Abomination of Mother Nature, Variant (5e Race)

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Abomination of Mother Nature[edit]

Physical Description[edit]

History[edit]

Society[edit]

Abomination of Mother Nature Names[edit]

Male:

Female:

Abomination of Mother Nature Traits[edit]

Ability Score Increase. Add +2 to one ability score of your choice and add +1 to another ability score of your choice.
Age. Abomination's usually reach adulthood in their late teens and live for less than a century due to the nature of their creation.
Alignment. Due to the variety of adaptations and their assorted effects on the psyche alignment runs the gamut of all available choices.
Size. An Abomination's vary size varies depending on their adaptations. Your size can be Small or Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Adaptive Tactics. Abomination's abilities manifest in various ways. You gain proficiency in any two skills of your choice or any one skill and a tool kit of your choice.
Animal Adaptation. Your body has been altered to incorporate certain animal characteristics. You choose two animal enhancements now and a two more enhancements at 5th level. Animal enhancements are detailed in the table below.
Languages. You can speak, read, and write Common and one other language of your choice.

Animal Adaptation[edit]

Adaptation Trait Adaptation Description


Adaptive Assimilation You can choose any racial trait from another player race and make it your own. This trait can be replaced at the end of a long rest as your body adapts and changes to fit your needs. This trait can be taken multiple times but you are limited to one racial trait per race.
Adaptive Camouflage While you aren't wearing armor you can use an action to change the color of your skin/fur to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Aquatic Adaptation You can breathe air and water, and you have a swimming speed equal to your walking speed.
Brain Alteration You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Climber You have a climbing speed equal to your walking speed.
Enhanced immunity You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
Natural armor When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
Adaptation Trait Adaptation Description
Digger You have a burrow speed equal to your walking speed.
Enhanced Senses You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Flight You sprout wings along your arms or your back giving you a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Barbed Spines You grow barbed spines along your body that are a natural weapon, which counts as a simple ranged weapon with the thrown property with which you are proficient. You can add your Constitution modifier, instead of your Dexterity modifier, to the attack and damage rolls when you use these spines to attack. You spines deal 1d4 piercing damage on a hit and have a normal range of 20 feet and a long range of 60 feet. Additionally the barbed spines on your body give opponents disadvantage on grapple checks against you.
Bioelectric Organ You gain a bioelectric organ. As an action, you can spew a bolt lightning from your mouth that arcs towards a target that you can see within 30 feet. One bolt can then leap from that target to one other target that is within 5 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must succeed on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus or it takes 2d10 lightning damage. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Horns You grow horns out of your head. If you charge 20 ft, you make a gore attack as a bonus action dealing 1d8 piercing damage. The target must make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier or be thrown 10 feet back and knocked prone. You can use this once per turn.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

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