Your continuous battles against the beasts have
fortified your body and mind against the horrors of the Scourge. When an aberration or beast forces you to make a saving throw against the frightened condition, you gain a bonus on saving throws equal to your proficiency bonus.
Additionally, you share a strong bond with fellow hunters, allowing you to request favors from them.
The powers within your eldritch flesh begin to awaken. You forever lose proficiency with
shields and heavy armor, as your ever-changing body cannot hold on to them.Your flesh hardens and your reflexes grow, empowered by other-wordly ichor.
While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier
As a bonus action, you can mutate your body, transforming it into various weapons of destruction. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. When you use these weapons, you drop any items you are holding with those limbs. You choose the weapon’s form each time you make an attack roll.
In addition, your eldritch flesh is capable of devouring some magical items to gain their properties. As part of a short or long rest, you can devour the following types of magic items, absorbing their properties:
A rapier, properties are added to your Stinger.
A maul, properties are added to your Hammer Arm.
A whip, properties are added to your Tendinous Lash.
A shield, properties are added to your Sinister Aegis.
If you absorb another magical item of the same type, the previous magic item of that type is
destroyed.
One of your limbs grows into a razor-sharp blade. It deals 1d8 piercing damage on a hit. When you take the Attack action to attack with it on your turn, you can use a bonus action to turn another limb into a Stinger and strike with it, making a single additional attack
Your arms turn into a black-tinted bone club. On a hit, it deals 2d6 bludgeoning damage and
you can choose to push the target 5 feet away.
One of your limbs replaces its bones with tough coiled ligaments, allowing it to stretch a disturbing distance without breaking. It deals 1d4 slashing damage on a hit and has a reach of 15 feet. In addition, the first time on a turn you deal damage with your lash, the target must succeed on a Strength saving throw against your Living Nightmare save DC or be knocked prone as the limb sweeps their feet.
Whenever you are targeted by an attack
that you can see, you can use your reaction to temporarily turn one of your arms into a fleshy shield, gaining a +2 bonus to AC until the start of your next turn.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
You can have up to two melee weapons embedded within your body. Each weapon must have either the finesse or light property. During a short rest, you can remove one or both weapons and exchange them for other appropriate weapons you are holding.
As a bonus action, you can draw or stow one or both of these embedded weapons.
You can’t be
disarmed of your embedded weapons, short of having your arms cut off.
Manikins don’t need to eat, drink, or breathe and are immune to the poisoned condition. In addition, their metallic mind is incorruptible, they have advantage on saving throws against madness.
You have resistance to lightning damage.