The Claymore They appear to be fully human, save for their silver eyes and unusually light-colored hair. Certain individuals may have elf-like ears The most common hair colors are varying shades of blonde or very light brown; silvery-white is also occasionally seen. "Failed creations" may retain very noticeable traces of their natural hair color; however, this is due to faulty hybridization, which also results in a lack of power. Darker hair therefore is a quality that is looked down upon and ridiculed by more fair-haired warriors. Stigma A Claymore's upper body also bears a stigma, a hideous deformation that frightens most people who see it. This is said to be a result of taking Yoma flesh into their bodies. The stigma itself takes the form of a large vertical incision extending from the neck all the way down to the groin and, without the aid of sutures, would burst open, causing the warrior's organs to spill out. once the Yoma flesh and blood are placed inside, the claymore gains the ability to heal rapidly and, in the case of defensive warriors, regenerate whole limbs and organs. However, this particular wound would never heal. The Organization has tried numerous other methods other than crudely sewing the wound shut, but all efforts have been futile Demonic appetite Claymores can survive on minimal amounts of food, needing only to consume a very small portion once every couple of days, and can easily go a week without water or nourishment. This loss of appetite appears to be a result of taking in Yoma flesh; Yoma are capable of staving off hunger for up to two weeks on end Demonic Eye Claymores' eyes are the only visible characteristic that undoubtedly sets them apart from regular humans. The irises are normally silver in color, but shift to gold when at least 10% of a Claymore's yoki is released. Organization Uniform Claymores wear a Roman army-like uniform, stylized in an Art Deco manner. It consists of a light gray two-piece suit, When a Claymore is deemed ready by the Organization, she is given a rank and symbol. Each Claymore's symbol is unique and serves as an identification marker. Some Claymores are known only by their ranks and symbols, rather than their appearances. Over top of this, several pieces of plate armor are worn: shin-high, slightly heeled metal boots (sabatons), large wrist-guards (vambraces), shoulder pieces (pauldrons) and a partial skirt (fauld). Certain Claymores may have modifications to their overall uniform to help compensate for unique abilities. Claymore Names Claymores seem to go by only their first names they had before ingesting Yoma, with some having nicknames due to a personality trait, appearance, exceptional physical ability, fighting style, or special technique. Female Names: “Teresa of the Faint Smile", "Quicksword Irene", "Muscular Sophia", "Stormwind Noel", "Phantom Miria", "Rippling Ophelia", "God's Eye Galatea", "Windcutter Flora", "Twin Sword Undine", "Alicia/Beth the Black", "Winged Anastasia", "Tracker Dietrich", "Red Wall Violet", "Sand Cloud Abigail", "Beheader Letitia", "Hysteria the Elegant", "Roxanne of Love and Hate", “Cassandra the Dust-Eater", "Sistina the Divine Oracle", "Universal Lutecia", "Heavy-Bladed Chloe", "Three-Armed Licht", "Empress Riful of the West", "Priscilla, the One-Horned Monster", "Fresh Blood Agatha", "Europa the Lazy", "Wild Horse Octavia", "Drill Sword Jean", "Shadow Hunter Nina", "Blood Eye Miata or Soul Link Miata" Claymore Traits Ability Score Increase Your Strength score increases by 2

Your Strength score increases by 2 Age They age at the same rate as humans but upon reaching adulthood, Claymores cease to age, maintaining lifelong youth.

They age at the same rate as humans but upon reaching adulthood, Claymores cease to age, maintaining lifelong youth. Alignment Being monster hunters, Claymores tend to lean towards lawful neutral. However, they are not one to disregard the fact that cruel acts sometimes deserve cruel punishment and their training under the organization can break some members minds.

Being monster hunters, Claymores tend to lean towards lawful neutral. However, they are not one to disregard the fact that cruel acts sometimes deserve cruel punishment and their training under the organization can break some members minds. Size Claymores tend to be slender, elegant, and taller than average, usually around approximately 5'7” to 6'1” in height for females. Your size is medium

Claymores tend to be slender, elegant, and taller than average, usually around approximately 5'7” to 6'1” in height for females. Your size is medium Speed Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Born to be a Claymore The claymore Race can only be a claymore class and nothing else.

The claymore Race can only be a claymore class and nothing else. Languages You can speak, read, and write Common and no other language.

You can speak, read, and write Common and no other language. Subrace Two main Types of Claymores populate the worlds of D&D: Offensive and Defensive. Choose one of these Types, they also serve as your class type.

Two main Types of Claymores populate the worlds of D&D: Offensive and Defensive. Choose one of these Types, they also serve as your class type. Blood toxin management You can control the amount of toxins your body filters out. You can choose to become intoxicated but unless otherwise incapacitated you are resistant to poison and other bloodborne toxins.

Claymore Class Claymores are their own set of race and class together. To be one is to be the other. Named after the Great swords they wield, they are half-human, half-Yoma hybrid warriors of the Organization. Normally, Claymores don't call each other by the name "Claymore"; instead, the humans gave them this name, alternatively referring to them as "silver-eyed witches/slayers." Class features hit dice: based on claymore type

based on claymore type hitpoints at 1st level: based on claymore type.

based on claymore type. hitpoints at higher levels: based on claymore type. Proficiencies Armor: you also gain proficiency with light and medium armor.

you also gain proficiency with light and medium armor. Weapons: you gain proficiency with simple and martial melee weapons.

you gain proficiency with simple and martial melee weapons. Tools: none Saving Throws: constitution, strength

constitution, strength Skills: Choose two from athletics, perception, survival, insight, acrobatics, deception. Equipment You start with the following Equipment. In addition to the equipment granted by your background: You choose your Claymore carved with your mark at the base of the blade. It has one of the following properties:

Claymore 100 gp 1d10 8lbs versatile(1d12)

100 gp 1d10 8lbs versatile(1d12) Claymore 100 gp 1d10 8lbs finesse

100 gp 1d10 8lbs finesse Your Claymore Armor. While wearing it your AC=13+Dex/Str Modifier(player choice) 15lbs

(a) a dungeoneer’s pack or (b) an explorer’s pack

Black Card-By sending this to a creature, it marks you for death. Any attack the creature makes on you has advantage. Yoki Powers Starting at 2nd level you gain access to your Yoki Powers. Your points are listed on the Class chart, You expend Yoki points in order to utilize Yoki techniques detailed near the end of this section. Should you go over your yoki Limit with a technique, you must make a Wisdom Saving throw. The base DC=12, raising by 1 every consecutive point used over limit. Should you fail, Your characters gives themselves into their baser desires and transforms into an awakened being described in the awakening section. You regain all expended yoki points after a long rest. Claymore Class Level Proficiency Bonus Features Yoki Points 1st +2 ─ ─ 2nd +2 Yoki Powers 8 3rd +2 ─ 10 4th +2 Ability Score Improvement 14 5th +3 Yoki Managment 14 6th +3 Ability Score Improvement 16 7th +3 Extra Attack 16 8th +3 Ability Score Improvement 20 9th +4 ─ 20 10th +4 Malefic Chemist 24 11th +4 ─ 24 12th +4 Ability Score Improvement, Rampant Yoki 28 13th +5 ─ 28 14th +5 Ability Score Improvement 32 15th +5 ─ 32 16th +5 Ability Score Improvement, Conviction 36 17th +6 ─ 36 18th +6 ─ 40 19th +6 Ability Score Improvement 40 20th +6 Controlled Awakening 44

Ability score improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Yoki Management Starting at 5th level, you have greater control over your Yoki. During a short rest, you may choose to expend and roll one of your hit die and regain yoki points equal to half the hit die rounded up plus your wisdom modifier with a minimum of 1. Extra Attack At 7th level you gain access to extra attack. Whenever you take an attack action on your turn, you may also make an extra attack Rampant Yoki Starting at 12th level, Whenever you are immobilized or controlled by magical means, you can trigger your dormant yoki for a brief moment causing your body to break free in a spasm of musculature. You can not use this again until after a short or long rest. Conviction Starting at 16th level, your mastery of yoki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 yoki point to reroll it and take the second result Controlled Awakening Starting at 20th level, as an action you can expend all of your Yoki points in one go(must be ALL of them) in order to voluntarily awaken. While Awakened in this fashion you retain full control of your new body for 10 hours. You can transform back to normal as a bonus action. When you transform back you have disadvantage on all saving throws, and ability checks until you take a long rest. You regain use of this ability after 2 long rest. Awakened Beings Former Claymores who went over their 80% limit and Awakened. Their forms vary greatly and, similar to Yoma, have a desire to eat humans. Even so, they are much stronger than Yoma, who are often reduced to working for Awakened Beings as expendable drones. Awakened Beings, officially, are known to humans as Voracious Eaters, and are explained as simply being Yoma that have simply lived too long and as a result have become more powerful. This lie was made up in order to cover up the fact that it is actually Claymores themselves who become this bigger, stronger type of Yoma. Claymore Types Defensive Claymore While noy physically strong as their offensive counterparts, defensive types possess remarkable self-healing abilities. Regenerated limbs are equal in strength to the originals. An extreme example of a defensive type Claymore is able to regenerate lost limbs and heal from non-fatal injuries within minutes, even during a fight. While defensive types can heal more quickly and from more serious wounds than their offensive counterparts, certain injuries can still be fatal or remain permanent should they remain unattended over a long period of time. for instance, One cannot regain a limb lost years ago. Healing also stems from the Claymore's individual skill, thus, unskilled defensive types are unable to regenerate much faster than offensive types without outside assistance. Ability Score Increase Your constitution score increases by 1.

Your constitution score increases by 1. Regenerative cells: Focusing your yoki on wounds, you can speed up your regeneration. You can spend a bonus action to directly trade your Yoki points in exchange for health points.

Focusing your yoki on wounds, you can speed up your regeneration. You can spend a bonus action to directly trade your Yoki points in exchange for health points. Hit Die 1d12

1d12 Hitpoints at 1st level: 1d10+constitution modifier.

1d10+constitution modifier. Hitpoints at higher levels: 1d10 + your Constitution modifier per Claymore level after 1st Offensive Claymore Offensive types are capable of more powerful attacks than defensive types, but at the cost of significantly reduced regenerative ability. Offensive types are typically much slower and weaker to recover from serious injuries than defensive types and regenerated limbs are only equivalent in power to that of normal humans. However, they can reattach recently severed limbs, including those of another Claymore. In spite of their limited healing capabilities, offensive types are still able to recover from injuries that would unquestionably kill a normal human being. The degree of healing depends on the severity of injury and the individual Claymore's ability of Yoki control. Ability Score Increase: Your strength score increases by 1.

Your strength score increases by 1. Quick sword: You gain access to the quick sword technique, focus Yoki into your arms and attack with a supernatural speed. When attacking you can spend 4 yoki points to strikes 3 times on the enemy. The number of strikes can be increased by spending 1 more yoki point per strike. This can only be done while wielding your claymore in one hand.

You gain access to the quick sword technique, focus Yoki into your arms and attack with a supernatural speed. When attacking you can spend 4 yoki points to strikes 3 times on the enemy. The number of strikes can be increased by spending 1 more yoki point per strike. This can only be done while wielding your claymore in one hand. Hit Die: 1d10

1d10 Hitpoints at 1st level: 1d10+constitution modifier.

1d10+constitution modifier. Hitpoints at higher levels: 1d10 + your Constitution modifier per Claymore level after 1st

Yoki Techniques Shadow chaser- you spend a bonus action on your turn and 2 yoki points to pinpoint a target enemies yoki. All subsequent attacks against that target made by you are made with advantage. You also gain an attack of opportunity even should the target disengage. Every time you attack, spend a yoki point.

you spend a bonus action on your turn and 2 yoki points to pinpoint a target enemies yoki. All subsequent attacks against that target made by you are made with advantage. You also gain an attack of opportunity even should the target disengage. Every time you attack, spend a yoki point. Phantom Step- You focus your yoki for an extreme burst of speed. When you are attacked by an enemy you can spend a yoki point and use your reaction to impose disadvantage on the attack.

Hysterias Elegance- if the attack misses you can then spend another 2 Yoki points to counterattack in a burst of speed.

You focus your yoki for an extreme burst of speed. When you are attacked by an enemy you can spend a yoki point and use your reaction to impose disadvantage on the attack. if the attack misses you can then spend another 2 Yoki points to counterattack in a burst of speed. Muscle Enhancement- You focus your yoki into your muscle structure, As a bonus action you can enhance your muscles for an extended time after spending 3 yoki points. Gain one of the two effects

Stormwind movement- add 1d10 to your base walking speed(round up) and take no attacks of opportunity. Spending more yoki points can increase the walking speed by 1d6 for each extra yoki point spent.

Muscle Gain- You gain 1d4 in temporary hit points and an additional +2 damage on hit. You can spend more Yoki points to increase the temporary hit points by 1d4 per extra yoki point spent.

You focus your yoki into your muscle structure, As a bonus action you can enhance your muscles for an extended time after spending 3 yoki points. Gain one of the two effects add 1d10 to your base walking speed(round up) and take no attacks of opportunity. Spending more yoki points can increase the walking speed by 1d6 for each extra yoki point spent. You gain 1d4 in temporary hit points and an additional +2 damage on hit. You can spend more Yoki points to increase the temporary hit points by 1d4 per extra yoki point spent. Ripple Sword- You spend 2 yoki points. By focusing Yoki in your arm and making small, undulating movements, your sword appears to ripple In the air. You can use the bizarre movements to maneuver around the enemy's guard. Your next attack against an enemy is made with advantage. if they are using a shield, you ignore the Bonus AC.

You spend 2 yoki points. By focusing Yoki in your arm and making small, undulating movements, your sword appears to ripple In the air. You can use the bizarre movements to maneuver around the enemy's guard. Your next attack against an enemy is made with advantage. if they are using a shield, you ignore the Bonus AC. Limb Extension- By using your Yoki in a very precise way, as a bonus action, you can extend the musculature of two of your limbs in order to extend your reach for one attack. Spending 3 points your reach extends up to 30 feet. You also gain use of the drill sword technique.

Drill Sword- After using Limb Extension,You can spend an action and a bonus yoki point to contort your extended limbs in a screw like fashion, you forgo the range given by extended limbs but the next attack made by you does an additional 2d6 piercing damage. The damage can be increased by 1d6 by spending more yoki points and spending more actions revving up the attack.

By using your Yoki in a very precise way, as a bonus action, you can extend the musculature of two of your limbs in order to extend your reach for one attack. Spending 3 points your reach extends up to 30 feet. You also gain use of the drill sword technique. After using Limb Extension,You can spend an action and a bonus yoki point to contort your extended limbs in a screw like fashion, you forgo the range given by extended limbs but the next attack made by you does an additional 2d6 piercing damage. The damage can be increased by 1d6 by spending more yoki points and spending more actions revving up the attack. Yoki detection- As an action, you focus your senses outward. You spend 1 yoki point, gaining advantage on all perception checks for creatures or living entities.

As an action, you focus your senses outward. You spend 1 yoki point, gaining advantage on all perception checks for creatures or living entities. Yoki Prediction- you spend a bonus action reading the yoki of the enemies around you, by spending 3 yoki points, for the next 10 minutes all attacks made against you AND all attacks you make have disadvantage.

Rafael’s yoki cloak- By spending an Extra 7 yoki Points you can remove the disadvantage imposed on you by yoki Prediction and instead changed so that you have advantage on subsequent attacks on the same target. Any dexterity saving throws you make are changed so that if you succeed you take no damage and if you fail you take half damage.

you spend a bonus action reading the yoki of the enemies around you, by spending 3 yoki points, for the next 10 minutes all attacks made against you AND all attacks you make have disadvantage. By spending an Extra 7 yoki Points you can remove the disadvantage imposed on you by yoki Prediction and instead changed so that you have advantage on subsequent attacks on the same target. Any dexterity saving throws you make are changed so that if you succeed you take no damage and if you fail you take half damage. Yoki copy- after spending at least a short rest observing an individual, you can then spend 1 yoki point in order to completely mimic any physical technique or movements of theirs.

after spending at least a short rest observing an individual, you can then spend 1 yoki point in order to completely mimic any physical technique or movements of theirs. Windcutter- When you take an attack of opportunity, you can spend 2 Yoki points in order to attack again. The cost multiplies itself by 2 for subsequent uses. For example, if you use windcutter once to attack twice during an attack of opportunity, it will cost 2 points. To use it twice on one attack of opportunity causes it to cost 4 yoki points, three times causes it to cost 8 points and so on.

When you take an attack of opportunity, you can spend 2 Yoki points in order to attack again. The cost multiplies itself by 2 for subsequent uses. For example, if you use windcutter once to attack twice during an attack of opportunity, it will cost 2 points. To use it twice on one attack of opportunity causes it to cost 4 yoki points, three times causes it to cost 8 points and so on. Dust-eater- Spending yoki points when you make an attack, you sweep your entire body at an unnaturally low height, your opponent must make a strength or dexterity saving throw(their choice) if failed they are knocked prone. The DC is equal to 5+(your strength or dex mod)+(yoki Points spent).

Spending yoki points when you make an attack, you sweep your entire body at an unnaturally low height, your opponent must make a strength or dexterity saving throw(their choice) if failed they are knocked prone. The DC is equal to 5+(your strength or dex mod)+(yoki Points spent). Yoki Link- You can spend an action to link with a creatures yoki energy. You can then take one of these bonus actions at a time.

You can spend an action to link with a creatures yoki energy. You can then take one of these bonus actions at a time. Sensory Control- You can spend 3 yoki points to take over the opponent's senses. They must make a wisdom saving throw(DC=15) and take 1d6 psychic damage. If they fail you can then confuse the senses by causing them to see a simple illusion as if it is actually there.

You can spend 3 yoki points to take over the opponent's senses. They must make a wisdom saving throw(DC=15) and take 1d6 psychic damage. If they fail you can then confuse the senses by causing them to see a simple illusion as if it is actually there. Aided Healing- You can spend extra yoki points to aid in an allies regeneration. While linked you can increase their healing by 1d4 per yoki points spent.

You can spend extra yoki points to aid in an allies regeneration. While linked you can increase their healing by 1d4 per yoki points spent. Strong Sword- When you make an attack you can spend your yoki points and a bonus actions to anchor your sword in the ground. When your next attack hits an enemy it does an additional 1d4 damage. You can spend extra yoki points in order to increase the damage by 1d4 per points spent.*possible offensive

When you make an attack you can spend your yoki points and a bonus actions to anchor your sword in the ground. When your next attack hits an enemy it does an additional 1d4 damage. You can spend extra yoki points in order to increase the damage by 1d4 per points spent.*possible offensive Gentle Sword- when an opponent makes an attack against you. You may spend a reaction and yoki points to deflect the attack with surprising gentleness. If it hits you may decrease the attacks damage by 1d10, this can be increased by 1d8 by spending extra yoki points. If the attack misses you can then deflect the attack towards a target within the initial attacks range, even back at the attacker.*possible defensive

when an opponent makes an attack against you. You may spend a reaction and yoki points to deflect the attack with surprising gentleness. If it hits you may decrease the attacks damage by 1d10, this can be increased by 1d8 by spending extra yoki points. If the attack misses you can then deflect the attack towards a target within the initial attacks range, even back at the attacker.*possible defensive Sixth Sense- Unlocked at level 18. You spend an action to completely dull your yoki senses and focus purely on your physical senses, causing you to enter a heightened state. While in this state you can not use any other Yoki Techniques. But gain access to the following boost. You gain proficiency in survival, perception and investigative checks. You can not be surprised. Any attacks made against you have disadvantage. Any attacks made against you provoke an attack of opportunity. On top of any other attacks of opportunity you may take.

Unlocked at level 18. You spend an action to completely dull your yoki senses and focus purely on your physical senses, causing you to enter a heightened state. While in this state you can not use any other Yoki Techniques. But gain access to the following boost. You gain proficiency in survival, perception and investigative checks. You can not be surprised. Any attacks made against you have disadvantage. Any attacks made against you provoke an attack of opportunity. On top of any other attacks of opportunity you may take. Yoki Tracking- By spending a short rest concentrating, you can extend your yoki detection vast distances to track a certain yoki signature. You can pinpoint the Yoki of any enemy you have encountered before and can easily track them within 5 miles. While locked on to them you can spend extra yoki points(based on distance, 1 mile = 1 yoki point) to Briefly sense the yoki surrounding your target and learn of any number of creatures around him.

By spending a short rest concentrating, you can extend your yoki detection vast distances to track a certain yoki signature. You can pinpoint the Yoki of any enemy you have encountered before and can easily track them within 5 miles. While locked on to them you can spend extra yoki points(based on distance, 1 mile = 1 yoki point) to Briefly sense the yoki surrounding your target and learn of any number of creatures around him. Sword throwing- you can spend 2 yoki points and a bonus action to take aim at an enemy. You can then spend your next attack action to launch your sword at them with supernatural accuracy. Your claymore gains ranged properties and you gain proficiency with it. Its range is 50/150.