Quirks! A My Hero Academia Inspired Brew! Quirks! Quirks are powers that manifest within most individuals at a young age, these powers can be mundane such as producing light or awe inspiring such as super strength. Roughly 75% of the normal population manifests one of these powers, and the powers they gain are often based on the quirks of their parents, but not always. Having a Quirk Having a quirk in DnD has some tradeoffs. Characters can take their quirk at an ability score improvement instead of their ability score improvement, but once they take their quirk they lose the ability to take feats. If they choose to do so, the power manifests in them in a way that the GM decides. Maybe they attack a monster and end up sending it flying, or maybe they start glowing bright light when they are trying to sneak around. Regardless, when they take the quirk they lose the ability to take feats. When they get an ability score improvement, they can either choose to take the ability score improvement or take a level into their quirk. Taking a level into their quirk might remove a restriction on it or increase its offensive power. A creature can only posess a single quirk. Quirk Tiers Quirks are separated into 4 different categories. Uncommon, Rare, Very rare, and Legendary. Uncommon quirks are the more mundane and less applicable quirks such as Light. Rare are the more useful but still not optimal quirks such as Identify. Very rare quirks are quirks that have several bonuses and provide the user with extreme power such as Regeneration. Legendary quirks are ones that place a character beyond most human limitations, allowing them to perform incredible feats such as Hellflame. Quirk Table When someone wants to take a quirk, roll on this table. Or give them a quirk based on what you want to happen in your story. You roll on different tables based on when players take their quirks. TO THE GM If using this homebrew, allow your players to get creative with how they use their power. If someone with the explosion quirk wants to use their quirk to boost their jump, allow them to do so. If they want to touch a metal floor and use their electricity to shock all those in contact with it, let them. Encourage them to use their quirks creatively, this will create great roleplay situations and allow your players to have control over their power beyond what i can put into writing!

TABLES I have created a series of tables depending on how you want quirks to work in your campaign. There is one based on level, the best choice for balance purposes. But their are also tables depending on the power level of your campaign, based on quirk types, and a truly random table. Quirks level 1-4 Roll (D100) Quirk 1-5 Big Eyebrows 6-11 Cleaning 12-17 Super Strength 18-25 Catlike Reflexes 26-32 High Spec 33-37 Identify 38-43 Light 44-49 Weld 50-55 Electricity 56-61 Air Walk 62-67 Earphone Jack 68-73 Erasure 74-79 Decay 80-85 Hardening 86-91 Creation 92-95 Regeneration 96-00 Hellflame

Quirks Level 5-8 Roll (D100) Quirk 1-5 Good Face 6-11 Blood Control 12-17 Identify 18-23 Anivoice 24-29 Shock Absorption 30-35 Invisibility 36-41 Impact Reversal 42-47 Erasure 48-53 Frog 53-58 Regeneration 59-64 Air Walk 65-70 Zephyr 71-76 Frostbite 77-83 Explosion 84-89 Decay 90-95 Hellflame 96-00 Dark Shadow Quirks Level 9-12 Roll (D100) Quirk 1-5 Bubble 6-11 Zoom 12-17 Big Fist 18-23 Forcible Quirk Activation 24-29 Super Speed 30-35 Vibrations 36-41 Acid 42-47 Spearlike Bones 48-53 Engine 53-58 Adaptive Skin 59-64 Rewind 65-70 Zephyr 71-76 Half Hot - Half Cold 77-83 Explosion 84-89 Whirlwind 90-95 Zephyr 96-00 Gigantification

Quirks Level 13-16 Roll (D100) Quirk 1-5 Identify 6-11 Zoom 12-17 Impact Reversal 18-23 Forcible Quirk Activation 24-29 Regeneration 30-35 Muscle Augment 36-41 Jet 42-47 Air Walk 48-53 Creation 53-58 Erasure 59-64 Rewind 65-70 Zephyr 71-76 Zero Gravity 77-83 Hellflame 84-89 Whirlwind 90-95 Dark Shadow 96-00 Gigantification Quirks Level 17-20 Roll (D100) Quirk 1-5 Zero Gravity 6-11 Sugar Rush 12-17 Bloodcurdle 18-23 Adaptive Skin 24-29 Half Hot - Half Cold 30-35 Telekenisis 36-41 Hellflame 42-47 Zephyr 48-53 Engine 53-58 IQ 59-64 Rewind 65-70 Zephyr 71-76 Muscle Augment 77-83 Gigantification 84-89 Whirlwind 90-95 Zephyr 96-00 All For One

Identify Rare You can touch an inanimate object and learn its recent history, including people who have interacted with it in the last 30 days. The explanation is brief and gives vague but useful information. Level 2- Identify can give more definite information such as names and genders of people. Level 3- Identify gives clear and unconfusable information about what you are inspecting. Regeneration Very Rare At the start of each of your turns you regain 5 hitpoints so long as you have at least one hitpoint remaining. You gain advantage on death saving throws and destroyed appendages regrow in 24 hours. Level 2 You regain 10 hitpoints instead of 5 at the start of each of your turns. Level 3 Your lost limbs regnerate after 12 hours instead of 24 Impact Reversal Very Rare When you are hit by a nonmagical melee weapon attack, you can expend your reaction to return half of the bludgeoning, piercing, or slashing damage dealt to you by the weapon attack to the creature who attacked you. Each time you use this quirk, make a con save (DC: 10 + number of times used). On a failure, you take double damage from the attack. This DC resets to 10 after one hour of not using the quirk. Level 2 The damage returned is equal to the damage caused by the weapon attack Level 3 This quirk can return magical bludgeoning piercing and slashing damage Hellflame Legendary You can produce an incredibly powerful flame from your body. Your melee weapon attacks now do an additional 2d6 fire damage in addition to their normal effects. As an action you can choose between a stream of fire, a cone of fire, or a grapple attack. The stream of fire requires a spell attack roll, use your charisma for your spellcasting modifier. The attack does 4d6 fire damage on a hit. The cone of fire requires all enemies in a 15ft cone to make a dexterity saving throw (8 + proficiency + charisma modifier) or take 6d6 fire damage, half as much on a success. The grapple attack requires enemies to make an acrobatics check versus your spell save DC. On a failure, the target is grappled and as a bonus action you can produce a white hot flame onto the target, dealing 8d6 fire damage. Each time you use one of these abilities, make a con save (DC: 15 + number of times used). On a failure, you suffer a level of exaustion. You automatically succeed this save if you are immune to fire damage. This save resets to 15 if you spend an hour not using this quirk. Level 2- The base DC for your save is 10 instead of 15. Level 3- Your abilities deal an additional 2d6 fire damage. Your melee attacks do 3d6 fire damage instead of 2d6 Invisibility Very Rare you are constantly under the effects of the Invisibility spell, but the effects of the spell do not extend to your worn and carried items, meaning they can still be seen. This invisibility is not effected by antimagic fields or other things that would normally dispell the invisibility. Level 2- As an action, you can extend the effects of your invisibility to your worn and carried items. This lasts until the end of your next turn or until you attack, cast a spell, or affect another creature in some way. Level 3- you can use the effects of your level 2 ability as a bonus action. One For All Legendary This is not a quirk that manifests, it can only be acquired by having it passed on to you by the one who holds one for all. The quirk gives you a bonus to your strength, dexterity, and movement speed based on the amount of people who have held it before you. The bonuses give you +1 to your stat and stat cap for strength and dexterity, and give you +5ft movement speed for each person who held the quirk before you. You can pass this quirk on to another creature by having them consume your DNA. When you do so, your bonuses decrease by 1, 1, and 5 respectively each week until they dissappear completely. Electricity Rare Your body produces electricity. When you make a melee weapon attack against a creature they take an additional 2d6 Lightning damage. Additionally, you can discharge this electricity in 15ft radius, causing all enemies in that area to make a DC:15 dexterity saving throw or take 5d6 Lightning damage, half as much on a success. Immediately afterwords, your intelligence drops to 5 and remains that way until you finish a short or long rest. Level 2- Your intelligence drops to 8 instead of 5 Level 3- The damage of your discharge increases by 2d6 Shock Absorption Very Rare When you are hit by a non-magical melee weapon attack you can expend your reaction to decrease the damage by 1d10 + your Constitution modifier. Each time you use this, make a con save (DC: 10 + number of times used). On a failure, you suffer one level of exaustion. This save resets to 10 after one hour of not using the quirk. Level 2- you can roll an additional d10 and decrease the damage by the number rolled Level 3- You can use shock absorption against magical melee weapon attacks.

Creation Very Rare You can create objects of certian materials so long as you have an advanced knowledge of their molecular makeup. You can spend 8 hours studying a nonmagical object or material and learn how to perfectly produce a replica of it. The item cannot be worth over 100gp. Creating an object takes a heavy toll on the body and requires you to eat 2 pounds of food within 2 hours or suffer one level of exaustion. The object cannot be more than 5 feet in radius. Level 2- you only need to consume one pound of food after using your quirk Level 3- you can create an object up to 10 feet in radius. Air Walk Rare you gain a flying speed equal to your walking speed. you can move a total of 150ft before needing to take a short or long rest before being able to fly again. Hovering in place takes 5ft of this movement speed. Level 2 Your Air time limit is now 300ft per rest. Level 3 If you take the dash action and fly away, you do not provoke opportunity attacks. Zephyr Legendary You can control weather and use its effects to decimate your foes. As an action, you can cast the Control Weather spell. Once you do so, you must finish a long rest before you can do so again. Anytime you do one of these feats, make a wisdom saving throw (DC:10 + number of times used). On a failure, you suffer a level of exaustion and cannot use this quirk until you spend one hour doing nothing except resting. Your save resets to 10 if you spend one hour not using the quirk. During a sunny day, as an action you can intensify the sun on a spot within 120ft of you that is 10ft in radius. Creatures in this circle must make a dex save (DC: 8 + proficiency + intelligence modifier) or take 4d6 fire damage, half as much on a success. During a storm, as an action you can call a 2 bolts of lightning to strike creatures within 120ft of you. The creatures must make a dex save or take 3d6 lightning damage, half as much on a success. During a snowstorm, as an action you can cause thick icicles to fall from the sky, covering a 10ft radius within 120ft of you. Creatures must make a dex save or take 2d6 piercing damage and 3d6 cold damage, half as much on a success. When the weather is foggy, as an action you can create a thick patch of fog that completely obscures vision within 120ft of you. This fog is 30ft in diameter and lasts for 2 minutes. On an average cloudy day, you cannot do anything with your quirk. Level 2- You can cast Control Weather twice instead of once per long rest. Level 3- The base number for your save is 5 instead of 10. Jet Very Rare You gain a flying speed equal to your walking speed and your walking speed increases by 10ft. Your flight distance is a maximum of 150ft before needing to take a short or long rest. Flying straight towards an enemy and making a melee attack against it gives you advantage on that attack only. Level 2- Your walking speed increases by an additional 5ft. Level 3- When you fly straight towards an enemy and make a melee attack, you gain advantage on melee weapon attacks against that enemy for the remainder of your turn so long as you are using the same weapon. Erasure Very Rare As a bonus action, you can stare directly at an enemy within 120ft of you, preventing that creature from using any of its abilities (I.e. Dragon's breath or innate spellcasting). The creature cannot use these abilities so long as you maintain eye contact. You can maintain your stare for a number of rounds equal to double you constitution modifier. When you recieve damage, make a constitution saving throw equal to the damage dealt, or 10, whichever is higher. On a failure, you blink, ending the effect. Creatures may still cast spells and passive effects such as multiattack are not affected. Level 2- The save to maintain your stare equals half the damage you took, or 10, whichever is higher. Level 3- Your stare's range extends to 150ft. All For One (DISCLAIMER- Unless you are putting this on an enemy i highly reccomend you DO NOT allow this quirk into your game. It is incredibly broken if your game has several quirk users in it and can lead to some rather difficult situations) Legendary As an action, you can touch a creature, forcing them to make a wisdom saving throw (8 + Prof + Wisdom modifier) or you steal their quirk. You can store up to 20 quirks at a given time, but can only use up to 5 of them at once. You can also transfer these quirks to other creatures by touching them, including this quirk. Explosion Very Rare The palms of your hands produce nitroglycerin when you sweat, allowing you to create explosions from your palms. Your melee weapon attacks deal an additional 2d6 fire damage. In addition, as a bonus action you can force yourself to sweat profusely, increasing the damage of your unarmed melee weapon attacks by an additional 2d6 fire damage. Doing so causes you to take half the damage on the additional dice back to yourself. As an action, you can discharge a massive explosion in a 30ft cone, causing enemies to make a DC:15 dexterity saving throw or take 8d6 fire damage, half as much on a success. Each time you use these explosions, make a con save (DC:15 + Number of times used). On a failure, you take half the damage the explosion dealt and suffer a level of exaustion. The DC for this quirk resets after not using the quirk for one hour or if your hands are cooled through cold damage. Level 2- You have advantage on the save against your big explosions. Level 3- Forcing yourself to sweat no longer deals damage to you.

Decay Rare Your touch causes rapid decay on the affected creature. Touching a creature or object with all 5 of your fingers causes that object or creature to rapidly decay. Touching a creature with this deals 3d6 necrotic damage. Touching nonmagical weapons or armor causes them to suffer a -1 to hit and damage and AC respectively. Reducing a weapon or piece of armor to -5 causes them to turn into dust. Level 2- Your touch deals an additional d6 necrotic damage. Level 3- You can touch a specific body part of a creature. The creature must make a con save (8 + prof + dex mod) or that limb becomes unusable until the creature recieves healing. Earphone Jack Rare You become immune to the deafened effect. Earphone jacks hang from your ears and you can plug these into surfaces no harder than stone, allowing you to listen to sound on the other side. Additionally, as an action you can plug the earphone jacks that hang from your ears into your arms and massively amplify your heartbeat. You create a thunderous boom in a 30ft radius centered on you. Enemies must make a con save (8 + prof + Charisma modifier) or take 4d6 thunder damage, half as much on a success. Each time you use this ability make a con save (DC:10 + number of times youve used it). On a failure, you lose your immunity to the deafened effect and you suffer a level of exaustion. Level 2- Your heartbeat attack causes enemies who fail the save to become deafened until the start of your next turn Level 3- Your heartbeat attack deals an additional 2d6 thunder damage Frostbite Very Rare You can produce ice from your body. Your melee weapon attacks deal an additional 2d6 cold damage. As an action, you can create 3 shards of ice and fire them at nearby enemies. Each shard can target a different creatrure. Make a spell attack roll, using Charisma as your spellcasting modifier. The shards do 2d6 cold and 2d6 piercing damage. Additionally, As an action you can create a structure of ice in a space within 60ft of you. The structure can be no more than 30sqft in its entirety. If this ability is used offensively, the enemy must make a dex save (DC: 8 + Proficiency + Charisma Modifier) or take 3d6 cold damage and 3d6 bludgeoning, piercing, or slashing damage depending on the nature of the attack. Any structure created this way has an armor class of 10 and HP equal to your player level x5, resistance to cold, piercing and slashing damage, vunerability to fire and bludgeoning damage. When you use either of these abilites, you must make a con save (DC:10 + number of times you used them) on a failure, you suffer a level of exaustion. Your DC resets to 10 when you do not use your cold abilities for one hour, or until you are near a source of heat for one minute. If you have immunity to cold damage, you automatically succeed the save. Level 2- Your non-melee attacks deal an additional 2d6 cold damage and 2d6 damage of the appropriate typing. Level 3- The HP of your ice structures increases by 5 hitpoints for each of your player levels. Blood Control Uncommon You can manipulate your blood. As an action, you can cause yourself to bleed profusely from any oraface that would allow you to do so (mouth, nose, ect.). When you do so, immediately take 3d6 force damage, ignoring resistences or immunities. You can spray this blood on a creature and then cause it to rapidly harden, immobilizing the creature. A targeted creature must make a dex save (8 + prof + con bonus) or be Restrained. The creature can make a strength save to break the hardened blood at the end of each of its turns. On a success, the blood breaks and the creature is freed. Once you have used this quirk, you can use a bonus action to call the blood back into your body, restoring the hitpoints you lost from using it. Level 2- When you are dealt magical or nonmagical piercing or slashing damage, you can use your reaction to use your quirk Level 3- You only take the 3d6 force damage if the blood stays out of your body for more than a minute. Hardening Very Rare You can harden your skin to the point that you are as hard as steel. As a bonus action, you can harden your entire body, or just specific parts. When you harden yourself, at the end of each of your turns you must make a con save. The DC for this save starts at 0, and each turn you end while hardened the DC goes up. On a failure, you suffer a level of exaustion and de-harden. Hardening your entire body increases the DC by 2 for each round, while hardening specific parts increases it by 1 per round. The DC resets to 0 when you do not use your quirk for an hour. While your entire body is hardened, you gain DR against nonmagical bludgeoning piercing and slashing damage and your melee weapon attacks deal an additional 2d6 bludgeoning damage. When specific parts are hardened, you gain the increased melee damage but not the DR. Level 2- You have advantage on the saving throw against your quirk. Level 3- Ending your turn in full hardening causes the DC to increase by 1 and not 2. Partial hardening does not increase the DC.

Dark Shadow Legendary You produce a shadow that takes your form from your midsection. This shadow's stats are as follows. Dark Shadow Small, medium, or large humanoid, alignment matches yours Armor Class 10 + your proficiency bonus

10 + your proficiency bonus Hit Points 1/2 your hitpoint maximum

1/2 your hitpoint maximum Speed Equals your walking speed, cannot move more than 60ft away from you STR DEX CON INT WIS CHA 8, 12, or 18 8, 12, or 18 14 (+2) 14 (+2) 14 (+2) 14 (+2) Condition Immunities Shares your resistences and immunities

Shares your resistences and immunities Damage Immunities - nonmagical bludgeoning piercing and slashing damage and necrotic damage

- nonmagical bludgeoning piercing and slashing damage and necrotic damage Damage Vunerabilities Radiant, Fire

Radiant, Fire Senses passive Perception 12, Darkvision 60ft

passive Perception 12, Darkvision 60ft Languages Your Languages Retreat. If the shadow is reduced to 0 hitpoints, it retreats into you and becomes dormant until you finish a short or long rest. Sunlight Sensitivity. The shadow has disadvantage on attack rolls and perception checks when the creature or object it is observing is in direct sunlight. Darkness. This creature changes based on the level of light in the area. The shadow's stats in bright light are 8 in both strength and dexterity and it is a small creature. In dim light, it is a medium creature and has a strength and dexterity of 12. In total darkness, the shadow becomes a large creature and its strength and dexterity increases to 18. The dimmer the light, the harder the shadow becomes to control. When you recieve damage in dim light or darkness you must make a concentration saving throw or your shadow attacks randomly on its next turn. Failing 3 of these saves in a row causes the shadow to randomly attack until it is brought into bright light. Defender. When its master is attacked, the shadow will use its reaction to place its self in front of the attack. Following the leader The shadow takes its turn at your initiative -1. Actions Claw. Melee Weapon Attack: strength modifier + your proficiency bonus to hit, reach 5ft., one target. Hit 1d6 + strength modifier necrotic damage Level 2- Your shadow gains the mulitattack ability, allowing it to attack twice on its turn Level 3- When your shadow shields you from an attack, you can make one melee weapon attack against the attacker Gigantification Legendary You can enlarge your body at will. As a bonus action, you can make yourself up to two sizes larger than you currently are, but no bigger than gargantuan. Your quirk has 30 charges. Being one size larger than normal consumes one charge at the end of each of your turns, two sizes larger consumes two, and so on. When you reach 0 charges, you are shrunk back to normal size. You regain all lost charges at the end of a long rest. Each time you enlarge yourself your strength increases by 2, going past 20, but not past 30, and you gain 10 temporary hitpoints. You also deal an additional d6 of damage with your strikes for each time you enlarge yourself. You lose 10 temporary hitpoints when you shrink to a lower size so long as you have 10 temporary hitpoints. Level 2- Your con follows suit with your strength when you enlarge yourself, increasing by 2 for each size, exceeding 20 but not 30. Level 3- You have 40 charges instead of 30. Anivoice Uncommon You can speak to animals and have them carry out your will. As an action, you can speak to any number of animals of CR 1/2 or less that can hear you and ask them to do a simple task. They do so willingly so long as the task does not directly endanger them. If it is a dangerous task they must succeed a DC:10 intelligence saving throw or follow your orders anyway. Level 2- You can command creatures of up to CR 1 Level 3- You can use anivoice as a bonus action Frog Rare Exactly what it sounds like! You gain the abilities of a frog. You have a swimming speed equal to your walking speed, your long jump and standing long jump increases by an amount of feet equal to half your walking speed, you can breath underwater and above water, and you have a long tongue that can reach up to 10ft and grab or hit things. Attacks with your tongue deal 1d4 + strength or dex bludgeoning damage. Because you are cold blooded, extended exposure to cold makes you drowsy and lethargic. You have vunerability to cold damage, and Spending more than an hour in moderately cold weather causes you to suffer a level of exaustion. Level 2- Your swimming speed doubles as does your jump distance bonus. Level 3- Attacks with your tongue now do 2d6 bludgeoning damage.

Sugar Rush Very Rare You can use sugary treats to magnify your muscle mass. When you consume a pound of food that contains sugar, your strength and strength cap increase by 1 to a maximum of a 5 bonus to strength. This effect lasts for one minute. Consuming additional sugar resets this timer even if you cannot increase your strength more. When your strength increases by 1, your intelligence lowers by 1. Level 2 Sugar rush now lasts for two minutes Level 3 The cap for sugar rush increases to 7. Bloodcurdle Very Rare You can consume someone's blood to temporarily paralyze them. When you hit an enemy with an attack that deals piercing or slashing damage, you can use an action to lick the blood off your blade. The creature must make a constitution saving throw (DC= 8 + Proficiency + Charisma modifier) When you do, roll a d8 and refer to the table below. A creature can repeat this save at the end of each of its turns. On a success, the effect ends on the creature. Paralysis Time Roll Time 1 2 rounds 2-3 4 rounds 4-5 6 rounds 6-7 8 rounds 8 10 rounds Whirlwind Legendary You can control powerful winds to attack your enemies. Each time you use your quirk, you must make a con save, the save starts at 10, and increases as you use your abilities. On a failure, you suffer a level of exaustion. The save resets to normal after not using any of your abilities for 1 hour. Gust of wind (No change) - You can cast the Gust Of Wind Spell (Save DC: 18). Investure of Wind (+1 To DC) - You can cast the spell Investure of wind Whirlwind (+2 To DC) - You can cast the spell Whirlwind (Save DC: 18) Defensive Burst (+1 to DC) - You can use your reaction to repel a ranged attack with a massive gust of wind. Updraft (+3 to DC) - You choose up to 20 creatures within 300ft of you. Each creature you target must make an athletics or acrobatics check (DC:18) or be disarmed of their weapons as they are pulled up into a massive whirlwind. Additionally, you can use an action to send the weapons flying at a creature, or at random. If at a specific creature, they must make a dexterity saving throw or take damage equal to 1d8 times the number of weapons grabbed. If at random, all creatures in a 300ft radius must make a dex save or take damage equal to 1d4 times the number of weapons grabbed. Level 2 The base save for your quirk is 8 instead of 10. Level 3 You create a constant whirlwind that causes all ranged weapon attacks targeting you to miss. Zero Gravity Rare You can cause objects you touch to become temporarily weightless. As an action, You can touch an object weighing less than 500lbs and make it weightless for an amount of rounds equal to your constitution modifier. You can have up to 3 items under this effect at a time. While weightless an object will fly in a straight line if it is struck by an attack, and its movement speed is reduced to 0 and cannot move by its self unless it has a fly speed. You can also touch a set of armor, or a weapon. A set of armor no longer has a strength requirement and no longer imposes disadvantage on stealth. A weapon will gain the light property if it does not have it, and will lose the two handed property unless it is a bow. You can maintain zero gravity past your limit, but each round past your limit you must make a constitution save equal to 10 + the number of rounds past your limit. On a failure, all objects you have effected return to normal and you become incapacitated for 1d4 rounds. You can end the zero gravity effect on some or all affected objects as a bonus action on your turn. Once you end the effect on an object, you have to touch it again to re-activate the effect. Level 2 You can have up to 5 objects under your zero gravity effects at once. Your weight limit goes up to 1000 lbs Level 3 You can maintain your zero gravity for a number of rounds equal to double your constitution modifier. Muscle Augment Very Rare You can create muscle fibers to rapidly increase your strength. As a bonus action on your turn you can increase your strength score and movement speed at the cost of your dexterity score. For every 1 point you give yourself in strength you gain 5ft of movement speed. For every one point of strength you give yourself you lose 2 points of dexterity. This cannot reduce your dexterity score below 4, so once it is at 4 you cannot increase your strength more. While you are not wearing armor, for every 1 point of strength you gain you also gain 1 point of AC. You cannot benefit from natural armor or unarmored defense and the AC bonus from this quirk at the same time. Increasing your strength past 20 causes whatever armor you are wearing to rip or break. Level 2 Increasing your strength past 20 causes armor to slip off rather than break Level 3 You lose 1 dexterity rather than 2 when you increase your strength. This does not change your normal strength limit (I.E. if +5 strength would normally put you at 4, you can still only benefit from a +5, you would just lose 5 dexterity instead of 10)

Adaptive Skin Rare When you take damage, you can expend your reaction to give yourself resistence to the damage type of the triggering attack. If the attack deals multiple types of damage you choose which type you gain resistence to. This resistence lasts for a minute or until you use your reaction to change the type of damage. Each time you use your quirk, make a wisdom sav Level 2 When a source of damage deals multiple types of damage (I.E. a dragon's bite) you gain resistence to both types of damage dealt by the attack. Level 3 When you use your reaction to change your resistence, you resist the damage of the triggering attack. Telekenisis Uncommon You can use the power of your mind to lift an object no heavier than 10 lbs that is within 30ft of you. If it is being held by a creature they must make a strength contest against your intelligence or be disarmed. Level 2 You can lift an object that is up to 20lbs. Level 3 The range of your quirk is now 60ft Spearlike Bones Rare You can can cause your bones to violently spurt out of your body to create weapons. As a bonus action, you can cause bones to rupture from certian parts, or all over your body. If doing certian parts, you take 1d6 force damage for each limb you effect. If doing your entire body, you take 6d6 force damage. While specific parts of your body are affected, attacks with them including normal melee weapon attacks do an additional 2d6 piercing damage. If your whole body is affected, enemies who attack you take 2d6 piercing damage. Your bones remain this way for 1 minute, after which they return to their normal state, leaving the wounds they made when they grew. Level 2 Your strikes now do an additional 3d6 piercing damage. Level 3 While in a full body transformation, you have DR against nonmagical bludgeoning piercing and slashing damage. Engine Rare The engines on your legs allow you to move at incredibly high speeds. Your kicks do 2d6 bludgeoning damage and your movement speed increases by 20ft. As a bonus action, you can overload your legs and give yourself double movement speed and increase the damage of your kicks by an additional 2d6. At the end of your turn, you must succeed a constitution saving throw (DC: 15 + number of times youve used overload) or your speed becomes zero until it is cooled off by a spell that deals cold damage or until a number of rounds have passed equal to 10 - your constitution modifer (Minimum of 1). Your uses of overload reset when you finish a short or long rest. Level 2 When you overload your legs, your vertical jump height is tripled and your running long jump is doubled. Level 3 Your DC to avoid overheating is now 10 + number of times youve used overload. Half Hot - Half Cold Legendary Your right side produces heat and your left side produces cold. You gain the benefits of the Frostbite and Hellflame Quirks. When you use these quirks, you must use both equally or risk overheating or freezing. For every time you use Hellflame your heat level rises by 1, and for every time you use Frostbite your heat level lowers by 1. If your heat level reaches -3 or 3 you gain one level of exaustion for each turn you are at those levels. Level 2 The DC's For your quirks abilities increase by 2. Level 3 You dont suffer exaustion until you get to -4 or 4 on the heat scale. Rewind Legendary You can rewind time for creatures that you touch. As an action, you can touch a creature and rewind the creature to the state they were in 6 seconds before you touched them. This undoes damage taken and negative effects ammassed, but does not restore ability uses or spell slots. When you use this, make a constitution saving throw (DC: 15 + Number of times youve used the quirk). On a failure, you suffer a level of exaustion and cannot use your quirk again until you finish a short or long rest. On a failed save, you also roll on the mishap table Mishap Roll Mishap 1-10 You accidentally rewind a creature to before they existed, killing them with no chance of revival. 11-30 You rewind a creature back one level, leaving them with just enough XP to be below the level they are currently at. 31-60 You rewind a creature to before the last rest you took, potentially causing them to lose health or spell slots. 61-90 You rewind a creature to before the last combat encounter you encountered 91-00 Rewind goes off successfully and no mishaps happen Level 2 Your rewind can restore spell slots of 8th level and lower and can restore class abilities such as Ki or Action surge uses. Level 3 When you roll on the mishap table, you gain a +10 to the roll. Acid Rare You can produce a powerful acid from your hands. Your melee weapon attacks deal an additional 2d6 acid damage. As an action, you can spray a cone of acid at enemies. Enemies in a 30ft cone must make a DC:15 dex save or take 6d6 acid damage, half as much on a success. When you are targeted by a ranged weapon attack, you can use your reaction to spray acid at the fired ammunition, destroying it. Each time you use your acid attacks, you must make a Constitution save (DC= 10 + times used) or take half the acid damage you dealt. Level 2 The DC for your acid attack goes up by 3. Level 3 You no longer take damage from your own acid attacks.

Cleaning Uncommon You can produce soap from your body that cleans even the dirtiest of stains. As a bonus action, you can cause your skin to secrete thick, sweet smelling soap that causes the ground you travel on to become difficult terrain. Enemies who enter it must make a DC: 12 dex save or fall prone. Level 2 The DC for your save is 14. Eye Brows Uncommon This quirk causes all creatures that come within 10ft of you to grow big, bushy eyebrows. This has no other effect. Good Face Uncommon Creatures that can see you that are not hostile to you precieve you to be much prettier and better looking than you actually are. You gain advantage on any checks involving charisma while you are percieved in this way Zoom Uncommon You can focus your eyes to greatly increase your sight. You gain proficiency in perception. If you already have it, you gain expertise. As a bonus action you can triple the zoom of your normal eyesight, allowing you to see clearly much further away. Bubble Uncommon You can create a bubble that contains smells you are familiar with. As a bonus action you can create a small bubble filled with a smell you have smelled before. A creature who smells it can tell no difference from the real thing. Food Uncommon You can eat just about anything that exists. You dont need to consume rations to keep from starving, you can eat a pound of anything and gain the benefits of having eaten a pound of food. This does not protect you from poison. Forcible Quirk Activation Uncommon You touch a creature and forcibly use their quirk against their will. An unwilling creature must make a DC:15 wisdom saving throw or be affected. When you touch them, you can use their quirk against their will against any other creatures, including allies. Super Strength Uncommon Your strength is 19. If your strength is higher than 19 naturally, you instead gain a +2 to your strength score, increasing it to a maximum of 22. Super Speed Uncommon Your movement speed increases by 10ft. You can also dash as a bonus action. Catlike Reflexes Uncommon Your dexterity increases to 19. If it is more than 19 naturally, you instead gain a +2 to your score, increasing it to a maximum of 22. Big Fist Uncommon You can increase the size of your fist at will. When you do so as a bonus action, your unarmed strikes do 2d6 bludgeoning damage. High Spec Your intelligence increases to 19. If your intelligence is higher than 19 naturally, you instead gain a +2 to your score, increasing to a maximum of 22. IQ Rare Your IQ goes up massively after consuming tea. When you drink at least a cup of tea, you gain advantage on saving throws and checks with intelligence. You also add double your bonus to any saving throws and checks you make. These effects last for 1 minute or until you recieve damage. Level 2- Your quirk lasts for 5 minutes instead of one. Level 3- When you take damage, make a concentration saving throw instead of having the effect automatically end. Vibrations Very Rare You can produce fierce vibrations, but they can take a toll on your body. When you hit an enemy with a melee weapon attack, they must succeed a constitution saving throw (DC: 8 + proficiency bonus + strength modifier) or take 3d6 force damage, half as much on a success. Additionally, as an action you can touch the ground and cause all enemies in a 60ft cone to make a dexterity saving throw or take 8d6 bludgeoning damage as you create an earthquake around them. Each time you use either of these abilities you must succeed a constitution saving throw (DC: 10 + times youve used the abilities) or be stunned until the end of your next turn. Level 2- the damage of both of your attacks increase by 2d6 Level 2- You have advantage on the saving throws against being stunned by your ability. Weld Uncommon You can weld objects using the superheated palms of your hands. This includes living objects. This process does not cause any pain to the things being welded, but creates a magical bond that can only be broken with a DC:20 Athletics check or if you end it willingly as an action. Light Uncommon You can produce light from your body. This can be focused, such as using your finger to make a laser pointer, or simply becoming a beacon of light. Regardless, your light shines 30ft of bright and 30ft of dim light no matter how you use it unless you manually lower its intensity. Level 2 your light can now extend to 60ft of bright and 60ft of dim light

Fierce Wings Legendary You have massive, hawklike wings that potrude from your back. You have a fly speed of 60ft. Additionally, you can manipulate the feathers on your wings as weapons, or for utility purposes. As an action, you can send up to 3 feathers flying from your wings, if used offensively, they are ranged weapons that you are proficient in, and the attacks deal 2d6 slashing or piercing damage, your choice. Additionally, you gain 30ft of truesight. You can also pull a long feather from your wings as an action. The feather is considered a +1 longsword that you are proficient in. You have 30 feathers total, when you are reduced to 15, your fly speed is halved, and when you are reduced to 0, you lose your fly speed. All of your feathers grow back after 2 days. Level 2 You have 40 feathers instead of 30. Your fly speed is halved at 20 instead of 15. Level 3 Your feathers grow back when you finish a long rest, Blades uncommon You can produce short blades from your extremities. As an action, you can create blades on your hands, arms, legs, or feet. Your unarmed strikes with these blades cause 1d6 slashing damage. Naval Laser Rare You have a Laser that you can fire from your bellybutton. As an action, you can thrust your stomach forward and fire the laser. Enemies in a 60ft line must make a dex save or take 3d6 force damage. The save is equal to 8 + proficiency + constitution modifier. When you fire this laser you can also choose to be moved up to 60ft back. When you use your laser, make a constitution save equal to 10 + the number of times you have used it. On a failure, you spend your next turn incapacitated as you wretch. Level 2 Your laser deals 2d6 more force damage. Level 3 The base for your save is 5, not 10. Metalwork Legendary You have the power to manipulate metal, both worked and naturally occuring. As an action, you can touch a piece of metal near you and cause it to work in a way you choose. If used offensively, such as sending a pillar of metal to smash into an enemy, the enemy must make a dexterity save (DC: 8 + intelligence modifier + Proficiency bonus) Taking 5d6 bludgeoning, piercing, or slashing damage depending on the nature of the attack (I.e. a metal spear vs a metal slab vs a metal blade) or half as much on a success.. If used to attempt to restrain an enemy, the enemy must make a dexterity save or have the metal restrain them. The escape DC is 23 for athletics, or 18 for acrobatics. There must be enough metal in the area to logically perfom these feats. Level 2 When you succeed on a dexterity saving throw to take half damage, you can use your reaction to manipulate metal within 5ft of you to take no damage instead of half. Level 3 When you use your quirk to attack, you can create up to 3 different attacks with the same action. Acceleration Rare You can temporarily increase your speed to blinding levels. As a bonus action, you can quadruple your movement speed. When you do so, you do not provoke opportunity attacks for the rest of your turn. You cannot use this quirk again until you spend a round standing still doing nothing. Level 2 Your quirk recharges so long as you do not use any of your movement speed on a turn. Air Cannon Rare You can create massive bursts of air that can damage enemies. As an action, you can fire a burst of air at an enemy within 30ft of you. Make a spell attack roll, using constitution as your spellcasting modifier. On a hit, the attack deals 3d6 bludgeoning damage and the enemy is pushed 20ft away from you. Level 2 The range of your cannon is doubled, and you add your constitution score to the damage. Level 3 The damage of the cannon increases by 3d6, and increases by an additional 2d6 if they are within 5ft of you. Overhaul Legendary You can dismantle and reassemble matter on a molecular scale. When you touch a creature directly with your hands (not their armor) they must make a con save (DC: 8 + wisdom + prof) or take damage equal to 5% of their hitpoint maximum. If you touch nonliving nonmagical material you can choose for it to simply explode in a cloud of atoms, or change shape in some way, such as creating spikes or pitfalls. You cannot effect more than a 5ft cube of material at a time, and the effects of your quirk cannot extend more than 10ft away from you. Your quirk has no effect on things comprised of pure materials, such as gold, iron, or silver, and it has no effect on magical items. As an action, you can touch the affected object and choose to undo any of the effects listed above. Level 2 The damage of your quirk is 10% of their hitpoint maximum instead of 5%. Level 3 Your quirk can effect magical objects, but not artifacts. Crystalization Very Rare As an action, you can cause a thick layer of crystals to cover your entire body. While engulfed in this way your movement speed is halved, you gain resistence to nonmagical bludgeoning piercing and slashing damage, and your strikes deal an additional 2d6 bludgeoning damage. At the start of each of your turns in this form you must make a con save (DC: 5 + number of rounds in the form). On a failure, you suffer a level of exhaustion and you revert to normal. Level 2 Your speed is reduced by 10 instead of being halved Level 3 Enemies who strike you take damage equal to your constitution modifier.