Abomination of Mother Nature (5e Race)
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Abomination of Mother Nature[edit]
Mother Nature knows how to be cruel and this being is destined to restore order, it could end creation, how it could help others, it all depends on the environment in which it will grow.
Physical Description[edit]
This being was born from the use of magic to fuse different life forms. In recent years Dr. Joke O'-No has discovered the birthplace of some of these beings, a gigantic tree and hidden by magic in a dark forest. Being born in these mysterious places can have any form, especially the humanoid one, with good intelligence and survival. Nature has endowed them with impressive adaptive systems.
History[edit]
Born from chance or from the anger of nature, they can have multiple objectives, often these beings are endowed with free will, but some may have the sole objective of protecting nature, persecuting evil or those who hinder mother nature or her will.
Many will wonder who this doctor is and the answer comes to those who wait!
This doctor or mad scientist was in the past a man who, due to his fixation on not wanting to die, gave rise to various forms of life that were quite questionable.
He went from summoning undead to creating them himself, to then starting to mix flesh with plants and create further new life, he got to the point of being able to understand what the plants and the surrounding nature were saying.
He continued his experiments, starting to create real chimeras, which however soon were no longer created from corpses, but, born from mammals, this attracted the hatred of nature itself.
Then nature waited helplessly and man, now corrupted by his extraordinary talent, wanted to try to give life to a chimera from plants, from trees, from the earth.
That was the propitious moment, man did not take into account a simple variable, nature is alive, nature is life.
It took control of the gestation without man being able to understand it and when this abomination, this being that should not have been able to exist was born, it followed the will of nature and eliminated the doctor... or at least this is what is thought to have happened.
Society[edit]
These beings can be feared, adored, or unknown. You can be a mighty warrior, a foundling, a druid raised from the wild, or an aspiring merchant or traveler. It depends on your imagination how you look, act and feel.
Son of Nature Traits[edit]
Ability Score Increase. Your Constitution score increases by 2. This may not raise your total score above 20. One score of your choice also increases by 1, This may not raise your total score above 20.
Age. The Son of Nature 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 600 before a secondary evolutionary process improves that as well.
Alignment. Son of Nature perform whatever tasks are required and can be of any alignment.
Size. Son of Nature vary widely in build depending upon which adaptations they have taken. Most are between 6-9 ft tall. Your size is 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.
Animal Adaptation. Your body has been altered to incorporate certain animal characteristics. You choose two animal adaptations now. At 5th level, you choose a greater animal adaptation. Finally, at 10th level, you reach the pinnacle of your changes and choose a single superior animal adaptation. The adaptations are shown in the tables below. Additionally, you may instead choose an adaptation that was previously available(taking a greater adaptation instead of a superior adaptation, for example).
Adaptive Tactics. Son of Nature are trained for a variety of tasks. You gain proficiency in either Stealth, Acrobatics, Perception, or a tool kit of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Adaptation Trait | Adaptation Description |
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Natural armor | Your base AC is 12 + Dexterity modifier. You may use this score in place of the AC granted by your armor. You can use a shield and still gain this benefit. At level 5, you gain +1 AC when not wearing heavy armor, in addition, you can now add toughness to your AC bonus, and at lvl 10, as a reaction to being attacked, roll a d12. Add your Constitution modifier, and you subtract that much damage from the damage dealt. You may use this ability a number of times equal to your Constitution modifier and recover all uses when you take a 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 are not encumbered, you may attempt to hide even 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 feet must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma or be captivated by you. While captivated by you, all allies have advantage on their attacks until your next turn. You may use this ability once per long rest.
The charm ends at the end of your next turn or if the charmer hits them. |
Chromatophore Alternative | You can alter the color of your skin and blend in with your environment. You gain advantage on Stealth checks made to hide if you are not wearing heavy armor. If you are not wearing any armor and are not encumbered, you can attempt to hide even if you have no cover or concealment. You can't use this ability to hide from a creature that is looking directly at you. Additionally, you can use this ability to distract enemies who can see you. Flash patterns of color across your skin, changing rapidly. As an action, all hostile creatures that can see you within 40 feet must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma or become charmed by you, but you can also choose to use instigating colors. your opponents to target you. While charmed or provoked by you, all allies have advantage on their attacks until your next turn. You can use this ability times equal to proficiency, and you regain uses at the end of a long rest.
The charm or provocation ends at the end of your next turn or if the person who charmed them has hit them, but if they have been provoked they will have to make the test again to exit the provocation state which will last for 1 minute. |
Digger | You burrow through sand, dirt, mud, and rock at a speed of 10 feet. You may not take this ability if you have a swim speed. At 5th level you gain tremorsense 20 feet while digging. At 10th level, you gain tremorsense 20 feet at all times. |
Wild Disposition | You gain a long tail that you can use to make one unarmed attack you have proficiency with against a target within 5 feet of you.
You can use an action, bonus action, or reaction to deal 1d10 + Dexterity bludgeoning damage. You sprout claws and fangs, augmenting your Unarmed Strike. When you attack with your Claws your unarmed strike deals 1d6 slashing damage + your Strength or Dexterity modifier and each claw has the Finesse property, your Bite deals 1d8 piercing damage + your Strength modifier. At fifth level, you may attack with your Unarmed Strike as a bonus action on your turn. At Level 10, the damage dealt by your Bite increases to 2d6 and you may gain temporary hit points (minimum of 1) equal to your Constitution modifier when you hit with your Bite attack, if you do, you can't use this trait again until you finish a short or long rest. |
Multiattack | You make two attacks for a full action: one with your bite and one with your claws.
(Requires Bite and Claws) |
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 advantage 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 level 5, any natural attack you have deals1d6 poison damage and applies the poison condition, DC 8 + your proficiency bonus + your Constitution modifier. At level 10, your poison treats creatures with resistance as though they didn't have it, and treats creatures with immunity as only having resistance. |
Brain Alteration | Your brain has been manipulated, it doesn't matter if you are smart, during the modifications a modification was made to the brain and allowed you to unlock the ability to Levitate up to 1 meter off the ground and at the maximum speed of 12 meters.
Not counting your weight, you can carry a maximum of 330 pounds in levitation. Additionally, you can telepathically speak up to 5 meters with an individual, but you must be able to see them. |
Adaptation Trait | Adaptation Description |
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Pounce | You gain the hunting instincts of a predator. If you move at least 20 feet and then attack, you have advantage on the first attack. At level 10, you gain advantage on all attacks when you pounce and the target must make a Strength saving throw 14 or be knocked prone. |
Wings | You sprout wings. These give you a fly speed of 60 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. |
Spines | you grow barbed spines similar to a porcupine or Anemone. Whenever you are grappled, these deal 1d4 piercing damage to an attacker. Additionally, as an action, you may launch one of these spines as a 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 several spines equal to your Constitution modifier +2 per long rest. |
Bioelectric generation | You gain the bioelectric organs of an electric eel. These allow you to produce in effect similar to burning hands once per long rest, except the damage is lightning instead of fire. Also, when grappled, you deal 1d4 of electric damage. At level 10, your generation increases, and you may use this ability 2 times per long rest and it is treated as burning hands cast at a level equal to half your proficiency bonus rounded down. In addition, your 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 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. |
Adaptation Trait | Adaptation Description |
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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 DC 16 Constitution 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 until your next long rest. |
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 similar abilities. |
Blinding spittle | You secrete alchemical spittle when threatened. As an action, make a ranged attack against a target within 40 feet. If you hit, the target takes 1d6 acid damage and must make a DC 16 Constitution saving throw or be blinded for 2 rounds. You may use this trait several times equal to 1 + your Constitution modifier per long rest. |
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 Constitution modifier. 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 long rest, as a bonus action, you may expend 2 Hit Dice as if you finished a short rest. |
Bloodthirsty Savagery | You have become a formidable 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 blood rage. |
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 + your proficiency bonus + your Charisma bonus 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 long rest. You also gain advantage and your proficiency bonus on Intimidation checks. |
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