Kangaroo
Dragon
Chestling
Dream Fairy
Mole
Symbiote
Sonic
Atling
Truffle
Piglin
Emissary
Ancient Robot
Firefly
Enigma
Kicking King
Smash Brother
TMOTNS
Magician
Creepling
Punching Bag
Magmalisk
Unicorn
Capybara
Pillager
Virologist
Amethyst Golem
Lifer
Sniffer
Phantom Knight
Amalgam
Kangaroos are marsupials from down under, known for being bouncy and aggressive.
Boing!: You love to jump about, and can jump much higher than a human.
Acrobatics: You will never take fall damage, no matter how high you fall from.
Mega Jump: Using your Primary Power, you can launch yourself extremely high into the air.
Pouch: You have a pouch item that can store a stack of any items in it - these are not lost on death but are destroyed if you switch origins.
Fragile: You have 3 less hearts of health than a human.
Arid Acclimation: You deal 1 less damage when not inside of a warm biome.
Powerful creatures who are a more direct descendent of the mighty ender dragon.
Draconic: Your tough form gives you 4 more hearts, and you are a block taller then humans.
Dragon Scales: Your tough scales make you take 25% less damage from most sources, and you 50% less damage from fire.
Dragon Wings: You have natural elytra without needing to equip any.
Burning Breath: Using your Primary Power, you can launch a dragon fireball that explodes into dragons breath on impact.
Talons: Your sharp talons grant natural strength, dealing an extra heart of damage with attacks.
Shiny Wardrobe: You have an eye for shiny metals, meaning you can only equip golden armour.
Trauma: Your great fear of speedrunners leads you to only interact with beds when you have atleast 10 hearts of health, and take doubled damage from explosives.
Dragonsbane: Cold climates will cause you to be weaker and slower.
A friendly creature that seems to resemble a chest!
Chest Body: Due to being a chest, you can access 27 slots of storage by sneaking, looking down and interacting, these items are not lost on death.
Woodworker: Using wooden tools lets you mine faster and deal much more damage.
Flammable: You take twice as much damage from fire.
Only Eight: Due to only being made of 8 planks, you have only 8 hearts of health.
Small, fragile creatures with the magical power to induce sleep, and you best hope they won't lure you into a bad dream!
Lunar Dance: Using your primary power at night gives you a boost to your regeneration, resistance and strength for 10s
Fairy Dust: Using your secondary power, you inflict sleep on every nearby mob in a short range temporarily.
Pixie Punch: Using your secondary power to attack a mob will put it to sleep for a small period of time, you can attack up to 3 mobs before starting this abilities cooldown.
Bad Dreams: By using a combination of bad magic, activating your tertiary power will damage all sleeping mobs in a large radius, and will also extend their sleep duration even further.
Sprite Like: You are half a block tall and can flutter through the air with your wings by holding the jump button, however your small body brings you only 5 hearts of health.
Winter Fairy: You can't handle heat well, being weaker in warm areas and even unable to fly in the nether, however, you have increased regeneration in cold areas.
Vulnerable: Upon being damaged once, you will take increased damage for 5 seconds.
Dirt digging dudes who live deep down in the earth, moles aren't exactly fond of the surface life.
Tunnel Digger: When in underground spaces below sea level, you can move and mine faster.
Good Eyes: Your adapted eyes allow you to see in the dark.
Small: You are half the size of a human and have 3 less hearts of health.
Dug-In: You can only sleep when your bed is underground and below sea level.
Carnivore: Your diet is restricted to meat.
We. Are. Venom...
Unsettling Unravelling: Using your primary power, you can swap between your symbiote and human form.
Symbiote Form: In your symbiote form, you are larger and stronger, but decrease hunger even faster then normal and cannot use shields.
Tendril Burst: When transformed, using your secondary power can unleash a burst of tendrils that damage and slow nearby foes.
Impenetrable: Whilst transformed, your armour is removed from your body and is replaced with a powerful gooey substance that provides some resistance and completely absorbs certain damage types, but makes you much weaker to fire and magic.
Multi Mouthed: You deplete hunger faster due to your parasitic secret.
Drained: While in human form, you are a bit weaker than most humans.
Alienated: Villagers avoid you at all times, and when transformed, iron golems attack on sight.
The fastest thing alive.
Super Sonic Speed: By sprinting you can run incredibly fast.
Homing Attack: Using your primary power while in the air will make you home into a nearby foe and deal damage, bouncing off of them.
Platformer: You can jump higher then a human and take reduced fall damage.
Rings: When damaged at full health, you will take reduced damage, this has a short cooldown between triggers.
Gotta Go Fast!: You do not wear armour heavier then iron to prevent weighing you down, and will not wear any boots, they just don't match your style.
Cant Swim: You sink in water and drown very fast compared to a human.
Not the Fighter: You have a weaker melee attack compared to humans.
Distant relatives to axolotls, the atling truly is the cutest predator! No bias, I promise.
Amphibian: You can breathe underwater and boast a quick swimming speed.
Cave Eyes: You can see clearly in dark areas.
Healing Power of Friendship: When you defeat a monster, you and a nearby player will both be healed slightly.
Healing Nap: Using your primary power will make you immobile temporarily while you rapidly heal
Play Dead: When you would typically be killed you will instead automatically trigger your primary power, this gets less likely to trigger after the first use untill you die for real.
Landwalker: On land you deal less damage and deplete hunger quicker
The Cutest Predator: You can only eat fish.
Truffles, along with having normal properties of fungi, have the unique ability to adapt to situations on the fly.
Magic Spores: Using your primary power you can switch between different magic spores. Red Cap boosts offence, Green Cap boosts defence and Blue Cap boosts mobility. Having one spore active decreases the strength of the others slightly.
Infestation: Sneak and interact with a dirt block to convert it into mycelium, at the cost of some hunger.
Rooted: When stood on mycelium, you gain a different buff depending on your current spore. Red Cap boosts mining speed, Green Cap grants knockback immunity and Blue Cap boosts jump height.
Decomposition: Food is decomposed before consumption, removing any status effects it would have granted.
Natives of the nether, Piglins are very fond of gold and are experts at utilising it.
All That Glitters: Golden tools deal extra damage and golden armor has additional protection. Golden equipment lasts much longer, but non-golden & non-netherite equipment will break faster.
Hog of War: Netherite Armour will grant a small speed boost when worn.
Piglin Neutrality: Piglins will not attack you unless provoked, Brutes still attack on sight.
Crossbow Master: You deal 75% increased damage using a crossbow.
Nether Inhabitant: Your natural spawn will be in the Nether.
Homesick: When outside of the Nether, you zombify, becoming undead and immune to fire, but slower.
Carnivore: Your diet is restricted to meat.
Flabby: You have two less hearts of health than humans.
Soul Spooked: You are afraid of soul fire, becoming weak when near it.
Undead constructs of the sculk that demand sacrifice to awaken their wardens...
Sculk Shriek: By activating your primary power you let of a loud shriek, giving all players in a large range the darkness effect, and summoning a tamed warden, the cool-down for this ability will not decrease until you kill a creature.
Sculken: Being one with the sculk, you do not produce vibrations, can see in the dark and will not be attacked by wardens.
Sonic Boom: By using your secondary power, you manifest absorbed souls into a single blast, damaging anything hit by it.
Catalyst: Upon defeating a living creature, its soul is absorbed into you, restoring some hunger and turning nearby stone / deepslate to sculk.
Skeletal: You only have 6 Hearts of health due to your weak bones; you also are unable to eat food.
Weakness: You deal less damage with your attacks compared to a human.
Menacing: Iron Golems will attack you on sight, and villagers flee you.
Ancient golems of an Ancient City, possessed by the spirits of those they could not protect from the darkness...
Spirit Speed: When standing on sculk or soul sand related blocks, you move faster.
Stone Fists: You deal increased damage compared to a normal player, with this damage increasing further as you are harmed.
Shackled Spirit: While you do not need to eat, you can also not naturally regain a heart once it has been lost.
Lost Souls: When a creature dies around you, you will regain some of your missing health.
Cursed Garments: You are bound to wear a set of leather boots and chestplate, but these block you from making vibrations aswell.
Torment: When you die, all nearby mobs will be attacked as the souls within you are freed.
Ancient Machinery: You move slower by default, this goes away after moving for a while without stopping.
One day, every firefly disappeared, but as of recent they seen to be cropping back up, including you.
2px: You are super small! This means you can fit almost anywhere. You also have two hearts, cos life wasn't hard enough...
Flash Bang: Using your primary power will flash bright light in the eyes of nearby foes, slowing them down and disorienting players.
Fire Does Fly: You can float upwards by holding the jump button in the air.
Hard to Hit: Due to how tricky it is for mobs to hit you, you are immune to direct melee attacks.
Mystery, puzzles and trickery... you make people live in fear of themselves and question their own sanity.
Behind You: Nothing can evade you... use your primary power while looking at an entity to teleport behind it.
Hidden in the Shadows: Using your secondary power you can disappear into the ground beneath you, exit a block to stop phasing. If you phase into obsidian or bedrock, good luck.
Staring Contest: Staring at an entity for a long enough time will kill it. When you begin looking at it, it'll gain Slowness and Weakness. Later on, your stare will inflict Blindness and Nausea.
Good Sight: You can see clearly in the dark.
Mysterious: Your skin appears transparent.
Hated: Villagers will avoid you, Iron Golems attack on sight.
No Fighting: You can only stare people to death. Any melee attack will deal no damage.
A brave warrior and martial artist who was brought to this world through the chants of many.
Foot Fight: Wearing boots increases your attack damage proportionate to what a sword of similar material would boost it by.
Long Leap: Using your primary power while on the ground launches you upward, and in the air launches you forward, can be used twice in one jump before starting a cooldown.
Leg Day: You are immune to fall damage, can sprint much faster than a human and can jump higher when not sprinting.
Close Combat: You find yourself much weaker when wielding any kind of melee weapon.
All In: You are more prone to damage than normal due to your unique fighting style.
Once a normal human, you entered a strange world full of colourful characters, you gained new skills; returning to your world, forever changed.
Parry: With an empty offhand, sneaking activates a shield, it goes away when you stop, however.
Double Jump: You can jump two times!
Super Tools: Having more refined tools let's them deal increased damage, but decrease durability a lot faster when attacking.
Rocket Jump: Using your primary power will launch you and grant you elytra flight for 7 seconds, or untill you land.
Anvil Crash: Using your secondary power will cause you to drop with an anvil beneath you, you will not take fall damage and will deal large damage to anything below.
Minecart: Using your tertiary power will cause you to launch forward in a minecart, damaging anything you hit.
No Need: You do not wear armour anymore, why bother?
Forgotten Artefacts: Due to how long you spent in that world, you have lost the skill of using bows, crossbows, tridents and maces.
The Monster of the Night Skies, deadly hunters with a ferocious battle style that make their prey's last moments a living nightmare.
Phantom Wings: You have a naturally equipped elytra at all times and take reduced fall damage compared to humans.
Paranoia and Fear: Every night a player goes without sleeping, they become weaker and weaker around you.
Alikened: Phantoms are neutral towards you but Iron Golems attack on sight.
Night Lurker: At night time you deal increased damage and can see clearly in the dark.
Photoallergic: You will burn under the sun when not wearing a helmet.
Insomnia: You cannot sleep at night.
Crafty Theatrics who love to present, but their magic tricks may be more then just illusions...
Disappearing Act: Using your primary power, you will be surrounded by sparkles as your vision fades to white, after 3 seconds, you will reappear at your spawn point. If the charge up is cancelled by moving, the cool-down will still occur.
Encore: You love another showing, so when you respawn you get a boost to your speed and strength temporarily.
Contortionist: All that time in a fake cut-out box has trained you, making your hitbox half the width of a normal player, at the cost of one less heart of health.
Magic Hat: You always have a leather cap equipped, in case you need to perform any surprise tricks.
If Opposites Attract...: Your unique take on magic isn't approved of by certain practitioners, causing any sort of magic attack to do 2x as much damage.
Creeplings descend from ticking time bombs on legs, weird but still dangerous; other origins best be aware of the creep that goes hiss in the night.
KAMIKAZE: Using your primary power, you begin to hiss, after 1 second during which you cannot move, you explode, damaging your surroundings, and especially yourself.
Creep: You are more suited for night time activity, moving faster at night and seeing clearer in the dark.
Super-Charged: Being struck by lightning will give a large stat boost temporarily, and do no damage to you.
Blast Resistance: You take 50% less damage from any explosions.
Ailurophobia: While around cats, ocelots and the like, you are weaker, being nauseous if you get too close.
Stunted Arms: You deal reduced damage with your attacks, additionally, you cannot use Shields, Bows or Crossbows properly.
Known terrorist, thats it.
Punching Bag Moment: Each time you take damage, you get a strength effect for 10 seconds, with the timer resetting and level increasing each hit you take, relative to how much damage was taken, after landing an attack, the effect goes away.
Softbody: Due to being a living sandbag you only have 8 hearts of health.
At Large: Villagers will flee you, and iron golems attack on sight.
Non-Confrontational: You do not choose to make the first move, being opposed to using weapons.
Molten, mechanical-beasts forged in the heart of the Nether sea, Magmalisks have a deep dependancy and control over heat.
Netherite Body: You have a permanent Netherite Chestplate equipped at all times.
Fiery Forged: You are completely immune to fire and explosion based damage, and take reduced knockback too.
Flame Core: You have a Heat meter that must be kept high by spending time in flames, magma and other warm areas. While having a high amount of heat makes you stronger then normal, as it gets lower you get weaker and eventually start to die.
Scrap Eater: You do not need food to eat! Instead, you can drink buckets of lava to heal yourself by crouching while holding it. This also replenishes your heat level.
Internal Furnace: You will slowly cook food and raw metal in your inventory at the cost of your heat.
Magnetism: You will draw nearby items toward you by sneaking.
Bio-Mechanics: You can not heal health from any source other than consuming lava, you are also 3 blocks tall.
Extreme Temperature: You will be damaged while in contact with water, and any water in your inventory will evaporate.
Volcanic Origins: You naturally spawn in the Nether.
Despite everything, friendship is magic!
Uni-Beam: You can use your Primary Power to fire a magical beam from your horn that will damage anything it hits. This beam will also slightly home towards monsters.
Magical Leap: Using your secondary power whilst in the air will perform a second jump, launching you upwards.
Healing Magic: While you are crouched, you will slowly heal.
Pegasus Wings: You are also a pegasus! This means you have permanent elytra on at all times.
Flammable Body: Your body is quite weak to fire, causing you to take increased damage from it.
Head Horn: Due to your horn, you cannot wear helmets.
The Underground: While below Y=0, or in the Nether, you are weaker and slower.
Ok i pull up.
Unbothered: You don't have much care for the world, moving slower, but also taking less damage, because of how little you care.
Sleepy Head: If you crouch and don't move for 3 seconds straight, you can sleep and skip from night to day, without changing your spawn point.
Picky Eater: Eating Melons restores 4x as much hunger, but other foods only restore half.
Narcolepsy: You may randomly fall asleep at times, lasting a few seconds.
Hardened by war and outcast by society, Pillagers fight together to terrorise those who they deem enemy.
Illager Aligned: Other Illagers, and Witches, will not attack you unless provoked, that being said, Villagers will flee you and Iron Golems attack on sight.
Dark Powers: Killing an iron golem with a glass bottle in your inventory replaces it with an Ominous Bottle.
Hardcore Training: Your relentless training lets you deal much greater damage with axes and crossbows.
Long Skull: Your head is quite long, too big for you to wear any helmets.
Weapon of Choice: You prefer axes, dealing less damage with swords.
Solider Mentality: As per your role, you cannot use totems of undying or drink potions.
Mad scientists who can unleash a deadly virus, their objective is unknown, but their goals are lethal.
The Virus: Attacking a mob with your primary power applies the virus for 30s, slowly damaging and weakening its victim. When an infected mob takes damage, they have a chance of spreading the virus to another mob nearby.
The Cure: Using your secondary power will cure you of any negative effects, and the Virus. You can cure another mob by hitting them with this power.
Potent Sheild: You have a natural immunity to negative potion effects, unless you are infected by the Virus.
Nerd: You are not very phsyically strong, having only 7 hearts of health and dealing reduced damage with your attacks.
Threat to Society: You are a menace, causing passive mobs to flee you and Iron Golems to attack on sight.
Miniature golems made of glowing crystals, harnessing the magic of the lucky lady who made them.
Miners Eye: You can use your primary power to scan for nearby ores, revealling their locations.
Mining Machine: You have natural haste and night vision, perfect for the mines.
Fortune: Mined ores have a chance of increased drops, due to your natural luck.
Short and Stout: You are half the size of a human, but also only have 6 hearts of health.
Glittery: You occasionally produce glowing sparkles.
Fragile Body: Your crystal structure cannot support heavy armours made of diamond or netherite.
You may think they have Limited lives, but even after their "Last Life" these people manage to make a comeback.. whats their Secret?
Cycle of Pain: Each time you die, you change from green, to yellow, to red. Dying while red returns you back to green. Each life has less hearts but stronger attack power than the last.
IT ALL BURNS: You always have a flint and steel on you, and while on fire, you move faster.
Fuel to the War: You will acquire twice as much gunpowder from defeating creepers.
Wolf Army: Any wolves you tame will have boosted strength and damage resistance.
Trapped: You are more susceptible to common traps, including fall damage, explosions, anvils and dripstone.
Helmets Off: You will not wear helmets.
Ancient creatures from a lost age.
Big Sniffs: You have 5 more hearts of health than a human, but also move a little slower.
Smells Interesting: Using your Primary Power you can sniff out the locations of nearby chests that are buried.
Ancient Knowledge: Thanks to your ancient knowledge, when mining grass you will have a chance of getting ancient seeds.
Fluffy Boy: Your body is very flammable, and you are much weaker in hot biomes.
Herbivore: You cannot consume meat
A ghostly presence who is said to lurk an ancient kingdom, possessing the armour of its fallen warriors.
Spectral Body: You are entirely invisible, however, you only have 1 heart of health.
Possessive Spirit: Your health bar is directly linked to the protection given by your armour, as protection increases, your health does too, up to 10 hearts.
It's Elementary: When equipping a full set of armour of the same material, you will get a different effect depending on the armour.
Unchained: When not equipping armour, you are unable to attack or be harmed by physical means.
Crushing: You take greatly increased damage from heavy Mace Attacks, as it crushes the armour you wear.
A bio-mechanical assembly of parts, created by a mad scientist by splicing the DNA of many creatures into one lethal weapon, unstably shifting as you need. <NOTE> This origin has multiple drives
Genetic Shift: Using your Primary Power, you may select a genetic drive to enable, granting you traits of different origins, it also decreases a small amount of hunger when used.
Encryption: All of your drives begin locked away, and you must complete different tasks to restore them, selecting a locked drive will display the required data to decrypt it
Recharge: Using your secondary power, you become stunned for 5 seconds and begin to rapidly heal, this ability is locked away while Genetic Shift is active.
Canvas: Without Genetic Shift active, you deplete hunger at half the rate, but also take 25% more damage from attacks.
Stress Capacity: Changing too much in a short time frame will overclock your system, causing you to be slightly slowed for a bit and stuck as your current form for 3 minutes.
Amalgam Drives
Huzzah! Decrypting locked away data has unlocked a new form!
Fire Drive
Using the Fire Genetic Drive, the Amalgam is able to tap into excess power and can brave blazing perils.
Arsonist's Flamethrower: You can unleash a stream of fireballs from your hands using your Secondary Power, like an Arsonist.
Wildfire Carapace: You have gained a blazing shield layer to your skin, reducing incoming damage, especially from projectiles, and making you fireproof.
Hydrophobia: You are extra vulnerable to water in this form, taking damage and being slowed when in contact.
Plant Drive
Using the Plant Genetic Drive, the Amalgam is able to utilise advanced survival in lush environments.
Blighter's Touch: You have gained the ability to inflict a deadly Blight by attacking with your Secondary Power
Prickly Skin: Cacticillian DNA gives you sharp spines across your body, when hurt they have a chance to strike all nearby mobs.
Sapling Parts: You have the sapling body of a Forestborne, making you shorter with less health.
Water Drive
Using the Water Genetic Drive, the Amalgam is able to explore deep into the ocean.
Dolphlet's Dive: You possess the ability to dash through the sea using your Secondary Power, like a Dolphlet, this power launches you at different speeds depending on if used in water or on land.
Aquatic DNA: You can breathe, swim quicker, see clearly and mine faster while in water thanks to the large collection of sea creatures that form you.
Atling Limbs: Much like an Atling, you are not as fit for land, while you can still breathe, you are weaker and slower.
Aether Drive
Using the Aether Genetic Drive, the Amalgam is able to traverse quickly and explore the skies.
Breeze's Form: Much like a Breeze, you can shift your structure using your Secondary Power, letting you fly through the air and avoid damage, but also be unable to mine or attack.
Tailwind: Similarly to an Avian, you move at a much greater speed on the ground.
Weak Bones: Your bones are weak like a bird, increasing the fall damage you take.
Earth Drive
Using the Earth Genetic Drive, the Amalgam is able to navigate deep caverns and carve large spaces.
Mosskin Vines: Similar to a Mosskin, you can use your Secondary Power to entagle nearby mobs, slowing them and blinding players.
Stone Fists: Your fists have become as tough as an Ancient Robot, dealing more damage as you get low on health.
Large Appetite: You have a grand appetite, consuming hunger quickly as you move about.
Ice Drive
Using the Ice Genetic Drive, the Amalgam is able to withstand any cold temperatures.
Frost's Cannons: Much like a Frost, you can use Secondary Power to blast snowballs at foes. Any snowballs you throw deal damage and freeze mobs in place.
Icicle Thorns: Anything causing harm to you will be slowed down by the cold air around your body.
Feathery Body: Feathers of a penguin coat you, slowing you down but also making you immune to freezing.
Magic Drive
Using the Magic Genetic Drive, the Amalgam is able to access powerful enhancements.
Lunar Beam: You can use your Secondary Power to channel the spirit of a Lunar Bloodmoth, creating a powerful beam that strikes down foes it hits.
Deity Power:
This form allows you 14 hearts of health thanks to the durability of the Blood Deity
Magic Meets Magic: Much like a Magician, you will take increased damage from magical sources, despite this form allowing you more control over them.
Combat Drive
Using the Combat Genetic Drive, the Amalgam is able to use sheer force to challenge foes.
The Greatest Weapon: With the DNA of a Living Gun inside you, you can fire a bullet using your Secondary Power, it does consume gunpowder, though..
Built for Destruction: You possess the innate masochism of the Punching Bag, boosting your strength when you take damage.
All-In: You take twice as much damage from any source due to your focus on attack power leaving your body weak.
Corrupted Drive
Uhm.. Did this one decrypt right? Regardless, the Amalgam now can use the destroyed remains of its ninth (or maybe the original..?) drive to.. do something, probably.
Behind You!: Like an Enigma, your Secondary Power lets you teleport behind mobs you look at.
Shadow Consuming: You possess the Shadow Walker's ability to restore yourself when killing mobs.
Necromancer's Weakness: You are much weaker and slower when in contact with the sun as you are now partially undead.