Commit DND files
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### 1-Star Mantras
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Available from **Level 1**
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### 2-Star Mantras
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Begin appearing at **Level 5**
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### 3-Star Mantras
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Begin appearing at **Level 9
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These mantras come from the Meridian Rot symbiote learning to move through the Skaven’s body. They are not clean Song techniques. They are half-cast, half-biological reactions. All mentioned checks go against DC (Your Level + 5).
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---
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# 1-Star Mantras
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Available from **Level 1**
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---
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## Capillary Cut
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### Tendril Jab
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Action
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**Cooldown:** 2 rounds
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A thin black tendril shoots from the wrist or mouth.
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**Effect:**
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- Make a melee mantra attack at **4.5 meters**
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- Deals **1d8 Pierce**
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- Applies current venom effect if the Skaven has venom available
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- If target is already poisoned, pull them **1.5 meters** toward you
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---
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### Hook Gut
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**Type:** Combat
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**Cost:** 3 Ether
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**Action:** Action
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**Cooldown:** 3 rounds
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A tendril hooks into the target and tears backward.
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**Effect:**
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- Range **6 meters**
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- Deals **1d6 Slash**
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- Target must make a Strength check
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- On failure:
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- Pulled **3 meters**
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- Loses **2 Posture**
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---
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### Black Spit
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Bonus Action
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**Cooldown:** 3 rounds
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The Skaven spits concentrated venom.
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**Effect:**
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- Range **6 meters**
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- Applies **Rot Poison**
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- If the target is already poisoned, extend poison duration by **1 round**
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---
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### Rib Needle
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Action
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**Cooldown:** 2 rounds
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The symbiote hardens saliva into a short black spike.
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**Effect:**
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* Slash at a target within 1.5 meters
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- Deal **1d8 Blood damage**
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- Apply **+15% Blood Poisoning**
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If the target is already poisoned (venom/toxin):
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- Apply an additional **+5% Blood Poisoning**
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- Range **9 meters**
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- Deals **1d6 Pierce**
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- Gains **+5 Penetration**
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- If used against a poisoned target, deals **+1 damage**
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---
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## Platelet Disruption
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**Type:** Support
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**Cost:** 2 Ether
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### Panic Lash
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**Type:** Reaction
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**Cost:** 3 Ether
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**Action:** Reaction
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**Cooldown:** 4 rounds
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When an enemy enters melee range, the symbiote lashes out automatically.
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**Effect:**
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- Trigger: enemy moves within **1.5 meters**
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- Enemy must make a Dexterity check
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- On failure:
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- Takes **1d6 Slash**
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- Cannot make reactions until end of turn
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---
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### Wall Skitter
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**Type:** Mobility
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**Cost:** 3 Ether
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**Action:** Bonus Action
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**Cooldown:** 3 rounds
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Tendrils cling to walls, beams, pipes, or ceilings.
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**Effect:**
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* Mark a target you have hit with an attack in the last or current round.
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- Target suffers **-1 Posture Regain** for **2 rounds**
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- If target has ≥25% Blood Poisoning:
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- Effect becomes **-2 Posture Regain**
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Applies **+10% Blood Poisoning**
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---
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## Vein Tap
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**Type:** Combat
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**Cost:** 3 Ether
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**Action:** Action
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**Cooldown:** 3 rounds
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**Effect:**
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* Fire a thin needle at a target within 6 meters
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- Deal **1d6 Blood damage**
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- Heal for **half the damage dealt**
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- Apply **+10% Blood Poisoning**
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If target is ≥50% Blood Poisoning:
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- Healing increases to **full damage dealt**
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---
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## Microclot
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**Type:** Support
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**Cost:** 2 Ether
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**Action:** Reaction
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**Cooldown:** 3 rounds
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**Trigger:** When you take damage
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**Effect:**
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- Reduce incoming damage by **1d6**
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- Gain **+1 Posture**
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Applies **+5% Blood Poisoning** to the attacker
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- Move up to **6 meters**
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- This movement may go along walls or ceilings
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- Does not provoke reactions
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- Must end on a surface you can reasonably cling to
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---
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# 2-Star Mantras
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Begin appearing at **Level 5**
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---
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## Hemorrhage Line
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### Split Maw
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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The symbiote opens a temporary second jaw from the shoulder or throat.
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**Effect:**
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- Fire a thin red line in a **6-meter line**
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- Deal **2d6 Blood damage to all targets hit**
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Targets hit:
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- Gain **+20% Blood Poisoning**
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- If already ≥40%, take **+2 additional damage**
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- Melee range
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- Deals **2d6 Slash**
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- If target is poisoned:
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- Heal **2 HP**
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- Target loses **2 Posture**
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---
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## Viscosity Shift
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**Type:** Support
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**Cost:** 3 Ether
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**Action:** Bonus Action
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**Cooldown:** 4 rounds
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**Effect:**
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Your blood briefly darkens and thickens under the skin.
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- For **2 rounds**:
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- Your attacks apply **+5% additional Blood Poisoning**
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- Gain **+1 Dodge Throw**
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Drawback:
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- Posture Regain **-1** during duration
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---
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## Arterial Pin
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### Tendril Tripwire
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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A tendril line snaps across the ground.
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**Effect:**
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Fire a piercing stake of blood at a target within 9 meters.
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- Deal **2d4 Blood damage**
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- Target must make a **Constitution check**
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Failure:
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- Movement Speed **-3 meters** for 1 round
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Applies **+20% Blood Poisoning**
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If target is ≥60%:
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- Movement Speed becomes **0** for 1 round
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- Create a **6-meter line** for 2 rounds.
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- Enemies crossing it for the first time must make a Dexterity check
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- On failure:
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- Takes **1d8 Blunt**
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- Knocked Prone if they have **0 Posture**
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- Otherwise loses **3 Posture**
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---
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## Transfusion Spike
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**Type:** Support
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**Cost:** 4 Ether
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### Meat Anchor
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**Type:** Combat
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**Cost:** 5 Ether
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**Action:** Action
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**Cooldown:** 5 rounds
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The symbiote anchors itself into both the Skaven and the target.
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**Effect:**
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Rip a thread of blood forcefully from a target's arm and into yours.
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- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
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- e.g. if a target has 50% blood poisoning, you heal for 7 HP
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- Deal **1d8 Blood damage**
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- Range **6 meters**
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- Deals **1d10 Pierce**
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- Target is tethered for **1 round**
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- While tethered:
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- Target cannot move more than **6 meters** away from you.
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---
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### Rot Bloom
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**Type:** Combat
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**Cost:** 5 Ether
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**Action:** Action
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**Cooldown:** 5 rounds
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The Skaven coughs out a wet clump of infected tissue that bursts open.
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**Effect:**
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- Range **6 meters**
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- Radius **3 meters**
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- Deals **1d6 Gas**
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- Applies current venom effect to enemies who fail a Constitution check
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---
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### Tendon Counter
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Reaction
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**Cooldown:** 4 rounds
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The symbiote catches an incoming limb or weapon.
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**Effect:**
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- Trigger: you successfully Dodge a melee attack
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- Make a tendril counterattack
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- Deals **1d8 Blunt**
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- Target loses **2 Posture**
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- You may move **1.5 meters** after the counter
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---
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### Parasite Step
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**Type:** Mobility
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**Cost:** 5 Ether
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**Action:** Bonus Action
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**Cooldown:** 5 rounds
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A tendril stabs into terrain and yanks the Skaven forward.
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**Effect:**
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- Move **9 meters** in a straight line
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- May pass through enemy spaces
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- First enemy passed through takes **1d6 Slash**
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- If that enemy is poisoned, they also suffer **-1 Dodge Throw** until next turn
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---
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### Suture Reflex
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**Type:** Support
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**Cost:** 5 Ether
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**Action:** Reaction
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**Cooldown:** 6 rounds
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The symbiote forcibly seals wounds.
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**Effect:**
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- Trigger: you take damage
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- Reduce incoming damage by **3**
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- If poisoned by your own plague stage or suffering biological strain, remove one minor physical penalty until end of turn
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- Does not remove disease progression
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---
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# 3-Star Mantras
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---
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## Systemic Collapse
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**Type:** Combat
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**Cost:** 6 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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**Effect:**
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Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
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- Deal **3d6 Blood damage**
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If target is ≥50% Blood Poisoning:
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- Deal **+3 additional damage**
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- Target suffers **-2 Posture Regain for 2 rounds**
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Applies **+25% Blood Poisoning**
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Begin appearing at **Level 9**
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---
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## Gruesome Extraction
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**Type:** Combat
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**Cost:** 6 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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**Effect:**
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Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
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- Deal **2d8 Blood damage**
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- Heal for **half damage dealt**
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If target is ≥70% Blood Poisoning:
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- Heal for **full damage dealt**
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- Reduce target Blood Poisoning by **20%**
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Applies **+15% Blood Poisoning**
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---
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## Terminal Coagulation
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### Carrion Harpoon
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**Type:** Combat
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**Cost:** 7 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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**Cooldown:** 6 rounds
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A thick tendril launches like a barbed spear.
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**Effect:**
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Tug at the enemy's heartstrings. Literally.
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Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
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- Deal **2d4 Blood damage**
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- Deal **2d4 Poison damage**
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If target is ≥80% Blood Poisoning:
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- Immediately trigger **90% threshold effect for 1 round**
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Applies **+20% Blood Poisoning**
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- Range **9 meters**
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- Deals **2d8 Pierce**
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- Pulls target **4.5 meters**
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- If target collides with terrain or another creature:
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- They take **1d8 Blunt**
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- Lose **4 Posture**
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---
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### Uroboros Cage
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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Several tendrils form a tightening ring around the target.
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**Effect:**
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- Range **6 meters**
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- Target must make a Strength or Dexterity check
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- On failure:
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- Restrained for **1 round**
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- Takes **2d6 Slash**
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- Poison duration increases by **1 round**
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- On success:
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- Takes half damage
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- Not restrained
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---
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### Organ Thread
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**Type:** Combat
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**Cost:** 7 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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A thin tendril pierces into a weak point and tugs internally.
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**Effect:**
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- Melee range
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- Deals **2d6 Necrotic**
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- If target is poisoned:
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- They suffer **-2 Constitution checks** for 1 round
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- Their next healing received is reduced by **50%**
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---
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### Uroboros Grasp
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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**Effect:**
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A mass of tendrils erupts outward and grabs up to **3 creatures** within **6 meters**.Each target makes a Strength check.
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On failure:
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- Restrained for 1 round
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- Takes **1d8 Necrotic damage**
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- Takes **+1d8 damage** if poisoned
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At the start of your next turn:
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- You may release all restrained targets or pull them **3 meters** toward you
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While maintaining the grasp, your movement speed is reduced by **3 meters**
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---
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### Tendril Bloom
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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Tendrils burst outward from the Skaven in several directions.
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**Effect:**
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- Radius **4.5 meters**
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- All enemies in range must Dodge
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- On failure:
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- Take **2d6 Slash**
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- Lose **3 Posture**
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- Poisoned enemies take **+2 damage**
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---
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### Living Guillotine
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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**Effect:**
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Two tendrils anchor to opposite surfaces and snap together like a wire trap.
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Choose a **6-meter line** within **9 meters**. Targets in the line must Dodge.
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On failure:
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- Take **3d8 Slash damage**
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- Become knocked prone
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- Lose **2 Posture**
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If the target is poisoned:
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- Damage becomes **Slash + Necrotic**
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- Target cannot regain Posture until the start of their next turn
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