Jekyllian (5e Subrace)

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Jekyllian[edit]

Ability Score Increase. Your Constitution score increases by 1 and one other score of your choice increases by 2.
Dependency. You must take one dose of the special compound which has a grip on your race to stave off death. For each day past one week that you don't take a dose, you will take one level of exhaustion. Because of this, you will die if you don't take a dose over a two-week period, as per rules on exhaustion in the PHB.
Dual Nature. Having a second self keeps you on your toes and makes it harder for both your minds to be tricked. You have advantage on saving throws against being charmed.
Concocter. You are proficient with alchemist supplies. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a dose of the special compound to sate your Dependency. You can spend additional materials and time to craft multiple doses. Each dose expires at the end of a week's time. It takes an action to administer the dose. When you drink a dose of this compound, it removes one level of exhaustion for each compound taken, and prevents Dependency from bestowing a level of exhaustion for a week. Creatures other than hydeans who drink this compound are not affected. Additionally, when you drink this compound, you can activate your Other Self without using an action.
Other Self. When you change into your other self, you take on a more brutish appearance. This transformation lasts for 1 minute or until you die. You gain the following benefits while transformed:
You gain 1d6 temporary hit points at the start of each of your turns. These hit points expire at the end of your turn.
You have advantage on Charisma (Intimidation) checks.
Your unarmed strikes deal 1d6 bludgeoning damage.

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