My Hero Academia is set in a world where 80% of people have Quirks. In 2075, America is ten years deep into its Second Civil War. Chaos reigns, hero demand surges, and young heroes rise through schools and leagues to protect the nation. But in the shadows, alien threats and a ruthless League of Villains plot to plunge the world into unending destruction.
Played | 71 times |
Cloned | 16 times |
Created | 101 days ago |
Last Updated | 10 days ago |
Visibility | Public |

Living Fusion
You temporarily fuse a willing creature or a creature with 30 HP or less with another creature or object, merging their forms and abilities for 3 rounds. The target must succeed on a Wisdom saving throw against your Charisma or Intelligence spell save DC.

Combine Anything
As a bonus action, merge two nearby objects or creatures into one new entity for 1d4 turns. Requires an Intelligence check (DC 10-18 based on complexity) to create a functioning fusion with unique combined traits and abilities.

Crimson Dive Bomb
Melody soars into the sky and crashes down in a flash of red and gold, dealing force and slashing damage to one target or all creatures in a 10-ft radius. Creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and deafened for 1 round.

Sky Talon Strike
You launch yourself from above and rake your talons into a target mid-flight, dealing slashing damage. If you attacked from 15 or more feet of altitude, the target must succeed on a Dexterity saving throw or be knocked prone.

Limitless Potential
Unleashes a devastating 60-foot radius blast of raw energy that obliterates everything in its path. Creatures in the area must make a Dexterity saving throw or take massive force damage, half on a successful save.

Manifest Destiny
Jackson Justice channels raw quirk energy into the battlefield, unleashing a devastating shockwave that multiplies every force in a 100-foot radius. Enemies must withstand the overwhelming power or be thrown into the air and stunned.

Magnifica Surge
Jackson slams his fist into the ground or chest, releasing a wave of kinetic force. Enemies in a 30-ft radius must make a DC 20 Constitution save or take 6d10 force damage, be blasted 30 ft away, and knocked prone. Allies in the radius regain 20 HP and gain +2 AC until the end of their next turn.

Power Infusion
As a bonus action, choose a target within 30 feet. For 1 minute, the target gains +3 to attack and damage rolls, doubled movement speed, resistance to all damage, and on a critical hit, deals an additional 3d10 force damage. If cast on a weapon or item, it becomes magical and deals double damage dice for the duration.

Gate of Hades
Adelwolf's Cerberus form manifests, unleashing a fiery explosion in a 60 ft radius. Enemies must succeed on Dexterity saves or take heavy fire and force damage, suffer debilitating conditions, and the terrain becomes hazardous lava-scorched ground. Adelwolf gains enhanced defenses, speed, and fiery attack power for 1 minute.

Hell Mortar Barrage
You command one head of your form to launch explosive fireballs in a mortar-like arc, targeting up to three creatures within 100 feet. Each target must make a Dexterity saving throw or take 4d10 fire and concussive damage, suffer disadvantage on their next action, and leave behind burning craters or smoke screens in the area.

Cerberus Flamethrower
You unleash a torrent of continuous flame from one of Cerberus's heads in a 30-foot cone. All creatures in the area must make a Dexterity saving throw, taking 5d6 fire damage on a failed save and becoming ignited, taking 1d6 fire damage at the start of their turns for 2 turns. Terrain caught in the blast may ignite or melt, creating hazardous zones.

Infernal Triple Bite
Make three melee bite attacks against one or up to three targets within 5 feet. Each hit deals piercing and fire damage. If all three hits land on the same target, it must succeed on a Strength saving throw or be knocked prone and take additional fire damage.

Gaia's Judgment
Summon the full wrath and grace of nature, transforming the battlefield into a living, primal sanctuary. Enemies in a 100 ft radius must make a Dexterity saving throw or take 24d10 combined force, poison, and radiant damage, become rooted, silenced, and hallucinating for 1 round.

Weather Bloom
Shift the local weather in a 60 ft radius for 2 rounds, choosing one effect: Rain douses fire, grants water bonuses, and slows enemies; Wind Gust increases evasion, pushes enemies 10 ft, and disrupts projectiles; Sunlight accelerates plant growth, buffs healing, and improves visibility. Can be combined with other powers for amplified effects.

Healing Grove
Create a 20-foot radius patch of glowing grass and healing pollen that soothes all allies inside. Allies regain 3d6 HP and have one condition removed (burn, poisoned, blinded, etc.). Enemies entering the field take 1d4 psychic damage from natural rejection.

Verdant Surge
Erupt vines, roots, or tall grass in a 30 ft radius to entangle enemies. Enemies failing a Dexterity save are restrained for 1 round and take 2d6 piercing damage from thorns. In forested terrain, add 1d6 poison or psychic damage (caster's choice).

Max Expansion Protocol
You release a massive surge of compressed air through all your metal conductors, rapidly inflating yourself and enemies around you within a 40 ft radius. You grow to twice your size, gaining +3 AC, +10 ft reach, and resistance to all physical damage for 3 rounds. Enemies must make a Constitution saving throw or take 6d10 pressure and force damage and be paralyzed for 1 round due to internal bloat. The terrain in the area becomes difficult due to swirling air and unstable footing.

Overinflate
Force-inflate an enemy's limb or torso, causing internal pressure damage and potential paralysis. Can be used on allies for beneficial effects.

Balloon Bash
You rapidly inflate your arm into a massive air-mass limb and strike a target within 5 feet, dealing bludgeoning damage and potentially knocking them prone and deafened by the shockwave.
Inflation Pulse
You direct pressurized air through metal pads on your palms to inflate a creature's limbs or body, causing them to bloat awkwardly and become paralyzed. Alternatively, you can inflate your own limbs, increasing their size and weight to deal blunt force damage or create temporary shields.

Midas Devourer
You slam both hands into the ground, sending a 30-foot radius wave of golden transmutation. All non-living objects and terrain within range turn to solid gold. Enemies in the area must make a Constitution saving throw or take 6d10 radiant and crushing damage, and be slowed and weakened (-2 to all rolls) for 2 turns.

Coinstorm Barrage
Unleash a 40 ft cone of razor-sharp coins and dust from crumbled gold, blasting enemies. Enemies must make a Dexterity saving throw or take piercing and radiant damage and be blinded for 1 round. If you recently turned something into gold, add bonus damage.

Golden Grasp
Touch a surface or limb to encase it in gold. Target must succeed on a Dexterity saving throw or be restrained by golden shackles or plating and take 3d6 radiant damage each turn until freed. Can also be used to seal doors or trap objects in gold.

Truthseer Gaze
Lock eyes with a target within 60 feet to detect lies, hidden intentions, or invisible foes. Gain advantage on Insight and Investigation checks for 1 minute. In combat, target must succeed on a Charisma saving throw or be unable to cast illusion or disguise-based abilities for 1 round.

Riddle Hex
You speak a psychic riddle into a creature's mind within 30 feet. The target must succeed on an Intelligence saving throw or be confused for 1 round and take 3d6 psychic damage. On a successful save, the target takes half damage and is not confused. Enemies who fail the save become vulnerable to your next claw or roar attack.

Wings of the Oracle
You sprout great wings, granting you a flying speed of 60 feet. You can carry one Medium creature or object while flying. While airborne, ranged attacks against you have disadvantage.

Claw of Judgement
You slash with massive lion claws imbued with authority, dealing significant slashing damage. On a hit, the target must succeed on a Wisdom saving throw or become shaken, suffering a -2 penalty to attack rolls for 1 round. If the target previously answered a riddle incorrectly, the damage dealt is doubled.

Sneaky Goblin Trap
You set a hidden trap within a 5-foot square within 30 feet. When a creature enters the space, it must succeed on a Dexterity saving throw or be trapped, tripped, or restrained and take 2d6 piercing or force damage. The trap remains active for 1 minute or until triggered.

Scrap Bomb Toss
Hurl a homemade explosive made from scavenged parts at a point within range. Enemies in a 15 ft radius must make a Dexterity saving throw or take 4d6 fire and piercing damage and be either deafened or blinded (your choice) for 1 round. On a successful save, they take half damage and suffer no status effect.

Goblin Claw Slash
A melee attack that slashes with dirty claws laced with natural bacteria or poisons. On hit, deals slashing damage and may poison the target, causing additional poison damage on their next turn. Bonus damage if the target is already bleeding or poisoned.

Seismic Stomp
You slam the ground with your full weight, causing a powerful shockwave that shakes the battlefield within a 15-foot radius. All enemies in the area must make a Constitution saving throw or take 3d6 bludgeoning damage, be knocked prone, and deafened for 1 round. The terrain in the affected area becomes difficult terrain for 2 turns due to cracked ground and dust clouds.

Tusker Charge
Charge forward up to 30 feet in a straight line, goring enemies with tusks. Enemies in the path must make a Dexterity saving throw or take 4d8 piercing and force damage, be launched 20 feet, and knocked prone. If the path ends against a wall or structure, deal double damage to it.

Trunk Whip
Use your powerful trunk to strike or manipulate within 10 feet. Choose one effect: slam an enemy for 2d8 bludgeoning damage with a Dexterity save to avoid being disarmed; grab and pull a creature or object; or snatch a thrown weapon or catch a falling ally. At level 10, you can lift Medium-sized enemies with your trunk.

Okapi Whisper
Focus your hyper-sensitive ears to scan your surroundings, gaining advantage on Perception and Insight checks. For 1 round, you can detect invisible, hiding, or disguised enemies within 60 feet. Additionally, you can mimic soft sounds such as voices or rustling to lure or confuse enemies.

Jungle Step
You activate your camouflage fur and agile hooves, becoming invisible in forest or urban terrain with light cover or shadows. Your movement speed increases by 20 feet for 1 minute, enemies have disadvantage on opportunity attacks against you, and if you attack while hidden, you deal an extra 1d6 surprise damage.

Zebra Kick
Deliver a powerful rear hoof-kick with striped hind legs to a target within 5 feet. On hit, deals bludgeoning damage and may knock the target back and prone.

Mindquake Pulse
Unleash a powerful psionic pulse in a 60 ft radius that damages and disrupts enemies' minds and machinery. Enemies must succeed on an Intelligence saving throw or take 8d10 psychic and force damage, be stunned, deafened, and unable to use Quirk powers for 1 round. Machines short-circuit and illusions are dispelled. The caster can levitate freely for 1 minute after casting.

Thought Spike
Overload a target's brain with raw psychic energy, causing psychic damage and a debilitating mental effect. On a failed Wisdom save, the target takes 4d6 psychic damage and is either confused or silenced for 1 round. On a successful save, the target takes half damage with no additional effects. Leaves a mental scar that allows telepathic tracking of the target for 1 hour.

Mind Push
You use telekinetic force to shove a creature or object within 60 feet. The target must succeed on a Strength saving throw or be pushed 20 feet and take 2d8 force damage. If pushed into a wall or another creature, the target takes an additional 1d6 impact damage. On a successful save, the target takes half damage and is not pushed.

Thousand-Hand Bloom
Unleash a devastating explosion of grasping, whipping, and hammering limbs erupting from every surface within a 60-foot radius. Enemies must make a Dexterity and Strength saving throw or take 6d10 bludgeoning and force damage, become restrained, disarmed, and blinded for 1 round. The terrain becomes hazardous and shifting for 3 rounds, making movement and attacks difficult.

Climbing Garden
Create a scaffold of limbs from walls and surfaces to climb, swing, or reposition. Grants +30 ft vertical or horizontal movement, ignores difficult terrain and opportunity attacks. Allies can use the limb-bridge for +15 ft movement.

Surprise Limb Strike
Sprout a long limb from a surface within 30 feet to strike a target, dealing bludgeoning damage and potentially pulling them toward the limb's origin.

River King's Wrath
Summon a massive swirling vortex of river water in a 40 ft radius around you, channeling river spirits' vengeance. Enemies must make a Strength saving throw or take 8d10 water and force damage, be knocked prone, disarmed, and blinded for 1 round. The terrain becomes deep water and slick stone, granting you +2 AC and double movement while others struggle. If your dish is full, you regenerate 2d8 HP each turn for 3 rounds.

Dish Surge
You release a burst of pressurized water in a 30-foot cone from your head-dish. Creatures in the area must make a Dexterity saving throw or take 4d6 cold damage, be pushed back 15 feet, and blinded for 1 round. If your dish is full, it glows with magical energy, doubling damage against fire-based enemies.

Shell Slam
You slam into an enemy with your hard shell, dealing bludgeoning damage and potentially knocking them prone. If you moved at least 10 feet before the attack, you deal additional force damage.

Biohazard Blast
Unleash a stinking shockwave from your skunk glands in a 60 ft radius. Creatures must make a Constitution saving throw or take 6d10 poison damage, be blinded, gagging, and unable to take bonus actions for 2 turns. The area becomes noxious gas terrain for 1 minute, dealing 2d6 poison damage to enemies entering or starting their turn inside.

Stench Zone
You release a lingering gas cloud in a 20-foot radius centered on a point within range. Enemies in the zone must make a Constitution saving throw at the start of each of their turns or take 2d6 poison damage and suffer disadvantage on attack rolls and movement until the start of their next turn.

Stink Shot
Spray a concentrated stream of skunk musk in a 30-foot cone. Targets must make a Constitution saving throw or be blinded for 1 round and have disadvantage on Charisma checks for 1 minute. Creatures with heightened smell have disadvantage on all actions for 1 round.

Shadowshock Snare
Create a 20-foot radius zone of dark electricity. Enemies in the area must make a Dexterity saving throw or take 4d6 lightning damage and be rooted until their next turn. On a successful save, they take half damage and are not rooted. Machines in the area malfunction or shut down for 1 round.

Black Bolt Strike
Fire a concentrated bolt of shadow-charged lightning at a target within 60 feet. On a hit, the bolt deals lightning and necrotic damage and may disorient the target, imposing disadvantage on their next attack. Leaves a faint crackling shadow mark on the target for 1 round.

Avalanche King's Roar
Summon a roaring snowstorm in a 40 ft radius, dealing cold and bludgeoning damage, restraining enemies, and creating hazardous frozen terrain.

Icy Tail Swing
Swing or spin using your frost-covered tail to knock enemies away or reposition. All enemies within 10 feet must make a Dexterity saving throw or take 3d8 bludgeoning and cold damage and be knocked back 10 feet. You may then leap 15 feet in any direction as a bonus move.

Frost-Fang Flurry
Leap in and slash with frozen claws and monkey-speed fury, making two rapid melee attacks that deal slashing and cold damage. If both attacks hit, the target must succeed on a Constitution saving throw or be slowed, reducing their speed by 10 feet for 1 turn.

Solar Flare Skin
You reflect ambient light from your chrome skin, creating a blinding flash in a 20-foot radius. Creatures must make a Constitution saving throw or be blinded for 1 round and take radiant damage. The spell is more effective in bright or artificial light.

Reflective Slam
Slam into a target within 5 feet with your chrome-coated limbs, dealing 3d8 bludgeoning damage. If the target used a ranged or light-based attack last turn, reflect 1d6 radiant damage back at them. The chrome coating causes a glare, imposing disadvantage on the target's next attack roll unless immune to sight.

Nine-Tail Ascension
Manifest your true form as a blazing nine-tailed fox with glowing eyes and spectral fire. Enemies in a 60 ft radius must make a Wisdom saving throw or take 6d10 fire and psychic damage, be charmed or frightened (your choice), and see phantom doubles of themselves, suffering disadvantage on all rolls for 2 turns. The terrain burns with illusion-fire for 1 minute, causing enemies to perceive traps or monsters where there are none.

Tail Whip Inferno
Spin and unleash flaming tails in a 15 ft cone. Creatures in the area must make a Dexterity saving throw or take 4d8 fire damage, be knocked back 15 ft, and catch fire, taking 1d6 fire damage each turn. The tails can arc around cover to affect enemies behind it.

Foxfire Burst
Launch a searing orb of blue or violet flame at a target within 60 feet, dealing fire and psychic damage and potentially causing disadvantage on the target's next action due to haunting illusions.
Graviton Snap
Snap your fingers to crush a single target with focused gravitational force, dealing force damage and potentially stunning them.

Crush Zone
Creates a 20-foot radius zone where gravity is dramatically increased. Creatures in the zone must make a Constitution saving throw or be knocked prone, restrained, and take 3d6 force damage. On a successful save, creatures take half damage and are not restrained. Flying is disabled within the zone. The effect lasts for 2 rounds.

Gravity Pulse
Release a concussive gravity wave in a 15 ft radius burst centered on you or a point within 30 ft. Creatures must make a Strength saving throw or be pushed 20 ft back and take 2d10 force damage; on a success, they take half damage and are not pushed. Objects in the area are flung or shattered by the force.

Swamp Brew Bomb
Throw a vial of magically secreted potion up to 60 feet. Choose one effect: Healing Slime heals allies in a 10 ft radius for 4d6 HP; Sleep Vapor forces enemies in a 10 ft radius to make a CON save or fall asleep for 1 round; Toxic Burst deals 5d6 poison damage and slows enemies in a 10 ft radius.

Hex Spit
You spit a glowing, slime-laced curse onto a target within 40 feet. The target must succeed on a Wisdom saving throw or suffer one of the following effects of your choice: confusion causing random movement/actions for 1 round, disadvantage on attacks and saving throws, silenced preventing voice-based powers, or take 2d6 poison plus 1d6 psychic damage.

Witch's Tongue
You extend a long, sticky tongue up to 30 feet to manipulate objects or creatures. Choose one effect: pull an object (up to 20 lbs) toward you, grapple a creature forcing a Strength save or restrain them, or slap a potion onto a target triggering its effects. At level 10, you can pull yourself to surfaces like a grappling hook.

Cryo-Flare Blast
You release a 60-foot cone of freezing mist that ignites into blue flames mid-air, engulfing all creatures in the area. Targets must make a Dexterity saving throw or take 4d6 cold and 4d6 fire damage and be either ignited or frozen in place for 1 round. On a successful save, targets take half damage and suffer no additional effects.

Frostflash Punch
A melee strike that delivers a freezing blow followed by a sudden fiery explosion. On hit, deals cold and fire damage and may blind the target.

Infinite Rehearsal
You create a temporal loop allowing you to reset time up to 3 times over the next 3 rounds without using actions. Each reset returns you and enemies to the original state, refreshing cooldowns and status effects, and grants you a cumulative +1 bonus to all rolls. After the sequence ends or 3 resets occur, you suffer 1 level of exhaustion due to temporal fatigue. Usable once per long rest.

Perfect Counter
After rewinding time once, you gain heightened reflexes for 1 minute. During this time, you have advantage on Dexterity saving throws and attack rolls, enemies have disadvantage on attack rolls against you, and you can automatically dodge one attack.

Instant Rewind
As a reaction, rewind the entire battlefield to your last Checkpoint Lock. All creatures and objects return to their exact positions and health, but only you remember events that occurred since the checkpoint.

Checkpoint Lock
You set a temporal checkpoint on yourself, recording your current position, health, and actions. When you activate the reset, you return to this exact state, restoring all conditions as they were at the time of setting the checkpoint. Only one checkpoint can exist at a time; setting a new one overwrites the previous. Use with caution, as improper use may trap you in a temporal loop.

Quirk Hijack
Make skin contact with an opponent to copy their Quirk for 1 round. Roll an opposed Dexterity or Charisma check. On success, copy and immediately use 1 Quirk move. On failure, copy the Quirk but cannot use it this turn. At level 10, copy 2 moves per touch.

Echo Form
Transform into any person you've touched within the last 24 hours, gaining their exact physical appearance, voice, scent, and behavior. Access one Quirk move from their ability list at half strength. While disguised, you have advantage on Deception and Persuasion checks. Lasts 10 minutes or until canceled.

Tail Trip
You lash out with your thick, whip-like tail to strike a foe within 10 feet. On a hit, the target takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone. Additionally, you can use your tail to grab light objects, swing from pipes, or parry attacks.

Swarm Command
Summon a swarm of rats to harass enemies in a 15 ft radius. Enemies must make a Dexterity saving throw or take piercing damage and suffer disadvantage on attacks for 1 round. Damage increases if used in a city or sewer environment.

Soul Possession
You allow a willing spirit to possess an enemy's body or an ally's for 1 minute, granting +2 to all attack rolls. At the end, the possessed must succeed on a Constitution saving throw. The spirit may whisper cryptic messages during combat.

Spirit Armada
Unleash a storm of vengeful souls in a 60 ft radius. Enemies must make a Wisdom save or take 6d10 necrotic and psychic damage, and be blinded and stunned for 1 round. Allies are unaffected and gain an extra soul-based action per turn for 1 minute.

Haunting Grasp
Command bound souls to reach from the ground, restraining enemies and dealing cold and psychic damage in a 20 ft radius. Enemies must choose Strength or Wisdom save or be restrained for 1 round and take 3d6 cold and psychic damage. On a successful save, they take half damage and are not restrained. The ghostly hands linger, creating difficult terrain for 2 turns.

Wailing Slash
Manifest a blade or scythe formed from a spirit's essence to strike a target within 5 feet. On hit, deals necrotic and slashing damage and may frighten wounded foes. At 8th level and above, the target suffers disadvantage on Concentration checks due to a screaming echo.

Chain Combustion Field
You destabilize the chemical balance in a 60-foot radius, triggering fiery and toxic explosions. Enemies must make Dexterity and Constitution saves or take 6d10 fire and poison damage, be blinded and poisoned for 1 round. Flammable terrain or objects detonate causing secondary explosions. The area remains hazardous terrain for 1 minute.

Toxic Bloom
Create a 20-foot radius cloud of toxic gas centered within 40 feet. Creatures in the area must make a Constitution saving throw or take 4d6 poison damage and be poisoned for 2 rounds, suffering disadvantage on attack rolls. The area remains lightly obscured for 1 minute.

Combustive Touch
As a melee reaction within 5 feet, you touch an object or enemy to alter its chemical stability, making it volatile for 1 round. If the target is struck again or takes damage during this time, it explodes, dealing 2d8 fire and force damage in a 10-foot radius.

Shatter Pulse Kick
Leap and perform a spinning split kick, cracking the frozen ground in a 10 ft radius. Enemies must make a Constitution save or take cold and force damage and be blinded by icy mist for 1 round.

Icelock Coil
You conjure flexible icy limbs that twist around a target within 10 feet, freezing them in place. The target must succeed on a Strength saving throw or become restrained for 1 round and take 3d6 cold damage at the start of each of their turns until they break free.

Frostwhip Lunge
Extend an ice-coated limb like a whip to strike a target within 15 feet, dealing cold and bludgeoning damage. On hit, the target must succeed on a Dexterity saving throw or be knocked prone. Can be used as a reaction to stop an enemy's movement mid-dash.

Burst Discharge
Release stored energy in a 20 ft radius explosion. Spend up to 3 Overcharge Points; each point deals 2d8 lightning and concussive damage to all creatures. Enemies must make a Dexterity save or be knocked back 10 ft and take full damage; on a success, they take half damage with no knockback.

Power Surge Strike
Spend up to 3 Overcharge Points to amplify your next melee attack. For each point spent, add +1d8 lightning or force damage. If 3 points are spent, the target must succeed on a Constitution saving throw or be stunned for 1 round. Your arms crackle with energy as you strike like a human railgun.

Iron Shard Burst
You tear small metallic shards from your skin and blast them outward in a 20-foot radius. Enemies must make a Dexterity saving throw or take 4d6 piercing damage and bleed, taking 1d4 damage at the start of their turn for 2 rounds. On a successful save, they take half damage and do not bleed. You take 1d6 recoil damage when casting this spell.

Armor-Up
Harden your skin into reinforced iron plating, granting +3 AC and resistance to slashing, piercing, and fire damage for 1 minute. At level 10, gain immunity to critical hits for 1 round.

Steel Slam
A melee power attack delivering a heavy blow with iron-clad fists or elbows. Deals bludgeoning damage and can knock the target back if they fail a Strength save. Bonus damage if the target wears metal armor or wields metal weapons.

Refraction Dash
Teleport up to 30 feet to a chosen location, leaving two illusory afterimages behind. Enemies must succeed on a Wisdom saving throw or be forced to target an afterimage on their next attack instead of you.

Echo Shift
As a reaction when targeted by an attack, you leave behind a mirror afterimage, gaining +5 AC against that attack. If the attack misses, you may teleport up to 15 feet to a visible spot.

Box Office Blowout
Channel the full force of your audience-fueled power in one explosive, hero-of-the-movie moment. All enemies in a 30 ft radius must make a Dexterity saving throw or take 10d10 force and thunder damage, and be blinded and deafened for 1 round. Visual effects include a golden flash, slow-motion debris, and a final freeze-frame pose.

Spotlight Slam
You slam the ground or strike an explosive pose, drawing all attention to yourself. All enemies within 10 feet must make a Wisdom saving throw or be taunted to target you and take 3d6 thunder damage. If civilians or cameras are watching, you gain +1 attack immediately.

Star Punch
A powerful melee attack where your fist glows with golden light and the sound distorts like a slow-motion action scene. On hit, deals bludgeoning damage that increases with your Fame (FM). If your FM is 3 or higher, the target must succeed on a Strength saving throw or be launched 20 feet away.

Empress Immunity
You are immune to all poisons, gases, and toxins, including magical ones. You gain advantage on Intimidation and Insight checks due to your undeniable aura. Once per short rest, you can automatically succeed on a failed Constitution saving throw and heal 1d6 hit points by metabolizing enemy toxins.

Royal Poison Touch
Make a melee attack to inject a specialized biotoxin into a target within 5 feet. On hit, the target must succeed on a Constitution saving throw or be blinded, deafened, or confused (roll 1d3) for 2 rounds and take 3d8 poison damage. On a successful save, the target takes half damage and suffers no condition.

Caustic Bloom
You release a wave of acid mist in a 15-foot cone. Creatures in the area must make a Dexterity saving throw or take acid damage and suffer weakened armor or weapons for 2 turns.

Venom Kiss
Deliver a toxin-laced touch or close-range spit attack. On hit, deals 2d6 poison damage and applies one chosen effect: Paralytic (CON save or paralyzed 1 round) or Hallucinogenic (WIS save or disadvantage on next 2 actions). Damage increases by 1d6 at levels 6 and 11.

Feedback Chain
Create a feedback loop by plugging into the ground or a nearby machine within range. All enemies with metal gear or exposed circuitry in a 20 ft radius must make a Dexterity saving throw or take 4d6 lightning damage and have their movement halved for 1 round. On a successful save, they take half damage and suffer no movement reduction.
Live Wire Link
Touch an electronic object or ally's gear to power or enhance it. Choose one effect: power tech for 10 minutes, heal a robotic/tech ally for 2d8 HP, or supercharge a weapon adding +1d6 lightning damage for 3 turns.

Overcharge Pulse
A ranged shock attack that directs a high-voltage jolt into a target, disrupting their nerves or systems. The target must make a Constitution saving throw or take lightning damage and be stunned for 1 round. Robotic targets are automatically stunned on a failed save.

Split Evade
As a reaction, you instantly split your torso into ribbons of muscle and scales, reassembling elsewhere to dodge an incoming attack. You gain +5 AC against that attack and immunity to grapple or physical restraint until the start of your next turn.
Lizard Legion Swarm
Unleash a chaotic flurry of 30+ autonomous lizard fragments that attack all enemies within 30 feet. Enemies must make a Dexterity saving throw or take 6d6 slashing damage and be blinded or disarmed for 1 round. The swarm continues to fly around for the next turn, blocking sight and lowering hit chances.
Lizard Ambush
You detach your limbs to sneak around corners or behind enemies, then attack from all directions. The target must make a Dexterity saving throw or take 4d6 slashing damage and be restrained by clinging limbs for 1 round. On a successful save, the target takes half damage and is not restrained.

Recon Shard
Detach a small body part (eye, ear, etc.) to scout an area within 60 ft. While active, gain darkvision 60 ft, advantage on Perception and Investigation checks, and immunity to illusions or visual deceptions in that zone.
Scatter Shot
Split your hands or limbs into multiple flying parts that dart around the battlefield like bugs, pelting enemies with rapid strikes.
Saddle Launch
Touch an ally to either launch them 30 feet in any direction, requiring an Acrobatics check to land safely, or let them ride you, granting +10 speed and sharing your AC bonus for 1 turn. Ideal for repositioning or team combos.

Stampede Spiral
Sprint forward in a 15 ft cone, unleashing a flurry of hoof strikes that deal bludgeoning damage and slow enemies. Dust and earth whirl up in a tornado pattern around the caster's legs.

Hoof Kick
Deliver a crushing rear kick with hooves to a target within 5 feet. On hit, deals bludgeoning damage and may stagger the target.

Grid Lock
Forms a cage-like force grid around one Medium or smaller target within 30 feet. The target must make a Strength or Dexterity saving throw (their choice) or become restrained for 1 minute, with the ability to repeat the save at the end of each of their turns. If the target attempts to escape by force, they take 1d6 force damage each turn.

Vector Blade
You conjure a sharp force edge or disk that you can slash with in melee or throw up to 30 feet. On a hit, the target takes force damage and must succeed on a Dexterity saving throw or lose their reaction until the start of your next turn. The blade can ricochet off surfaces at clever angles, allowing creative use in combat.

Force Grid
You create invisible or glowing force fields in geometric shapes such as walls, domes, platforms, or blades. These constructs can block attacks, trap enemies, serve as stepping stones, or act as kinetic weapons, requiring tactical control to maximize their effectiveness.

Color Burn
Fire a concentrated beam of a single color at one target within 30 feet. Red (fire damage and ignite), Blue (cold damage and slow), Green (poison damage and poison condition), or Yellow (lightning damage with jump effect).

Prism Pulse
Fire a focused rainbow beam from your central eye in a 60 ft line, 5 ft wide. Creatures in the line must make a Dexterity saving throw or take force and radiant damage, and on a natural 1, are blinded for 1 round.

Calcium Armor
Infuse your bones and skin with ultra-fortified milk calcium, granting +3 AC and resistance to bludgeoning damage for 1 minute. At level 10, gain immunity to bone-breaking or body-crushing effects.

White Flood
Unleash a swirling tidal wave of healing milk in a 30 ft radius around you. Allies heal 5d10 HP, gain +2 AC, and advantage on saving throws for 1 round.

Restorative Drip
Spray nutrient-infused milk to heal wounds, restoring 4d6 HP and curing bleeding, burn, or poison effects. Can be used on yourself as a bonus action.

Pressure Pump Shot
Fire a high-pressure jet of milk as a ranged attack. On hit, deals bludgeoning damage and may knock the target back. Targets covered in milk have disadvantage on Stealth checks due to the dairy scent.

Stonewall Charge
You lower your shoulders and charge in a straight line up to 30 feet. Creatures in your path must make a Dexterity saving throw or take 3d8 bludgeoning damage and be stunned for 1 round. On a successful save, they take half damage and are not stunned. If you collide with a wall or large object, it takes double damage and may collapse at the DM's discretion.

Groundbreaker
You leap and slam both fists into the ground, creating a shockwave in a 10-foot radius. Creatures in the area must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. On a successful save, they take half damage and remain standing. The terrain in the area becomes difficult terrain for 1 round.

Stone Fist
Slam your stone-covered fist into a target within 5 feet, dealing heavy bludgeoning damage and potentially pushing them back.

Monarch Overdrive
Dive from the sky in a spiraling burst of radiant color and force, striking a target with a blazing butterfly spiral that lands like a meteor.

Sky Shredder
You dash through enemies in a 60-foot line or arc, slashing with force-infused blades of wind. Targets must make a Dexterity saving throw or take 5d6 slashing and force damage and be blinded for 1 round by a glimmering dust trail. On a successful save, targets take half damage and are not blinded.

Butterfly Form
You transform into a bright, winged, glowing butterfly-like form for 1 minute. Your appearance is elegant but deadly, granting enhanced agility and radiant damage on attacks.

Cocoon of Hardened Growth
Upon reaching 10 Growth Points, the caster encases themselves in a hardened cocoon for 1 round, becoming immune to all damage except fire and piercing. During this time, the caster cannot take any actions.

Grub Slam
Slam your bloated body into the ground, causing a shockwave in a 10-foot radius. Creatures in range must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone.

Chomp & Grow
You bite into an object, debris, or enemy within melee range, dealing 2d8 piercing damage. If you consume material such as wood, stone, metal, food, or flesh, you gain 1 Growth Point (GP). Upon reaching 5 GP, you become Large-sized, gaining +10 ft speed and +1 AC.

Caterpillar Form
Transform into a bulky, multi-limbed caterpillar with strong jaws and soft, elastic body segments, enhancing your physical resilience and melee capabilities.

Singularity Lance
Launch a lance of compressed dark matter in a 100-foot line, 5 feet wide. Targets must make a Constitution saving throw or take piercing and force damage and be blinded for 1 turn due to retinal overload.

Event Pull
Create a temporary gravitational sink in a 20 ft radius within 40 ft that pulls enemies inward. Creatures must make a Dexterity saving throw or be dragged 10 ft toward the center and slowed for 1 round. Light projectiles and thrown weapons automatically fail in the zone.

Graviton Crush
Create a sphere of dark matter and crush it on contact, dealing force damage and potentially knocking the target prone with a gravity shock.

Time Lockdown
You unleash a sweeping wave of silver-blue energy in a 40-foot radius centered on yourself, freezing all enemies in time. For 1 full round, affected enemies are paralyzed and cannot act, speak, or react. You may take two full turns consecutively while no one else can act. After casting, you gain one level of exhaustion. Usable once per long rest.

Temporal Lock
You freeze a creature in time for 1 round. The target must succeed on a Wisdom saving throw or be paralyzed until the start of your next turn, unable to act, move, or react. On a successful save, the target is slowed by half speed and cannot use reactions until the start of your next turn. A pale-blue clock glyph glows beneath the target as time lurches to a stop.

Pause Step
You freeze time in a 5-ft radius around you, gaining +4 AC until the end of your turn and instantly moving up to 30 feet to a visible location, ignoring terrain and not provoking attacks. Can be used as a reaction to avoid melee or AoE damage.

Momentum Freeze
As a reaction when a projectile or object comes within 30 feet, you freeze its motion, suspending it mid-air for 1 round. You can then let it fall harmlessly, redirect it on your next turn, or at level 10, reflect it back at the attacker with advantage on the attack roll.

Widow's Cocoon
Launch a burst of silken limbs and threads to entrap a target midair. The target must succeed on a Constitution saving throw or be bound in a cocoon, fully restrained and unconscious for 1 minute, taking 6d8 poison and slashing damage over the first round. On a successful save, the target takes half damage and is restrained for 1 turn. Can be used once per long rest.

Needle Threads
Fire dozens of thin silk needles in a 60 ft cone. Creatures in the area must make a Dexterity saving throw or take piercing damage and suffer bleeding for 2 turns.

Wall Skitter
Gain spider-like movement for 10 minutes, allowing you to climb any surface without checks and granting advantage on Stealth rolls in dim light or when above eye level. At level 10, you can become invisible in shadows for 1 round while clinging to a surface.

Web Lash
Extend a sharpened silk thread from your arm or mouth to lash a target within 30 feet. On a hit, deal slashing damage and potentially pull the target 10 feet closer if they fail a Strength saving throw.

Red Shell Ram
Dash up to 30 feet propelled by ladybug wings and slam into a target within 5 feet, dealing bludgeoning damage and potentially knocking them prone. Can break through weak walls, crates, or shields.

Swarm Signal
Release a swarm of tiny ladybugs that fly to scout, jam tech, or harass enemies within 60 feet. Choose one effect: Scout grants advantage on Investigation and Perception checks to detect enemies; Jam disrupts simple technological devices; Harass forces one target to make a Wisdom saving throw or suffer disadvantage on their next attack due to distraction. The swarm lasts for 1 minute or until recalled.

Fault Line Crack
Create a 20-foot line or circle rupture in the earth within 40 feet. The area becomes difficult terrain for 1 minute. Creatures standing on it must succeed on a Dexterity saving throw or fall prone.

Seismic Punch
Slam the ground with a powerful punch, sending a 30-foot long, 5-foot wide quake line toward enemies. Creatures in the line must make a Strength saving throw or take 4d8 bludgeoning damage and be thrown 15 feet back. The quake ignores most cover and cracks the ground along its path.

Tremor Stomp
You slam the ground with your foot or hand, creating a tremor in a 10-foot radius around you. All creatures in range must make a Dexterity saving throw or take bludgeoning damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone.

Meteor Shower
You summon large debris into the sky and hurl them down in a 120 ft radius. Choose up to 6 targets or zones; each must make a Dexterity saving throw or take 5d10 bludgeoning damage and become restrained under debris until freed. On a successful save, targets take half damage and are not restrained. Usable once per long rest.

Float Grenade
Make an object weightless and throw it up to 60 feet. The object floats harmlessly for 1 round, then gravity returns, causing it to explode downward. Enemies within 10 feet must succeed on a Dexterity saving throw or take 3d8 force damage and become restrained in debris.

Zero Drift
You remove your own gravity, allowing you to float up to 30 feet vertically or hover in midair. You gain +2 AC against melee attacks and are immune to fall damage for the duration.

Gravity Slam
You manipulate gravity to lift a large object within range and slam it down, creating a shockwave. Enemies in a 10 ft radius must make a Dexterity saving throw or take bludgeoning damage and be knocked prone; on a success, they take half damage and remain standing.

Weightless Touch
Make an object or creature you touch weightless for up to 1 minute. You can float them upward or toss them as a bonus action. At 8th level, affect up to 3 targets simultaneously.

Ripple Edge Dash
Dash in a straight line up to 30 feet, making a melee attack against each enemy in your path. On a hit, deal 2d8 slashing damage and force a Strength saving throw or knock the target prone. You may end your movement on either side of the path.

Sever
You mentally name a specific tangible element within range, such as muscles, shadows, wires, weapons, or light. The target must succeed on a Wisdom saving throw or suffer a precise debuff or effect based on the named element, such as losing movement speed, dropping a weapon, or silencing an area. Abstract concepts like emotions, souls, or memories cannot be targeted unless cast at a very high level.

Imaginary Slash
Launch a blade of imagined force in a 60 ft long, 5 ft wide line. Creatures in the line must make a Dexterity save or take 3d6 slashing damage that bypasses most armor. Concentrating targets must make a Constitution save at disadvantage or lose concentration.

Howitzer Impact
Spin midair and launch yourself in a spiraling explosion, crashing down on a target or area within 60 ft. Creates a twisting fire-tornado before detonation, dealing 6d6 fire damage in a 10 ft radius and forcing enemies to make Dexterity saves or be knocked prone.

Howitzer Impact (Full Power)
Soar into the sky and spiral down at full speed, building explosive energy in your palms. Crash into a 20 ft radius zone, dealing massive fire and concussive damage, stunning and setting enemies ablaze.

AP Shot
Condense an explosion into a narrow 60 ft line, 5 ft wide beam. Targets in line must make a Dexterity saving throw or take 4d6 fire and force damage and suffer a -1 armor penalty until repaired. On a successful save, targets take half damage with no armor penalty.

Blast Rush
Launch yourself with an explosive burst, moving up to 30 feet and making a melee attack with a 5-foot reach. On hit, deal 2d10 bludgeoning and fire damage, and force the target to make a Strength saving throw or be knocked back 10 feet. Can be used as a Dash without provoking opportunity attacks.

Pheromone Fog
Releases a 20 ft radius aura of plant pheromones centered on self. Enemies must succeed on a Wisdom save or have disadvantage on saves against charm and fear effects and roll 1d4 each turn to determine random movement, losing their action on a 1. Allies gain +2 to initiative and advantage on Wisdom saves for 1 minute.

Toxic Fur Flick
Release a 15 ft cone burst of microscopic toxic hairs by shaking or whipping your body. Creatures in the area must make a Constitution save or take 3d6 poison damage and have disadvantage on Perception checks for 2 turns due to irritated eyes and nose. Allies warned in time are immune.

Venom Claw
You slash a target within 5 feet with toxin-laced claws, dealing slashing and poison damage. The target must succeed on a Constitution saving throw or be poisoned for 1 minute, suffering disadvantage on attack rolls and ability checks.

Absolute Zero
You unleash a massive burst of extreme cold in a 30-foot radius centered on yourself or a point within 60 feet. All creatures in the area must make a Constitution saving throw or take 6d10 cold damage and be stunned (frozen solid) for 1 round. On a successful save, creatures take half damage and are not stunned. Water and moisture instantly freeze, creating ice structures or impalement points for narrative or combo attacks. Usable once per long rest.

Cryo Burst
You release a wave of icy wind and snow in a 10-foot radius around you. Enemies must make a Strength saving throw or be pushed back 10 feet, take 3d6 cold damage, and be blinded by frost for 1 round.

Frozen Field
Creates a 20 ft radius area of frozen ground within 40 ft. Creatures in the area must make a Dexterity saving throw or fall prone and have their movement halved for 2 turns. The area becomes difficult terrain for all except those immune to ice slip or allies with proper training or equipment.

Frost Spike
Launch a razor-sharp shard of ice at a target within 60 feet, dealing piercing and cold damage. On a failed Constitution save, the target's speed is reduced by 10 feet until the end of its next turn.

Event Horizon Collapse
You collapse part of your personal dimension into real space, creating a swirling gravitational field in a 40 ft radius centered within 100 ft. Enemies must make a Strength saving throw or be pulled to the center, take 6d10 force damage, and be immobilized for 1 round. Allies inside the zone are unaffected and can teleport freely within it. Visual effect resembles space folding inward like water draining into a black spiral.

Pocket Rescue
You phase an ally into your personal dimension, rendering them invisible and untargetable for 1 round. They reappear in the same space or within 30 feet. Can be used to shield from fatal blows or extract someone mid-fall.

Dimensional Cut
You open a horizontal rift in space, creating a 120-foot long, 5-foot wide line that slices through creatures and obstacles. Creatures in the line must make a Dexterity saving throw or take 4d6 force damage and be pulled 15 feet in the direction of the slice. The rift can also cut through magical barriers and technological obstacles.

Portal Blink
As a bonus action, teleport to a visible location within 60 feet, passing through walls or barriers if both sides are within range. Gain +2 AC until the start of your next turn after teleporting.

Infinite Space
Summon a portal to a private dimensional realm, allowing displacement of objects or creatures. Use to trap enemies, dodge attacks, or pull allies to safety within a vast void controlled by the caster.

The Royal Sugar Rush
You conjure a glowing sugar-frosted mega-cake that erupts with irresistible scent and sparkles in a 60 ft radius. Enemies must choose to save with Charisma or Wisdom or be charmed, disarmed, or incapacitated by euphoria, suffering 5d10 psychic damage. Allies gain advantage on all attacks while enemies are distracted by craving. Usable once per long rest.

Exploding Cupcake
You throw a cupcake that explodes in a 10-foot radius, dealing fire and glue damage. Creatures must make a Dexterity saving throw or be blinded and slowed for 1 turn.

Jawbreaker Barrage
Fire off three hardened sugar spheres as ranged attacks up to 60 feet, targeting up to three creatures. Each hit deals bludgeoning damage and a critical hit locks the target's jaw, preventing verbal communication until the end of their next turn.

Pyroclastic Hellstorm
Unleash a massive pyroclastic shockwave by detonating your core and firing all lava shells simultaneously. Enemies in a 30 ft radius must make a Dexterity save or take heavy fire and concussive damage, become blinded and deafened for 1 round. The area remains ablaze for 2 rounds, dealing ongoing fire damage to those who stay within.

Eruption Shield
As a reaction, you conjure a quick wall of lava that grants you +4 AC against one attack or forces the attacker to reroll with disadvantage. At level 10, melee attackers take 1d6 fire damage when they hit you.

Magma Quake Stomp
You stomp the ground, releasing a pulse of lava in a 10-foot radius. Enemies must make a Dexterity saving throw or take 3d10 fire damage, be knocked prone, and the ground becomes difficult terrain for 1 minute due to lava cracks.

Lava Buckshot
Fire a molten spread of lava pellets in a 15 ft cone. Creatures must make a Dexterity saving throw or take 3d6 fire damage and be ignited, taking 1d6 fire damage at the start of their turn for 2 turns. On a successful save, creatures take half damage and are not ignited.

Whip-Tail Slash
You lash your strong, flexible tail in a 10-foot arc, making a melee attack. On a hit, deal bludgeoning damage and force the target to make a Dexterity saving throw or be knocked prone.

Primal Regeneration Surge
Unleash your mutant physiology to instantly heal 6d10 HP, regrow all lost limbs or damaged organs, and end all conditions including paralysis, poison, fear, and exhaustion. Gain +2 AC and advantage on all saving throws for 1 minute, with glowing gills and pulsing skin revealing your full aquatic form.

Regrow
A passive support spell that allows the caster to regrow lost limbs or heal critical wounds over a short rest. In combat, it instantly heals 2d6 HP and cures one condition: bleeding, blinded, or paralyzed.

Hollow Implosion
You phase inside a large enemy or object, anchor yourself, and release a massive inward blast. Target must succeed on a Constitution saving throw or take 6d10 force damage, be stunned until the end of their next turn, and have their armor or defenses permanently broken or ejected. On a successful save, the target takes half damage and is not stunned. You reappear 10 feet away, exhausted but grinning. Usable once per long rest.

Ghost Bomb
You place a phased explosive inside a wall, floor, or object within range. You can detonate it remotely as a bonus action within the next 10 minutes, causing a 10-foot radius blast. Enemies in the area must make a Dexterity saving throw or take 3d6 force damage and be knocked prone.

Core Detonation
You phase your hand or energy core into a creature or object and release a contained blast inside. Target must make a Constitution saving throw or take 4d8 force damage, bypassing armor and external defenses. On a successful save, the target takes half damage. Can destroy most non-magical objects instantly.

Ricochet Round
Zach bends the trajectory of his shot using angles and surfaces to hit targets behind cover. The target must make a Dexterity saving throw or take 3d6 piercing damage, ignoring half and three-quarters cover.

Double Tap
Fire two shots rapidly at the same target within 120 feet. Roll two attack rolls; if both hit, the second shot is a critical hit. Each shot deals 2d8 piercing or concussive damage, scaling to +1d8 per shot at level 10.

Helium Hover
You fill the lungs and bloodstream of yourself or an ally with helium or generate a lifting gas field, granting a flying speed equal to walking speed for 1 minute. The target's voice becomes high-pitched and funny, which is purely cosmetic unless used undercover. This allows floating over traps, lava, or escaping pits.

Argon Armor
Wrap yourself in dense, inert argon gas that absorbs impact. Gain temporary HP equal to 2d10 + your level. Resistance to fire and force damage for 1 minute or until temp HP runs out.

Chlorine Cloud
Release a dense green fog of chlorine gas in a 15 ft radius cloud centered within 30 ft. Creatures in the cloud must make a Constitution saving throw or take poison damage and be blinded for 1 turn. Creatures holding their breath have advantage on the save.

Gas Quirk
Caesar conjures and controls up to 20 distinct elemental gases, each with unique effects such as flammability, toxicity, or buoyancy. He can create gas clouds that affect areas, mix gases for combined effects, or weaponize them for damage and control.

Precision Teleport
Instantly teleport one willing ally within 30 feet to any unoccupied space within range. Useful for rescue, repositioning, or flanking. At 10th level, teleport two allies per use.

Spatial Swap
Swap the positions of any two creatures or objects (up to Medium size) within the Surgical Field. Enemies swapped unwillingly must succeed on a Wisdom saving throw or be forcibly swapped. Useful for dodging attacks, repositioning allies, or confusing foes.

Wildfire Halo
Your hair bursts into a blazing inferno, igniting the air around you for 1 minute. Melee attackers take 1d8 fire damage when they hit you. Once per turn, you can launch a free Fire Flick without QP cost. At the start of your turn, all enemies within 5 feet take 2d6 fire damage automatically. Usable once per long rest.

Heat Bloom
Pyro overcharges the flame in his hair, releasing a sudden heat bloom that scorches all creatures within 10 feet. Enemies take full fire damage and have disadvantage on their next attack; allies take half damage.

Fire Flick
You snap your fingers, sending a whip of flame from your hair toward a target within range. On a hit, the target takes fire damage and is ignited, taking additional fire damage at the start of their turn for 1 round.

Iron Vortex Drop
Fushigi leaps high using her orbs, then commands all 3 to spiral downward into a crashing pinpoint strike at a point within range. All creatures in a 15 ft radius must make a Dexterity saving throw or take 6d10 force damage and be stunned until the end of their next turn. On a successful save, creatures take half damage and are not stunned.

Tri-Orbit Barrage
Three orbs spin rapidly around the caster, striking all enemies within a 10-foot radius. Enemies must make a Dexterity saving throw or take bludgeoning damage and be knocked prone.

Orb Bash
Launch an iron orb at an enemy within 30 feet, provided the orb is within 5 feet of the target. On a hit, deal bludgeoning damage and potentially knock the target back 10 feet if they fail a Strength saving throw.

Power Ballad
Chet plays a soulful lick that inspires courage, healing up to three targets within 30 feet and granting them advantage on their next saving throw or ability check. Each target regains 2d6 HP.

Feedback Loop
When hit by a melee attack, the caster triggers a burst of sonic feedback in a 10-foot radius. Enemies in the area must succeed on a Constitution saving throw or take 2d8 force damage and be pushed back 10 feet.

Thunder Riff
Musica strums a deafening chord, sending a sharp wave of sound in a 60-foot line, 5 feet wide. Targets must make a Constitution saving throw or take thunder damage and be deafened for 1 turn.

Critical Mass Impact
You launch into the air, return to full size mid-air, and crash down with all your mass focused into one devastating strike. All creatures in a 15 ft radius must make a Dexterity saving throw or take heavy bludgeoning damage and be knocked prone. Structures take double damage.

Ant Form
Shrink to Tiny size for up to 1 minute. Gain +2 AC, +10 to Stealth checks, immunity to opportunity attacks, and can pass through spaces as small as 1 inch. You can attack with unarmed strikes or Micro Jab. Return to normal size as a bonus action.

Micro Fist
Transform into an ant-sized form while retaining your full mass and strength. Your melee strikes deal heavy force damage and your small size grants advantage on Dexterity (Stealth) checks and allows you to move through spaces as small as 1 inch wide.

Lady Bug Pheromones
You release a cloud of enchanting pheromones that envelops a target, inducing a trance-like state. Creatures within range must succeed on a Wisdom saving throw or become charmed for the duration, unable to take actions other than to move closer to you.

Sweet Manipulation
With a wave of your hand, you can manipulate sugar to create delicious desserts or candies. The creations can be used to distract, heal, or even provide temporary boosts to allies, depending on the type of confectionery made.

Kitsune's Metamorphosis
Transform into any object or creature you can see within range, mimicking their appearance and voice. This spell allows you to assume the form of a creature or object for up to 1 hour, gaining the ability to speak and act as if you were that form.

Flamethrower
Unleash a torrent of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

Jawbreaker Fist
Ginger transforms his hands into hardened jawbreakers, allowing him to deliver devastating punches that crush his enemies. The impact of these jawbreaker fists can shatter bones and leave foes reeling from the force of the blow.

Gummy String
You conjure a sticky, elastic string that can entangle enemies, serve as a weapon, or allow you to swing across gaps. The string adheres to surfaces and can be used creatively in various situations, providing both offensive and utility options.