Simic Hybrid, Variant (5e Race)
Simic Hybrid[edit]
"Evolution is a constant state of life death obstacles and adaptations. Your subjects are just speeding this process along. Begin Guardian project Mark V." ~ Head Scientist Krossulhah
Physical Description[edit]
The Simic Combine uses magic to fuse different life forms. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.
History[edit]
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 been thought of is possible, and if the resonant DNA is present in one creature then it can be implanted into another. These ideologies have 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)
Society[edit]
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[edit]
Simic Hybrids normally maintain the naming traditions and former names before their transformation. 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, etc."
Simic Mark V Traits[edit]
Variant to Simic hybrid with more options.
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 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 adaptations they have taken. Most are between 6-8 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. 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.
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, 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. |
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. |
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. At 10th level, you can no longer be surprised. |
Natural Attacks | 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. Also at 10th level, whenever you attack with your Claws you may attack simultaneously with both of them, provided both your hands are free. roll separate attacks for each claw. |
Ears | You have small animal ears, giving you proficiency in the Perception and Survival skill. |
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. |
Pygmy | You are much smaller than normal. Your Dexterity increases by 1, and your Wisdom increases by 1. Your Strength decreases by 1, and your size is Small. |
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 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 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 |
---|---|
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. |
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 1'' | +1d12 | 120 lb. | × (1d6) lb. |
*Height = base height + height modifier |
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