Adapted Human (5e Race)
From D&D Wiki
|Work In Progress|
|“||For your acts of treason and dishonor, I cast upon you and your people, my creations, a subtil curse of madness. You shall have the path to power that you crave, but in it your mind will become mine alone.||”|
|—Hyperion, The Mechanical God|
Adapted Humans look much like their plain counterparts, except for their metallic-tinted skin. They're tall with a muscular but slim physique, mimicking the form their divine creator, Hyperion, often takes when he treads upon mortal soils. Their eyes resemble the night sky, and their voices are soft and echoic. All of them also have small bits of organic machinery scattered across their body, and their inherent magical energy is potent enough to be visible as it moves around their body.
The Adapted Humans are the creations of a Machine god known only as Hyperion, created through a combination of humans, magic, and technology. They were meant to be the next step in human evolution, the ultimate fusion of the domains of influence they had of other natural and supernatural worlds. However, their superior nature went to their head, and they attempted to usurp their creator in a mad bid to use him to evolve them further. However, this coup ultimately failed, and they were abandoned by their god, left only with a divine curse upon their entire race: Hyperion's Mystic Mania, also known as just Mystic Mania. They would be allowed to keep their innate magical abilities, but their minds, bodies, and souls would suffer greatly due to the strain. Now they wander the world, sticking together in elitist clans and rarely interacting with other races, or even other subraces.
Adapted Human Names
Adapted Humans have very traditional human names, though they will sometimes take the names of the culture of the people they hang out with.
Male: Mark, Dwayne, Tyrell, Jose, Ali
Female: Melissa, Valentina, Ayanna, Jane
Adapted Human Traits
Adapted Humans are the product of experiments done by a mechanical god, a divine fusion between man and magic and machine.
Ability Score Increase. One ability score of your choice increases by 1.
Age. Adapted Humans reach adulthood in their late teens and can live to be up to 1000 years old.
Alignment. Adapted Humans lean toward no alignment in particular. The best of the best and the worst of the worst can be found amongst them.
Size. Adapted Humans vary widely in height, from barely 5 feet to well over 8 feet tall, with a muscular but slim physique. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Divine Anatomy. Adapted Humans were made to be better than Humans in as many ways as possible, capable of sustaining themselves in extreme conditions. As a result, you do not need to eat, sleep, or drink, and magic cannot put you to sleep.
Arcane Digits. Your internal magic allows you to use the hyperion lance cantrip by shooting the magic dart from your fingertips. Wisdom is your spellcasting modifier for this cantrip. At least one of your hands must be free to use this trait.
Overclocked Arcana. As a bonus action, you can increase the amount of magic that flows through you, tapping into a divine source of power whilst risking your sanity. This effect lasts for 1 minute, but you can also end it early as a bonus action. If you go for the full minute, you must succeed in a Wisdom saving throw or take 1 level of Mystic Mania. When you overclock, you gain temporary hit points equal to 1 + your Wisdom modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your subrace. Once you overclock, you cannot do so again until you finish a long or short rest.
Languages. You can read, write, and speak Common and two other languages of your choice.
Optional Rule: Resisting Mania
Adapted Human Subraces
Ability Score Increase. Your Dexterity score increases by 1.
Divine Breath. You are immune to exhaustion.
Overclock Feature. When you overclock, your walking speed increases by 10 and you become resistant to fire and cold damage.
Ability Score Increase. Your Intelligence score increases by 1.
A Leader's Eyes. You have advantage on Charisma (Persuasion) checks when you attempt to assert your dominance.
Overclock Feature. When you overclock, your walking speed increases by 10 and you are not affected by difficult terrain.
Ability Score Increase. Your Wisdom score increases by 1.
Show of Power. You have access to the Transmutation cantrip thaumaturgy, and using it will give you advantage on Charisma (Intimidation) checks throughout its duration. Charisma is your spellcasting ability for this spell.
Overclock Feature. When you overclock, you gain advantage to Dexterity rolls and your jump distance is doubled for its duration.
Ability Score Increase. Your Strength score increases by 1.
No Fear of Man. You gain a proficiency in Intimidation.
Overclock Feature. When you overclock, you gain a +1 bonus to your AC and become resistant to nonmagical piercing damage.
Ability Score Increase. Your Charisma score increases by 1.
Floruished Movements. You gain a proficiency with a martial weapon of your choice.
Overclock Feature. When you overclock, you gain a +1 bonus to your AC and gain advantage to Dexterity rolls.
Ability Score Increase. Your Constitution score increases by 1.
Overclock feature. When you overclock, your walking speed increases by 15 and you become proficient in Intimidation.
Superoverclock. As an action, you can push your overclock further, taking one level of mania to grant you a +2 to attack and damage rolls. However, if you go for the full duration of your overclock, you must succeed in a Wisdom saving throw or take 2 additional levels of Hyperion's Mystic Mania.
Random Height and Weight
|5′ 3''||+3d12||155 lb.||× (2.5) lb.|
*Height = base height + height modifier