Simic Hybrid, Variant (5e Race)
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"Evolution is a constant state of life death obstacles and adaptations. You subjects are just speeding this process along. Begin Guardian project Mark V." ~ Head Scientist Krossulhah
For a long time the Simic Combine has tried to perfect the adaptations of creatures into a perfectly adapted society. A world of harmony where the lines between the biological and illogical or blurred. Anything that has a thought is possible, and if the resonant DNA is present in one creature, than it can be implanted into another. These ideologies has led to the perfection of the Guardian project under the leadership of Head Scientist Krossulhah, who has succeeded in expanding the possibilities of options within the Guardian project. (This is presented as an addendum to the Simic hybrid presented in the GMGTR, offering more options, and more creative ideas)
Simics can either be feared, adored, or unknown. The Guardian Project Mark V has perfected the mutations to be both outrageous and overt, as well as unseen until needed. Some simics look like amalgamations of humans and animals, which they consider to be the ultimate expression of beauty. Others look almost identical to humans or elves, until they sprout claws and proceed to shred your face off. Your simic can be a powerful warrior, a volunteer to the program, or not. It's up to your imagination to how you look, act, and feel.
Simic Hybrid Names
Simic Hybrids normally maintain the naming traditions and former name before their transformation. For those individuals that lose the cognizance and intelligence needed to remember their former lives, are normally referred to by scientific number, or perhaps a nickname for their branch of the project
Names:"Subject 34, Alligator 27, Lion 22, FireBeetle 15, Weapon X, Fred, ect"
Simic Mark V Traits
Variant to simic hybrid with more options.
Abilities=Your Constitution score increases by 2. This may not raise your total score above 20. One score of your choice also increases by 2, this score has a maximum of 22. In addition, one ability of your choice also decreased by 1. This can be the same score of your choice that increases by 2, resulting in a net change of +1.
Age=' The Hybrid Mark V predicts that the lifespan of our new hybrids to be far superior to their former selves, with the lower end of predictions being 100 and the higher end being 400 before a secondary evolutionary process improves that as well
Alignment= Hybrids perform whatever tasks are required, and can be of any alignment
Size= Hybrids vary widely in build depending upon which adaptions they have taken. Most are between 6-8 ft tall. Your size is Medium
Speed=Your base walking speed is 30 feet.
Darkvision= 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.
Animal Adaptation Your body has been altered to incorporate certain animal characteristics. You choose two animal enhancements now and a third enhancement at level 5. Finally, at level 10, you reach the pinnacle of your changes, and choose a single Superior Enhancement. At level 1, in addition to the options presented in GmGTR, you may choose one of the following:
Natural armor: when not wearing armor, your Base AC is 12 + Dex modifier. You can use a shield and still gain this benefit. At level 5, you gain +1 AC when not wearing heavy armor, and at lvl 10, as a reaction to being attack, roll a d12. Add your Con modifier, and you subtract that much damage from the attack. You may use this ability twice per long rest.
Climber: When climbing you suffer no movement penalties and gain a climbing speed equal to your movement speed. You are considered proficient in the Athletics skill, and add double your proficiency bonus to checks made to climb.
Chromatophore: You can alter the color of your skin and can blend into your environment. You gain advantage on Stealth checks made to hide as long as you are not moving. If you are wearing no armor and carrying less than a medium load, you may attempt to hide even in if you have no cover or concealment. You can't use this ability to hide from a creature that is directly observing you. In addition, at 10th level, you may use this ability to distract enemies who can see you. You flash patterns of color across your skin, rapidly changing. As an action, all hostile creatures that can see you within 30 ft must make a Wis saving throw equal to 8+prof+ your Cha or be captivated by you. While captivated by you, All allies have ADV on their attacks until your next turn. You may use this ability once per long rest.
Digger: You burrow though sand, dirt, mud and rock at a speed of 10 ft per round. You may not take this ability if you have a swim speed. At Level 5 you gain tremorsense 20 ft. when you use this ability. At level 10, you gain tremorsense 20 ft at all times.
Chameleon Eyes: You gain the ocular musculature of a chameleon. You are considered proficient in perception checks that rely on sight. At 5th level, you gain advantage on these checks and can no longer be surprised in attacks. At 10th level you gain expertise in these checks and can no longer be surprised, sneak attacked, or flanked.
Natural Attacks: You sprout claws and fangs. As an action on your turn, you may make an attack with either your claws, dealing 1d6 slashing, or bite, dealing 1d8 piercing damage. At level 5, you may use this ability as a bonus action on your turn. This damage increases at level 10 to 2d6 slashing or 2d8 piercing.
Enhanced immunity: Your blood was bred to heal the sick. You excrete toxins that build up in your system and effectively fight off infections. You gain ADV on saving throws against poison and diseases. At level 5, you are immune to diseases and at level 10 you are immune to poisons as well. At lvl 5, any natural attack you have deals poison damage 1d6 and applies the poison condition, DC 8+prof+Con. At level 10, your poison bypasses resistance as normal dam and bypasses immunity as being resistant.
Pygmy: You are much smaller than normal. Your Dex increases by 1, and your Wis increases by 1. Your Str decreases by 1, and you are considered small.
Animal Adaptation (greater) At 5th level, your body evolves further, developing new characteristics. Choose on of the options you didn't take at 1st level, or one of the following options:
Pounce: You gain the hunting instincts of a predator. If you move at least 20 ft and then attack, you have adv on the first attack. At level 10, you gain adv on all attacks when you pounce and the target must make a Str saving throw 14 or be knocked prone.
Wings: You sprout wings. These give you a fly speed of 20 ft, but you cannot hover in place. At level 10, you gain a fly speed equal to your speed, and you gain the ability to hover.
Prehensile tail: You grow the tail of a monkey. This tail acts as an extra hand for all intents and purposes except for wielding a weapon. In addition, at 10th level you may use your tail to wield a light weapon with the finesse property.
Spines: you grow barbed spines similar to a porcupine or Anemonae. Whenever you are grappled, these deal 1d4 piercing damage to an attacker. Additionally, as an action, you may launch one of these spines as an ranged attack with a range of 20/40. At level 10, your range increases to 30/60 and your damage increases to 2d4. These spines can also be plucked to be used for utility uses. You may pull off or launch a number of spines equal to your Con modifier +2 per day.
Bioelectric generation: You gain the bioelectric organs of an electric eel. These allow you to produce in effect similar to burning hands once per day, except the damage is lightning instead of fire. Also, when grappled, you deal 1d4 of electric damage. At level 10, you generation increases, and you may use this ability 2 times per day and it is treated as burning hands cast at a level equal to half your proficiency modifier rounded down. In addition, you damage dice on grapples increases to 2d4.
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 Str saving throw equal to 8+ your prof+ your str mod or be thrown 10 ft back and knocked prone. You can use this once per turn.
Animal Adaptation (superior)
| At 10th level, your evolution is nearly complete. You may take an additional feature from the previous options, or you may choose one of the following:
Stinging tail: You sprout a large scorpion tail. This tail has a sharp poisonous barb on the end. As a bonus action, you may make an attack that deals 2d8 piercing damage on a hit, and the target must make a DC16 Con saving throw or take an additional 4d6 poison damage and become poisoned for 2 rounds. You may use this feature once per long rest. You can also milk this poison with a successful Alchemist's Tool's check. If you do, the poison lasts one day before it denatures, and you lose the poison ability on your tail attacks for 24 hours.
Spider Web: You grow spinnerettes that produce an effect similar to the Web spell. You may use this ability once per long rest. You are immune to the effects of this ability and of similar abilities.
Blinding spittle: You secrete alchemical spittle when threatened. As an action, make a ranged attack against a target within 40 ft. If you hit, the target takes 1d6 acid damage and must make a DC 16 Con saving throw or be blinded for 2 rounds. You may use this trait a number of times equal to your Con mod +1 per day.
Amorphic body: Your body takes on a shape similar to an ooze. You have Advantage on checks made to escape a grapple, and can squeeze through an area 1 inch wide. In addition, you may no longer be sneak attacked, and you contort your body any way you desire.
Regeneration: You heal at an impressive rate. Whenever you spend at least one Hit Dice to regain hit points during a short rest, you regain an additional number of hit points equal to twice your Con mod. Severed toes and fingers regrow after 24 hours. Severed hands and feet regrow after three days, and severed limbs regrow after one week. If the severed limb is present and whole, you can reattach it during a short rest as long as you spend one Hit Dice to regain hit points and perform no other actions, including light duties.You gain one level of exhaustion whenever you begin regenerating a limb. This level of exhaustion lasts for 24 hours after regenerating a limb. Additionally, once per day, as a bonus action, you may expend 2 Hit Dice as if you finished a short rest.
Bloodthirsty Savagery: You have become a formidible hunter. Whenever you kill an enemy, you gain advantage on your next attack. Whenever you are reduced to half your health, your attacks deal an extra 2d6 damage as you enter into a bloodrage.
Frills: Your frills mature to a usable point. As an action, you may extend these frills to frighten an enemy. All foes within 40 ft must make a Wis save equal to 8+prof+Cha or become frightened of you. If they fail this save by 5 or more, they are terrified. If they succeed, they are immune to your frightful presence for 24 hours. Once, at the end of every turn, an enemy affected may remake their save. You may use this ability once per day. You also gain Advantage and proficiency on Intimidation checks.
Adaptive tactics Hybrids of the Mark V are trained for a variety of tasks. You gain proficiency in either Stealth, Athletics, Acrobatics, or a tool kit of your choice.
Languages= You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|6′ 1″||+1d12||120 lb.||× (1d6) lb.|
*Height = base height + height modifier