatigue from not eating or drinking. You can go a number of days without food equal to your Constitution score and can survive without water for half as long.

*Meditative:* [2 Points] You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Carnivorous apatite: [2 Points] You may spend 10 minutes eating the raw flesh of a creature that was slain no longer than 1 hour ago. If you do so, you gain temporary hit points equal to your level which last until depleted or you complete a long rest. In addition, your food requirement for the day is fulfilled and the creature must be a Medium humanoid.

Empty Stomach: [Gain 1 Point] You burn through your energy faster than most humanoids and must eat twice as much as a normal human requires each day.

Heat Seeker: [Gain 1 Point] If you spend a week without a source of moist heat, you have disadvantage on all ability checks and attack rolls until you spend a short or long rest with a source of moist heat.

Dehydration Prone: [Gain 1 Point] You are normally bound in water and need more than other races to survive. You have disadvantage on saving throws against dehydration and other similar affects like the Extreme Heat.

Water Dependency: [Gain 2 Points] If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour per exhaustion level.

*Claustrophobia:* [Gain 1 Point] With the need to explore the unknown programmed into their very being, the idea of having their freedom taken away is the most frightening thing to them. When they are locked in a room or bound they become nervous and anxious. You have disadvantage on ability checks and attack rolls while paralyzed, restrained, stunned, or within a room smaller than 10 by 10 foot.

### Natural Defense

Elemental Resistance: [3 Point] You gain Resistance to 1 of the following damages (Cold, Fire, Acid, Thunder, Lightning, Poison, Necrotic, Radiant) damage of the type you chose is *halved* against you. This can be chosen twice, but you must choose a different Element

Elemental Vulnerability: [Gain 2 Point] You gain Vulnerability to 1 of the following damages (Cold, Fire, Acid, Thunder, Lightning, Poison, Necrotic, Radiant) damage of the type you chose is *doubled* against you. This can be chosen twice, but you must choose a different Element

Lesser Natural Armor: [1 Point] While unarmored, your Armor Class is equal to 11 + your Dexterity, or Constitution modifier. You may use a shield and still gain this benefit.

Natural Armor: [2 Point] While unarmored, your Armor Class is equal to 12 + your Dexterity, or Constitution modifier. You may use a shield and still gain this benefit.

Improved Natural Armor: [3 Points] While unarmored, your Armor Class is equal to 13 + your Dexterity, or Constitution modifier. You may use a shield and still gain this benefit.

Iron Bark/Stone Skin: [2 Points] Thick layers of Bark/Stone or Something Similar in Durability line your body; it gives you a base AC of 17. Your Dexterity modifier doesn't affect this number. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Slimy Skin: [1 Point] Creatures have disadvantage in checks to grapple you.

*Slippery: [2 Point]* You have advantage on dexterity and strength checks when trying to escape from traps or being grappled.

Amorphous: [3 Points] Your body is slightly malleable and shapeless. Precision Attacks have Disadvantage when targeting you

Camouflage: [3 Points] You can alter the color of your body to your Surroundings. You can hide in Plain Sight, You are Proficient with Stealth Checks, and you gain advantage on all Stealth Checks when Camouflage.

### Terrain Travel

*Mountain Walker: [1 point]* You can travel through Steep mountain difficult terrain and similar regions as if it were normal.

Forest Stroll: [1 Point] You can travel through Dense Forest difficult terrain and similar regions as if it were normal.

Swamp Stride: [1 Point] You can travel through Deep Swamp difficult terrain and similar regions as if it were normal.

Rubble Navigation: [1 Point] You can travel through Uneven surfaces like rubble ruins difficult terrain and similar regions as if it were normal.

Frozen Grip: [1 Point] You can travel through Ice-Covered Ground difficult terrain and similar regions as if it were normal.

Nimble-Footing: [3 Points] You are incredibly swift footed and cannot be hindered. You ignore difficult terrain.

### Misc. Body Qualities

Suction Cups: [1 Point] You have suction cups that you can control at will and can stick easily with immense strength. You have advantage on any skill checks to grab objects or creatures and adhere or climb surfaces. **[This does not grant you a climb speed]**

*Soft Fall: [1 Point]* You have innate reflex to protect from a fall. You take no damage falling from heights of 60 feet or less, and you always land on your feet.

*Powerful Build:* [1 Point] You count as one size larger when determining your carrying capacity and the amount you can push, drag, and lift.

*Iron Grip: [3 points]* You count as one size larger for the purposes of wielding melee weapons with the heavy, versatile, two-handed, properties.

Clumsy: [Gain 1 Point] You are considered clumsy and are unable to wield weapons you are not proficient with.

Bulky: [Gain 1 Point] Your bulk makes it hard for you to get back up. When you stand up from being knocked prone, you must use all your movement instead of half

*Rooted Feet:* [Gain 2 Points] You have feet made of gnarled roots, which inhibit their movement often. You have disadvantage on saving throws against being knocked prone. You also must expend all of your movement speed to stand up from being prone. You also have disadvantage on checks to land on your feet.

## **Natural Attacks**

### Basic Attacks

Lesser Natural Unarmed Strikes: [1 Point] Using your body, you deal 1d4 + Strength Modifier for any damage you deal with your unarmed strikes. The Type of Damage you deal is based on your unarmed Natural body. This damage is either Bludgeoning, Piercing, Slashing, Poison, Fire, Acid, Cold, Lightning, Thunder, Radiant, or Necrotic; When you first choose this ability you choose 1 of these types of damage, This type of damage cannot change.

Natural Unarmed Strikes: [2 Points] Using your body, you deal 1d6 + Strength Modifier for any damage you deal with your unarmed strikes. The Type of Damage you deal is based on your unarmed Natural body. This damage is either Bludgeoning, Piercing, Slashing, Poison, Fire, Acid, Cold, Lightning, Thunder, Radiant, or Necrotic; When you first choose this ability you choose 1 of these types of damage, This type of damage cannot change.

Greater Natural Unarmed Strikes: [3 Points] Using your body, you deal 1d8 + Strength Modifier for any damage you deal with your unarmed strikes. The Type of Damage you deal is based on your unarmed Natural body. This damage is either Bludgeoning, Piercing, Slashing, Poison, Fire, Acid, Cold, Lightning, Thunder, Radiant, or Necrotic; When you first choose this ability you choose 1 of these types of damage, This type of damage cannot change.

Lesser Natural Ranged Attack: [2 Points] You can shoot something out of you that is naturally produced by your body, This is a ranged weapon attack without using your hands. If you hit with it, you deal bludgeoning, Piercing, Slashing, Poison, Fire, Acid, Cold, Lightning, Thunder, Radiant, or Necrotic damage equal to 1d4 + your Dexterity modifier. This attack has a range increment of 20/60 ft. You are proficient with this weapon.

Natural Ranged Attack: [3 Points] You can shoot something out of you that is naturally produced by your body, This is a ranged weapon attack without using your hands. If you hit with it, you deal bludgeoning, Piercing, Slashing, Poison, Fire, Acid, Cold, Lightning, Thunder, Radiant, or Necrotic damage equal to 1d6 + your Dexterity modifier. This attack has a range increment of 20/60 ft. You are proficient with this weapon.

### Advanced Attack

*Crushing Grip: [1 Point]* When you have grappled another creature, you may use your bonus action to deal bludgeoning damage to the grappled creature, equal to 1d6 + your Strength modifier.

Lunging attack*: [2 Points]* You can use an attack action to make an attack directly after moving at least 10 feet in a straight line. The target must make a Dexterity saving throw or take 1d6 piercing damage for every 10 feet you charged in a straight line uninterrupted. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. This damage is capped at 2d6.

## **Misc. Abilities**

### 1 Point

*Bioluminescence: [1 Point]* Due to your nature you have the ability to glow in the dark, This can be a specific body part or your entire body. As an action, you can glow in the dark for an up to an hour a day, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. You regain use of this feature once you complete a short or long rest.

Compression: [1 Point] You are able to compress your body to the point where you can fit into anything a tiny creature can.

Eager Mind: [1 Point] If you find someone who has a skill proficiency you don't have and they agree to teach you, you can spend a short or long rest learning that skill proficiency. You lose that skill proficiency after a long rest. You can only have one new skill proficiency learned this way at a time.

Good Memory: [1 Point] You are able to recall any event you saw or heard of within the last week.

Internal Compass: [1 Point] You have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Realm, this ability doesn't function.

Resilience: [1 point] The veins that run through your body give you some natural resilience to damage. When you take non-magical bludgeoning, piercing or slashing damage, you may use your reaction to reduce it by an amount equal to your level. You regain use of this trait once you complete a short or long rest.

*Mask of the Seas:* [1 Point] While in or near the water you can attempt to hide even when you are only lightly obscured by foliage, mud clouds, stone or other natural objects and phenomena.

Mask of the Tundra: [1 Point] You may attempt to hide when only lightly obscured by falling snow.

Mimicry: [1 Point] You can mimic simple sounds you’ve heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight check, contested by your deception check.

Nimble: [1 Point] You can move through the space of any creature that is of a size larger than yours.

Numble: [1 Point, must have Nimble] When moving through the space of a creature at least one size category larger than you, you can use your action to attempt to trip them. The target must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier) or fall prone.

Odor: [1 Point] You exude an unpleasant aroma. Under normal circumstances, it is noticeable but not intolerable. You have disadvantage to Stealth and Charisma checks against creatures with a sense of smell. When you take piercing, slashing or bludgeoning damage that puts you below half of your max hit points, your exposed innards release an eye-watering stench in a 10 foot radius that persists for 1 minute. Any creatures with a sense of smell within range must make a Constitution save of 8 + your proficiency bonus + Constitution modifier. On a success, they hold their ground but have disadvantage to any melee attacks against you until the start of the next round. On a fail, they must use their movement action to retreat outside of the area of effect. This effect may not trigger again until you finish a long rest.

Studded Flesh: [1 Point] Your skin is sharp and hard to touch. When a creature hits you with a melee attack, you may use your reaction to deal 1d6 piercing damage to that creature. Once you use this feature, you can't use it again until you finish a long rest.

Toughness: [1 Point] Your skin is incredibly hard. As a reaction when you take damage, you may reduce the damage dealt to you by 1d8. Once you use this feature, you can't use it again until you finish a long rest.

Sure-Footed: [1 Point] You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

*Water Stride:* [1 Point] By treating it as difficult terrain, you can walk on water. If you attack, cast a spell, or are hit by an attack or spell while standing on water, you must succeed a DC 13 Dexterity saving throw or fall into the water.

### 2 Points

Battle Analysis: [2 Points] As a Full Round action you can choose 1 target to study. You gain advantage on Precise attacks for your next 3 attacks on that target however you must maintain concentration on this target. Losing concentration on the target will void the effects of this ability, (This does not mean this target is the only thing you can focus on, but it is the center of your focus). You can use this ability once per long rest.

Relentless Endurance: [2 Points] When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Stalker of the Night: [2 points] You are deadliest when covered by darkness. Amidst the hours between dusk and dawn, your movement speed is increased by 10 feet, and you gain advantage on Dexterity (Stealth) checks while in dim light or darkness.

### 3 Points

Withdraw: [3 Points] You can withdraw your arms, legs, and head into your body as an action. While you are withdrawn, you have a +4 bonus to your Armor Class and gain advantage in Constitution saving throws, but your movement speed is dropped 0 and cannot increase. You also cannot perform any actions, and you are considered prone. You can only see in front of you and cannot make any reactions. You may exit your shell as a bonus action.

### 4 Points

Enlarge Form: [4 Points] As an action, you can double your size in all directions, multiplying your weight by 8. This growth increases your size to Large. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Your equipment also grows to match your new size. While enlarged, you have advantage on Strength saving throws and Strength ability checks, and you deal an extra 1d4 damage with your weapon attacks. You remain enlarged for 10 minutes. Once you use this ability, you can't use it again until you complete a short or long rest.

Critical Negation: [4 Points] If an enemy scores a critical hit or a Precision attack against you, you can use your reaction to turn the attack into a normal hit. If you do, you can't use this trait again until an attack roll against you rolls a 1 on the d20 or you finish a long rest.

### 5 Points

Regeneration: [5 Points] Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit point and are below half your hit point maximum, as a bonus action, you may spend up to half of your hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a short or long rest. In addition, any severed limbs you have lost will grow back within 2d4 days.