Osmosian (5e Race)
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Osmosians are a genetic off-shoot of humans with the ability to absorb energy, matter, and even abilities. This absorption is commonly used as a survival mechanism for the Osmosian to get out of bad situations or simply a means of getting ahead regardless of any moral implications.
Osmosians exist as a sub-species of human, sharing many of their genetic traits. The only notable physical difference between Osmosians and standard humans are that some can form small flesh colored horns which protrude from their foreheads. Additionally, they are known to gain black marks around their eyes after an intake of harvested energy. When absorbing matter into their genetics, their body's are physically and chemically altered to take in the properties of the material.(Ex. If they absorb stone, their skin will become tough, porous, and textured; if they absorb metal, their skin will become hard, lustrous, and reflective, etc.) When transforming their limbs, they are able to replicate the general shapes of weapons almost perfectly. Additionally when they take in the DNA of other creatures their bodies physically adapt to support the new genetics allowing for a wide array of outward mutations.(Ex. Absorbing and using the Amphibious trait of a Merfolk will cause their body to sprout gills)
Hailing from the planet of Earth, Osmosians have been around for centuries, just about as long as their human counterparts. Due to the rare and minuscule physical difference between them and their human counterparts they live in human society essentially unnoticed. In regards to the use of their natural abilities, they are frowned upon in traditional human society because of the human tendency to fear things they don't understand. Some Osmosians use their powers to commit crimes with relative ease, such as theft. Individuals who use their powers this way are quite rare though due to the negative attention or consequences of illegal actions are disadvantageous for the Osmosian behind the acts.
Osmosians share the exact same naming conventions as humans, meaning their names can be of the human formalities or irregularities allowing for a wide range of options.
Male: Kevin, Devin, Devlin, Aggregor
Female: Emma, Amelia, Gwen, Sophia
Osmosians are a tough subset of humans. Based on the Ben 10 series.
Ability Score Increase. Your Constitution score increases by 2 and your Strength or Wisdom score increases by 1.
Age. Osmosians age similar to humans, maturing around their early 20s and living to just under a century.
Alignment. Osmosians have a tendency towards darker alignments not by nature, but due to the the mental distress caused by their absorption ability, however like humans their alignment dependent on their own experiences.
Size. Osmosians vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Enhanced Genome. The mutation present within your human DNA has provided an advantage outside of absorption. Your body has increased strength and durability compared to a standard human. You have advantage on Athletics checks and all non psychic damage you take is reduced by 1.
Energy Manipulation. The improved DNA of the Osmosian has helped build their bodies in to living circuits. By using their absorption ability they can take electrical energy in to their body and bend it to their will. When physically interacting with an electrically powered object or construct, you may make a DC 15 Constitution ability check as an action. On a success, the object or construct in question must carry out one function within its ability that you command, verbally or mentally. (This ability can not be used to make the machine harm itself) You need to finish a long rest before you can use this trait again. Additionally, when subject to lightning damage you may make a DC 15 Constitution saving throw as a reaction, on a success you gain resistance to lightning damage until the beginning of your next turn.
Matter Absorption. Using the absorption ability provided by your mutated makeup you can temporarily take the properties of different types of matter and use them to enhance yourself. As a bonus action, you may make physical contact with a solid object that does not have an identical or weaker chemical composition than your own skin and absorb it. While using this trait your AC increases by 1 if you are not wearing any armor. (Work with your DM to determine if the AC bonus can become higher dependent on the absorbed material.)This transformation lasts for 1d12+ your Constitution modifier rounds while in combat. Out of combat this transformation lasts for a number of minutes equal to your Constitution score.
Atomic Restructuring. By taking advantage of the ability to restructure your chemical makeup, you rearrange are able to manipulate the atoms that comprise your limbs. While under the effect of Matter Absorption, you may use a free action to morph one or both of your arms and legs in any combination (Ex. Left and right arm; left arm and right leg, etc.) in to a blunt or bladed weapon made from the material you currently have absorbed. Weapons created this way do 1d6+ your Strength modifier bludgeoning, piercing, or slashing damage dependent on what weapon you decide to form. While using this trait you are proficient with what ever weapons you are using, attacks made with these weapons are considered unarmed strikes, all weapons created have both the light and one handed property, and you have the Two-Weapon Fighting style but it can only be applied to weapons that come from your limbs.(Work with your DM to determine if the damage die can become higher dependent on the absorbed material. You should also work with your DM to determine this feature can be used for more than just weapons, like tools or keys)
DNA Incorporation. After experimentation with the limits of Osmosian DNA, you realize the extent of your absorption ability goes beyond just that of energy and matter, but other DNA as well, however this kind of absorption comes with great risk. As an action, you may attempt to incorporate the DNA of another being in to your own by making a DC 20 con saving throw. On a success, you may choose 1 racial trait, resistance, or speed of the being whose DNA you attempted to incorporate and benefit from it at will for 1d4 days, after which you must reabsorb the trait to gain access to it again, and the DC of this trait will decrease by 1.(This reduction is additive, meaning after 19 successes the DC is reduced to a DC 1). While benefiting from an incorporated trait, your body will physically adapt to support the foreign DNA. On a failure, you will still gain access to the absorbed trait for 1d4 days, but the physical change associated with the usage of the trait becomes permanent and is deformed, indefinitely disfiguring your character. Alongside the physical transformation, a mental one is also undergone. After the failure, your character will role 2 d100, simultaneously coming under one effect of short term madness and one of long term madness, and your alignment must be shifted one toward chaotic evil from wherever it currently lies unless it is already such. This change in alignment is bound to your physical disfigurement and can only be undone alongside it. The short term madness effect lasts the standard duration and can be cured using lesser restoration but the long term madness effect is indefinite and shares a status with your physical mutation and alignment shift. The only way to undo the genetic damage done by the failed DNA incorporation (Physical deformation, alignment shift, and long term madness effect) is to use the greater restoration or wish spells or something of equivalent power determined by your DM.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|4′ 8″||+2d10||110 lb.||× (x2d4) lb.|
*Height = base height + height modifier