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Hybrid - Class

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Hybrid - Class

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Hybrid

TIEFLING AWAITS, HER FLESH TWISTED IN


the form of a tree, as the mob of villagers
Where can they appear?
passes by her without noticing. She awaits The hybrid can be used in a variety of different settings.
the zealot, thinking himself safe at the end Basically, anywhere a mad scientist can exist. Of course,
of the march. She bash his head with her it is important to note that there’s usually a stigma
thick claws before running away on powerful legs, attached to hybridization in most settings. This should
cackling. be communicated to the player.
The world can be efficiently explored with just the
A human, a green gem embedded on his forehead, flies presence of a hybrid. From the reactions of the
to the top of a castle before squeezing through a tiny townsfolk to how the hybrid actually looks. A scarless
crack in the wall. A second later, the window opens and hybrid would come from a world where people know
a rope of slime allows the group to climb as well. what they are doing and where medicine is being
seriously researched and practiced, while a hybrid
An elf, tentacles writhing on her arms, stands on the
looking like Frankenstein’s monster would come from a
doorway, enduring wounds after wounds as her friend
more sinister place.
unlocks the chest behind her. She takes a breath, the
Maybe there’s enough hybrid for a hybrid’s settlement
bleeding stops and she smirks at her assailant.
and refuge to be made. Are there different kinds of
hybrids or just the same type, which could mean the
What are Hybrids ? process of hybridization has been industrialized in some
Be it from an ancient ritual, a failed experiment or the way.
side effects of a voluntary surgery, you have been And if there’s a special material in your story: the
grafted with beasts and monsters. The hybrid is not fully spice of Dune, the ergo of lies of P or the coral of
of their race anymore. They’re something else, perhaps Armored Core VI. The hybrid could be a byproduct of
something unique. said material, a good way to show the possibility of it as
It’s important to note that a hybrid, like a sorcerer, well as the abuse.
starts with all the puzzle pieces needed to unleash their
true potential, but they have to work to unlock it. It
Creating a Hybrid
could be taming the various monsters inside of them, When creating a hybrid, several questions should come
understanding their desires, and striking a balance to mind: How did you become a hybrid? What made you
between Humanity and Monstrosity. Or, simply, getting this way, and why?
used to an unfamiliar body.
The hybrid offers goals and roleplay opportunities on Then, ask yourself, what’s your relationship to your new
a silver platter. Have they struggled to adapt to their condition ? Do you hear the voice of the monster
new condition, have they sought out the person who did trapped in you, like Spider-Man’s venom? Is your mind
it to them or have they explored the reason why they did filled with new instincts that feel like your own but
it to themselves. aren’t? Or, perhaps, they are silent and tame?

Mechanically, the hybrid is a tank made to sustain Also, what does your hybrid look like? Is the
blows after blows. Unlike the barbarian, who can reduce hybridization evident? Are the scars monstrous? Or do
the damage he suffers or the high AC warrior or you look perfectly normal if not for a tiny blemish like
paladin, the hybrid can heal themselves in a pinch. slit pupils? Sharp teeth? Black blood?
With that, the hybrid possesses unnatural abilities
Finally, why are you an adventurer? Was it to better
centered around utility rather than combat, be it wings,
understand yourself? A command from your bestial
a tail, the ability to weave like a spider or the ability to
self? The dream of who you were? Or is it because no
stick to walls. The hybrid class is made to be versatile
one would hire you?
and to easily fit any of the player’s wishes (as long as
Also, if your transformation is voluntary, why did you
they wish for a monster)
pick the specific monster’s Heart you did as the
Finally, the hybrid isn’t meant to deal damage, but
foundation of your transformation ?
they can reduce the damage dealt by the enemy, not
only on themselves but on other too. This addition Quick Build
prevents the enemy from just waltzing by and ignoring
the hybrid’s assault. You can create a hybrid quickly following those
suggestions. First, make your Constitution your highest
score, then pick either Strength, Dexterity or your Heart
Modifier as the second highest. Finally, pick the
outlander or urchin background.
Class Features Saving Throws: Charisma, Constitution
Skills: Choose 2 from: Acrobatics, Athletics, Stealth,
As an Hybrid, you gain the following class features Intimidation, Insight, Investigation, Survival,
Hit Points Perception
Hit Dice: 1d10 per hybrid level Equipment
Hit Points at 1st Level: 10 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d10 (or 6) + your the equipment granted by your background:
Constitution modifier per hybrid level after 1st
• (a) a cimetar or (b) a long sword or (c) 2 simple
Proficiencies melee weapons
Armor: light and medium armor, shields • (a) a short bow with 20 arrows or(b) 3 javelins
Weapons: Simple weapons, cimetar, net, long and short • (a) a dungeonner’s bag or (b) an explorer’s bag
sword, morningstar, warhammer and whip • a shield, a net and a dagger

The Hybrid
Level Proficiency Bonus Gene’s Expressions Features
1st +2 2d6 - Hybrid’s Heart, Unarmoured Defense, Regeneration
2nd +2 3d6 2 Expertise, Gene’s Expressions
3rd +2 4d6 2 Hybrid’s Heart Feature
4th +2 5d6 2 Ability Score Improvement
5th +3 6d6 3 Debilitating Attack
6th +3 7d8 3 Expertise
7th +3 8d8 3 Hybrid’s Heart Feature
8th +3 9d8 3 Ability Score Improvement
9th +4 10d8 4 Unique Anatomy
10th +4 11d8 4 Superior Proficiency
11th +4 12d10 4 Bestial Nerves
12th +4 13d10 4 Ability Score Improvement
13th +5 14d10 5 Debilitating Attack improvement
14th +5 15d10 5 Hybrid’s Heart Feature
15th +5 16d10 5 Monstrous Senses
16th +5 17d12 5 Ability Score Improvement
17th +6 18d12 6 Improved Unique Anatomy
18th +6 19d12 6 Hybrid’s Heart Feature
19th +6 20d12 6 Ability Score Improvement
20th +6 21d12 6 Hard to destroy

Hybrid’s Heart Reg eneration


At first level. Choose the creature that was used as Also at first level, your self healing becomes a conscious
foundation for your transformation into an hybrid. It is process that you can accelerate. You possess a reserve
called the Hybrid’s heart and is associated with an of regeneration dice equal to your Hybrid level. With a
ability modifier called the Heart modifier. bonus action, you can use as many dice from your
reserve as you wish to regain hit points equal to the
Hybrid features save DC = 10 + your proficiency bonus total rolled.
+ your Heart modifier You regain your entire reserve after a long rest, and a
Unarmoured Defense number of regeneration dice equal to your proeficiency
bonus on a short rest.
Beginning at 1st level, while you are wearing no armor, The value of the dice in your reserve increases with
your AC equals 10 + your Dexterity modifier + your your levels, to a d8 at level 6, d10 at level 11, and d12 at
Heart modifier. level 16.
Expertise Superior Proficiency
At 2nd level, choose one skill to gain proficiencyin.
At 10th level. Your monstrous self is now flawlessly
Afterwards choose one of your skill proficiencies. Your
working with your humanoïds part, you can consciously
proficiency bonus is doubled for any ability check you
influence mechanisms that shouldn’t be available to
make that uses the chosen proficency. At 6th level, you
you. Choose one of the following :
gain another proficiency and you can choose one more
of your proficiencies to gain this benefit. • You can add your proficiency bonus to Initiative
Gene’s Ex pressions checks or to death saving throws.
• You gain proficiency in a tool, weapon, or saving
Also at 2nd level. The monsters inside of you are throw of your choice.
starting to manifest in more overt and extreme ways. • Your proficiency bonus is doubled for one skill of
Also at level 2, you gain 2 gene’s expressions. These your choice, as long as it doesn’t already have that
abilities are presented at the end of this class benefit.
description.
When you gain certain Hybrid levels, you gain Bestial Nerves
additional genome expressions of your choice, as
indicated in the table above. When you gain a level in At 11th level. Your sharpened instincts are a cut above
this class, you can replace one genome expression with the rest. You permanently gain one additional reaction.
another. You cannot use your two reaction at the same time.

Ability Score Improvement Debilitating attack


At 4th level, and then at 8th, 10th, 12th, 16th, and 19th
improvement
levels, you can increase one ability score of your choice At 13th level. Using your new control over your own
by +2, or two ability scores of your choice by +1 each. body the toxins inside you becomes more potent. When
However, you can’t increase an ability score above 20 you hit a creature with your Debilitating Strike, it
using this feature. Alternatively, you can choose a feat suffers the additional following conditions:
instead.
• The creature has disadvantage on one saving throw
Debilitating A ttack of your choice until the end of your next turn.
• If the creature is concentrating on a spell or ability, it
At 5th level. Your sweat and blood are sullied by foreign
immediately loses concentration.
influence: bacteria and poison you shouldn’t be able to
withstand, which you can use to hurt your enemies and Monstrous Senses
lower their strength. Once per turn, one of your attack
deal additional damage equal to one of your At 15th level. None can hide from your ears, your nose,
regeneration die. your tongue and your eyes. As long as you aren’t under
Additionally, when you deal this additional damage the charmed or terrified conditions you have advantage
the target suffers the following condition: The next time on perception skill checks.
the target deals slashing, piercing, or bludgeoning
damage during its turn, that damage is reduced by the Improved Unique Anatomy
value of one regeneration die + your Heart Modifier. At 17th level, your muscles and monstrous metabolysm
This reduction lasts until the end of your next turn. If works in tandem with the rest of your body, pushing
the target suffers this effect again before it ends, the your abilities to the next levels.
reduction also applies to an additional attack from the
target. • Your speed increases by an additional 10ft
• You gain a swim and climb speed equal to your
Unique Anatomy walking speed
At 9th level. Finally your new muscles are now your • You are immune to the poisoned condition
own to bend and use as you please. You gain the • You gain proficiency in Strength Saving throws
following benefits :
Hard to D estroy
• Your speed increases by 10ft
At 20th level. The beasts and you are one, the common
• You have advantage on saving throws against poison
enemy is not even able to hurt you. You gain immunity
and disease.
to all damage unless you take an amount of damage
• Your long and high jump distances are doubled.
from a single attack or effect equal to or greater than 10
• Your carrying capacity is doubled.
+ your Heart modifier, in which case you take damage
• Climbing costs you no extra movement.
as normal.
Hybrid’s Heart • Protect : You can spend one reaction and 1
regeneration die to increase the AC of one creature
The hybrid heart is the monster that served as the within the holy zone or touching the holy object by
foundation of the hybrid’s transformation. Even if an the result of the Regeneration Die.(You must
hybrid can be fused with a myriad of monsters there’s announce this effect before knowing if the enemy’s
always one type that express themselves more and offer attack hits or not).
the hybrid new capacity. You can choose from :
The area or object remains holy for up to 1 minute or
• Heart of the Celestial (Wisdom) until you fall unconscious. You cannot have more than
• Heart of the Dragon (Strength) one holy object or zone at a time.
• Heart of the Hag (Charisma)
• Heart of the Illithid (Intelligence) Angelic Weapon
• Heart of the Mimic (Charisma) At 7th level. Once per day, you can choose a melee
• Heart of the Ooze (Dexterity) weapon and touch it. This weapon is now considered
magical and deals 1 additional regeneration die of
Heart of the Celestial radiant damage. The creature holding the weapon can
use a bonus action to heal an ally for 1 regeneration die
Flesh Heritage: + your heart modifier. The same ally can benefit from
At 1st level. Your core modifier is Wisdom for your this healing only once per day. Constructs and undead
Hybrid abilities. If your hybrid abilities require a saving cannot be healed in this way.
throw, it is equal to 8 + proficiency bonus + Wisdom
modifier.
Divine Body
At 14th level. You gain resistance to radiant damage.
Blood Brother:
Also at 1st level. You can communicate with Celestials.
Enhanced Sanctity
You have advantage on persuasion (Charisma) and Also at 14th level : Your “Holy Ground” ability gains the
insight (Wisdom) checks with Celestials. following improvements:

Holy Ground • The marked object can be of Medium size.


At third level. As an action, and a number of times equal • The marked area can now be a 10-foot cube.
to your proficiency bonus, you can designate a small • You can have up to 2 objects or areas marked
object that is not being held or a 5-foot cube that you simultaneously.
can see as holy for 1 minute or until you fall • You have a number of uses equal to your proficiency
unconscious. The area or object designated is subject to bonus + your Heart modifier.
one of the following effects:
Divine Awareness
• Barrier : Any creature attempting to touch the holy At 18th level. You know when you hear a lie.
object or enter/exit the holy area must succeed on a
Wisdom saving throw against your hybrid abilities or
Bend and Confess
be blocked by a magical, intangible force. Also at 18th level. You can now mark creatures with
• Reliquary : A creature that starts its turn in the holy your “Holy Ground” ability and gain two new ways to
area or touches the holy object without your use it:
permission must succeed on a Dexterity saving
• Bend : The marked creature must succeed on a
throw against your hybrid abilities or take radiant
Charisma saving throw against your hybrid abilities
damage equal to 2 Regeneration Dice + your Heart
or be paralyzed. It can repeat the saving throw at the
modifier. The holy object or zone loose this effect
end of each of its turns.
after it’s triggered.
• Confess : The marked creature must succeed on a
• Blessing :You can spend 1 Regeneration Die and
Charisma saving throw or be compelled to answer
using a bonus reaction to Improve one abilty check
all questions truthfully.
or saving throw of the creature within the holy zone
or touching the holy object by the result of the Heart of the Dragon
Regeneration Die. You must announce this effect
before knowing if the check or save succeeds or fails. Flesh Heritage
• Heal : You can spend one bonus action and 1
At 1st level. Your heart modifier is Strength for your
regeenration die to heal one creature within the holy
Hybrid abilities. If your hybrid abilities require a saving
zone or touching the holy object by the result of the
throw, it is equal to 8 + proficiency bonus + Strength
Regeneration Die.
modifier.
Blood Brother modifier.
Also at 1st level. You can communicate with dragons. Blood Brother:
You have advantage on persuasion (Charisma) and
Also at 1st level. You can communicate with Hags. You
insight (Wisdom) checks with dragons.
have advantage on persuasion (Charisma) and insight
Chromatic Essence (Wisdom) checks with Hags.
At 3rd level. You can infuse one of your melee attack Spellcasting
with elemental magic dealing additional Cold, Fire,
When you reach 3rd level, you augment your martial
Lightning, Poison, or Acid damage equal to the result of
prowess with the ability to cast spells.
1 regeneration die. You choose the damage type when
you gain this feature. You can use this feature per short Cantrips
rest a number of time equal of your equal of your Heart
modifier. You learn three cantrips: Vicious Mockery and two
other cantrips of your choice from the wizard spell list.
Additionally, as an action and once per short rest, you You learn another wizard cantrip of your choice at 10th
can create a minor non-magical effect based on the type level.
of damage you deal:
Spell Slots
Character Advancement The Heart of the Hag Spellcasting table shows how
Damage’s many spell slots you have to cast your wizard spells of
type Non-magical Effect 1st level and higher. To cast one of these spells, you
Acid You produce the equivalent of one vial of acide must expend a slot of the spell’s level or higher. You
Cold You can freeze up to 10 gallons of water regain all expended spell slots when you finish a long
Fire You make the effect of the “produce flame” rest.
cantrip You know three 1st-level wizard spells of your choice,
Lightning You make the effect of the “lighting lure” cantrip two of which you must choose from the divination and
Poison You can produce the equivalent of one vial of illusion spells on the wizard spell list.
poison The Spells Known column of the Heart of the Hag
Spellcasting table shows when you learn more wizard
Lingering Breath spells of 1st level or higher. Each of these spells must
At 7th level. You can make a ranged attack up to 6 be an divination or illusion spell of your choice, and
meters away from you. You use your Strength modifier must be of a level for which you have spell slots. For
for the attack roll but not for the damage roll. Instead, instance, when you reach 7th level in this class, you can
the attack deals the result of 1 regeneration die. The learn one new spell of 1st or 2nd level. The spells you
damage type is the same as the one chosen at level 3. learn at 8th, 14th, and 20th level can come from any
school of magic.
Additionally, when you are in a position to make an
opportunity attack against a creature, you can use this Whenever you gain a level in this class, you can replace
attack instead of a melee attack. If the attack hits, the one of the wizard spells you know with another spell of
target’s speed is reduced to 0 until the end of its turn. your choice from the wizard spell list. The new spell
must be of a level for which you have spell slots, and it
Hardenned Scales must be an divination or illusion spell, unless you’re
At 14th level. You gain resistance to the damage type replacing the spell you gained at 3rd, 8th, 14th, or 20th
that you deal with your Dragon Heart abilities. level from any school of magic.
Additionally, the elemental damage you deal with your
“Heart of the Dragon” features increases by an Spellcasting Ability
additional regeneration die. Charisma is your spellcasting ability for your wizard
Draconic Might spells, since you learn your spells through dedicated
study and memorization. You use your Charisma
At 18th level. Your speed increases by 3 meters, and
whenever a spell refers to your spellcasting ability. In
your Strength score increases by +2 (your maximum for
addition, you use your Charisma modifier when setting
this ability score becomes 22).
the saving throw DC for a wizard spell you cast and
Heart of the Hag when making an attack roll with one.

Flesh Heritage: Spell save DC = 10 + your proficiency bonus + your


At 1st level. Your core modifier is Charisma for your Charisma modifier
Hybrid abilities. If your hybrid abilities require a saving Spell attack modifier = your proficiency bonus + your
throw, it is equal to 8 + proficiency bonus + Charisma Charisma modifier
Heart of the Illithid
Heart of the Hag Spellcasting Flesh Heritage
Cantrips Spells — Spells Slots per Spell Level — At 1st level. Your heart modifier is Intelligence for your
Level Known Known 1st 2nd 3rd 4th Hybrid abilities. If your hybrid abilities require a saving
3rd 3 3 2 — — — throw, it is equal to 8 + proficiency bonus + Intelligence
4th 3 4 3 — — — modifier.
5th 3 4 3 — — —
6th 3 4 3 — — — Blood Brother
7th 3 5 4 2 — — ALso at 1st level. You can communicate with Illithids.
8th 3 6 4 2 — — You have advantage on persuasion (Charisma) and
9th 3 6 4 2 — — insight (Wisdom) checks with Illithids.
10th 4 7 4 3 — —
11th 4 8 4 3 — —
Psyonich Talent
12th 4 8 4 3 — — At third level. You possess a source of psionic power
13th 4 9 4 3 2 — within you, an energy that ebbs and flows as you
14th 4 10 4 3 2 — channel it in various ways. This power is represented by
15th 4 10 4 3 2 — your Psionic Talent die, which is the same size as your
16th 4 11 4 3 3 — regeneration dice . You can use your Psionic Talent die
17th 4 11 4 3 3 — in the following ways:
18th 4 11 4 3 3 —
• Psyonich Whispers :You can use your psychic
19th 4 12 4 3 3 1
abilities to establish telepathic communication
20th 4 13 4 3 3 1
between yourself and others. As an action, you grant
yourself and at least one other creature the ability to
speak telepathically with you. Roll your Psionic
Witch Brew Talent die and choose a number of creatures you can
At level 7, you can craft horrible potions made from your see up to the result. For 1 hour, the chosen creatures
own body. For 1 action and 1 spell slot you make a can speak telepathically with you, and you can speak
ranged spell attack on a creature you can see within telepathically with them. To send or receive a
30ft from you. On a hit, the target suffer 1 regeneration message (no action required), you and the other
die per level of spell slot used worth of necrotic damage. creature must be within 120 feet of each other.
Additionnaly, the target has an ability score of your • Consciousness Perception : As an action, you can
choice reduced by 1d4 (1d6 if you use a third or fourth sense the location of creatures with an Intelligence
level spell slot). This ability score cannot be reduced score of 4 or higher within a radius of 20 feet + the
below 1 by this feature. result of your Psionic Talent die in feet. This sense
can penetrate barriers, unless the creatures are
Rule of Three protected by the “mind blank” spell.
At level 14. If you have 2 allies, no more, within 5ft of • Mental Pressure. As an action, every creature you
you, you and those allies have advantage on all saving can see within 10 feet of you must make a Wisdom
throws. saving throw against your hybrid abilities or take
psychic damage equal to the result of your Psionic
Toxin Resistance
Talent die and be knocked prone.
Also at 14th level you are immune to disease and the
“poisonned” condition If you roll the highest number on your Psionic Talent
die, it decreases in size after the roll. Conversely, if you
Dark Pact roll a 1 on your Psionic Talent die, it increases in size
At 18th level. You can define, with a creature, a pact. after the roll, up to its starting size. (sizes are as follows
The pact must be spoken and define the clauses and the : d6, d8, d10, d12). Each time you finish a long rest, your
consequences of this pact. If the contracting parties Psionic Talent die returns to its starting size.
aren’t under magical influence and that they heard and If you have a Psionic Talent die from another source,
understood every clause and consequence of the pact such as a class feature, you don’t gain an additional die;
they can accept it. In that case the pact become use only the one with the largest starting size.
magically binding and the contracting parties suffer the
defined conseuqences immediately if they break the Psy Reconstitution
pact in any way. Also at 3rd level. As a bonus action, you can calm your
mind for a moment and restore your Psionic Talent die
You can have a number of active pact equal to your to its starting size. You cannot use Psi Reconstitution
heart modifier. again until you finish a long rest.
Minor Telekinesis Blood Brother
At 7th level. As long as your Psionic Talent die is usable Also at 1st level. You can communicate with Mimics.
and you are conscious, you are considered to be under You have advantage on persuasion (Charisma) and
the effect of the “mage hand” cantrip. insight (Wisdom) checks with mimics.
Psyonic Talent Improvement Shapeshifter
Also at 7th level. You gain 3 additionnal way to use your At 3rd level. By an action you can change your
psychic talent dice. appearance to resemble an object of your size (such as a
large barrel, a treasure chest, a lamppost, or a tree) for
• Levitation : You can cast the “levitate” spell. This up to 1 hour. While in this form, your speed becomes 0.
spell does not require concentration or components You can use a bonus action to exit this form early.
for you, but it lasts only for a number of rounds equal Additionally, you gain the ability to alter your
to the roll of your Psionic Talent die. Additionally, if appearance and voice, including skin, hair, gender, and
the target is unwilling, it can make the saving throw eyes. You cannot change your size category nor the
again at the end of its turn while under the spell’s numbers of your limbs. Your equipment is unaffected by
effect. the transformation.
• Detect Thoughts : As long as your Psionic Talent die Those transformation can be noticed through a
is available, you can cast the “detect thoughts” spell Perception or Investigation check made against your
without components. Your Psionic Talent die hybrid abilities DC. You can use those two feature once
decreases one size. each before completing a short or long rest.
• Mind Blast :You emit a wave of psychic energy in a
60-foot cone. Each creature in the area must make Additionnaly, when you exit your transformation and
an Intelligence saving throw or take psychic damage attack a creature, who failed to recognise the
equal to the result of your Psionic Talent die + 1 Hit transformation, in the same turn. On a hit, the attack is
Die + your Intelligence modifier and be stunned for 1 considered a critical hit.
minute. A creature can repeat its saving throw at the
end of each of its turns, ending the effect on itself on Replica Creation
a success. Your Psionic Talent die decreases one At 7th level. You can spend 1 minute to create a replica
size. of an object you have seen before, which fits within 1
foot cube. The replica has a speed of 3m, an Armor
Sharpenned Mind Class of 10, 1 hit point and a lifespan of a week. It may
At 14th level. You gain resistance to psychic damage. count has a thrown weapon (20/60) which you are
proficient in.
Intellect Devourer As a bonus action, you can issue vocal commands to
Additionnaly, at 14th level. As an action, you can devour the replica, which it will obey to the best of its ability. If
the brain of a creature within 5 feet of you, provided it someone other than you or your allies touches the
has an Intelligence score of 3 or higher, and is either replica, they must succeed on a Dexterity saving throw
unconscious or has been dead for less than 1 minute. against your hybrid abilities DC or suffer piercing
After doing so, your Psionic Talent die increases in size. damage equal to the result of 1 regeneration die + your
core modifier, as the replica bites them. After which the
Minor Ceremorphosis
replica decomposes.
At 18th level. Once per long rest, you can create a Perception or Investigation checks made to discern
number of illithid proto-larvae equal to your Intelligence the replica’s nature must beat your hybrid abilities DC.
modifier. As an action, you can make an unarmed strike You can create replicas up to your proficiency bonus,
to infect your opponent with one larva. The larva is lost and any additional replicas cause the oldest ones to
regardless of the result of the attack. If the attack hits, decompose.
the creature is under the effect of a non-magical version
of “dominate monster” as if cast by you. However, the Enhanced Transformation
creature’s Intelligence drops to 3 for the duration of the At 14th level. Your transformative abilities improve; you
effect. can now conceal up to 5kg of objects inside your body
as if they were stored in your bag. Additionally, the
Heart of the Mimic damage of your replicas is increased by an additional
Flesh Heritage regeneration die, and your replicas can now be of the
Small category.
At 1st level. Your heart modifier is Charisma for your
Hybrid abilities. If your hybrid abilities require a saving Tough Skin
throw, it is equal to 8 + proficiency bonus + Charisma Also at level 14, you gain resistance to acid damage.
modifier.
Flesh Twister Acidic enjoyer
At 18th level Your mastery over transformation Also at 14th level you gain resistance to acid damage.
expands; When you transform into an object, you retain
your normal walking speed. Additionally, your
We Are Many
transformation into a creature is no longer limited to At 18th level, your duplicate gain the following benefits :
humanoids.
• It can use a bonus action in addition to an action.
Heart of the Ooze • It has 10 regeneration dice and no longer shares
yours.
Flesh Heritage • It can move up to 36 meters away from you.
At first level. Your heart modifier is Dexterity for your • It has the “split” feature, but its own duplicate does
Hybrid abilities. If your hybrid abilities require a saving not.
throw, it is equal to 8 + proficiency bonus + Dexterity
modifier.
Blood Brother
Also at first level. You can communicate with Oozes.
You have advantage on persuasion (Charisma) and
insight (Wisdom) checks with oozes.
Slimy Bones
At 3rd level. The range of your melee attacks that do not
have the “reach” property increases to 10ft.
Split
At 7th level. As an action, you can halve your remaining
hit points and create a duplicate up to 6 meters away
from you. The duplicate has the other half of your hit
points, it shares your initiative, your non-magical
equipment, your features, and your ability scores. The
duplicate has the following differences:

• It cannot use a bonus action.


• It shares your regeneration dice pool.
• It cannot move more than 6 meters away from you. If
you move more than 6 meters away from it, it is
thrown to a point 6 meters away from you and is
considered prone.
• It has the trait “Amorphous: can move through a
space as narrow as 2.5 centimeters wide without
squeezing.”
• It does not have the “split” feature.

As an action, you can reform with your duplicate. To


do so, you must be at 5ft or less of it, doing so, you heal
an amount of hit points equal to the duplicate current
hit points.

If you fall unconscious you are retroactively considered


to be the duplicate and immediately dissolve leaving
intact any equipement or magical object. You now play
as the duplicate which is retroactively considered to
have been the original the whole time. You must take a
long rest before using this feature again.
Gelatinous joins
At 14th level. You gain the “Amorphous: can move
through a space as narrow as 1 inch wide without
squeezing” trait.
Gene’s Expressions bonus is the same as the one for your hybrid abilities.
8 - Chameleon Scales:
1 - Amphibian : You gain proficiency in the Stealth skill, if you already
You gain a swim speed equal to your walking speed. By have that proficiency, your proficiency bonus is doubled
spending 1 regeneration die, you can breathe for the Stealth skill instead. You can spend 1
underwater for 1 hour. regeneration die to be under the effects of the
2 - Anatomical Knowledge: “invisibility” spell for 1 min. The effect ends if you
attack, cast a spell or move more than 10ft.
You can spend 10 minutes with a creature’s corpse to
learn any of the following information. Alternatively, on 9 - Charismatic Heart :
a successful attack against a creature, you can spend 1 You gain proficiency in the Performance skill, if you
regeneration die to learn one of the following : already have that proficiency, your proficiency bonus is
doubled for the Performance skill instead. Before
• 1 Ability score of your choice
making a Charisma skill check, you can spend 1
• Creature type
regeneration die to count any roll lower than 10 as a 10.
• Armor class
• Maximum hit points 10 - Dense muscles :
• Current hit points You gain proficiency in the Athletics skill, if you already
• All Resistance (if any) have that proficiency, your proficiency bonus is doubled
• All Immunity of your choice (if any) for the Athletics skill instead. You can spend 1
• All Vulnerability of your choice (if any) regeneration die to throw an object or a willing creature
• Cause of death up to 30ft in length or height. The object or creature
3 - Ancient Soul: does not take fall damage, nor can they be targeted by
opportunity attacks.
You gain proficiency in the History skill, if you already
have that proficiency, your proficiency bonus is doubled 11 - Extra Digits
for the History skill instead. By spending 1 regeneration You can hold a tiny object like a potion or a scroll even if
die, you learn any language for 1 hour. your hands are taken by something else. By spending 1
4 - Bestial Weapons (Light): regeneration die, you ignore the “loading” property of
weapons for 1 minute.
You gain natural weapons with which you’re proficient
in. They have the finesse and light properties, dealing 12 - Faraway Stare:
1d6 slashing damage. As a bonus action, on a hit with You gain proficiency in the Perception skill, if you
these natural weapons, you can spend 1 regeneration already have that proficiency, your proficiency bonus is
die and add the result of the regeneration die to your doubled for the Perception skill instead. You can spend
damage. 1 regeneration die and 1 action to be under the effect of
5 - Bestial Weapons (Heavy): “Detect Magic” and “See Invisibility” until the end of
your turn.
You gain natural weapons with which you’re proficient
in. dealing 2d4 bludgeoning damage + strength 13 - Flexible Joints:
modifier. As a bonus action, on a hit with these natural You gain proficiency in the Acrobatic skill, if you already
weapons, you can spend 1 regeneration die and push have that proficiency, your proficiency bonus is doubled
the target back 10ft. for the Acrobatic skill instead. You can spend 1
6 - Bestial Weapons (Thin) : regeneration die to take the “Dash” or “Disengage”
action as a bonus action for this turn.
You gain natural weapons with which you’re proficient
in. They have the finesse and range (20/60) properties, 14 - Foraging Intelligence :
dealing 1d8 piercing damage. On a hit with these You gain proficiency in the Investigation skill, if you
natural weapons, you can spend 1 regeneration die and already have that proficiency, your proficiency bonus is
one action bonus. The target will have disadvantage on doubled for the Investigation skill instead. You can
attack against any creature other than you before the spend 1 action and 1 regeneration die to name an
end of your next turn object, if the object is within 30ft of you, you know its
7 - Blessed Flesh : exact position.
You gain proficiency in the Religion skill, if you already
have that proficiency, your proficiency bonus is doubled
for the Religion skill instead. By 1 action and 1
regeneration die, you cast a level 1 spell from the cleric,
paladin or druid spell list. The DD or the spell attack
15 - Forked Tongue: • Each creature of your choice gain back hit point
You gain proficiency in the Deception skill, if you equal to the result of one regeneration die
already have that proficiency, your proficiency bonus is • Each creature of your choice takes the result of one
doubled for the Deception skill instead. By spending 1 regeneration die in bludgeoning damage.
regeneration die, you become able to lie even under the • Each creature of your choice can move half their
influence of magical means like “Detect Thoughts” or speed.
“Zone of Truth” for 1 minute. You are still forced to tell You cannot choose the same effect twice in a row.
the truth if you are in the “Charmed” condition.
21 - Magical Ancestry:
16 - Fragmented Memory:
You gain proficiency in the Arcana skill, if you already
You gain proficiency in 2 tools of your choice, 2 skills, or have that proficiency, your proficiency bonus is doubled
1 tool and 1 skill. You can spend 1 regeneration die to for the Arcana skill instead. You can spend 1
gain proficiency with a tool or a weapon you possess for regeneration die to gain advantage on saving throws
one hour. against magical effects for 1 min.
17 - Friends of Furs and Feathers: 22 - Magical Weapons:
You gain proficiency in the Animal Handling skill, if you You are constantly coating the weapon you use with
already have that proficiency, your proficiency bonus is your sweat and blood. Your weapon attacks (made with
doubled for the Animal Handling skill instead. By a non-magical weapon) are considered magical +1
spending 1 regeneration die, you cast the “find familiar” weapon. By spending 1 regeneration die, you can
spell. The familiar stays with you for 1 hour, it cannot change your weapon damage to one element of your
cast spells on your behalf, you cannot communicate choice until the end of your next turn.
telepathically with it nor can you dismiss it. The familiar
has the beast creature type. 23 - Medic:
18 - Group Tactics: You gain proficiency in the Medicine skill, if you already
have that proficiency, your proficiency bonus is doubled
When you and one or more allies attack the same for the Medicine skill instead. By spending 1 bonus
enemy and you are all within 5 feet of that enemy, you action and 1 regeneration die, you can touch an
and your allies can use a reaction to grant advantage on unconscious ally and heal them for the result of the
a melee attack roll against that creature. By using 1 regeneration die used + your Heart Modifier.
regeneration die, those benefiting from this feature can
add your Heart Modifier to the damage roll. 24 - Never Fall:
19 - Honeyed Voice: In combat, when you fall unconscious at 0 hit points,
you can, at the end of your turn, use your
You gain proficiency in the Persuasion skill, if you “Regeneration” feature. Once you have used this ability,
already have that proficiency, your proficiency bonus is you must wait for a long rest before using it again.
doubled for the Persuasion skill instead. You can spend
1 regeneration die and an action. A creature that can 25 - Proto wings :
understand you and hear you must succeed on a As long as you aren’t restrained and are able to take
Wisdom saving throw against your Hybrid abilities DC actions, you are always under the effect of the “feather
or lose any hostile intention against you for 10 minutes. fall” spell. As a bonus action, you can spend 1
The effect ends if you attack them or their allies. regeneration die to gain a fly speed equal to your
20 - Lair walking speed until the end of your next turn

As long as you’re within 120 feet of the place you spent 26 - Robust Immune System:
your last long rest, you have advantage on Perception or You have advantage on saving throws against diseases
Survival ability checks made to see if something’s and poison. After being put under the “poisoned”
amiss. By spending 1 action and 1 regeneration die on condition, you can use your reaction and 1 regeneration
initiative count 20 and for 1 minute, you choose one of die to get out of it.
the following effects that will affect any creature of your
choice within 120 feet of the place you last spent a long 27 - Sharp Instincts:
rest: You add your Heart Modifier to your initiative rolls. At
the end of your turn, no action required, by spending 1
regeneration die, you can reroll your initiative, you only
take the new roll if it’s higher than the previous one.
28 - Sixth Sense: 34 - Tail:
You gain proficiency in the Insight skill, if you already You possess a 15-foot tail that you can control at will.
have that proficiency, your proficiency bonus is doubled You can use the tail to manipulate an object, open an
for the Insight skill instead. By spending 1 regeneration unlocked door or container, stow or retrieve an item
die, you can know if one creature you can see is from an open container, or pour the contents out of a
charmed. vial. By spending 1 regeneration die, you can use a
bonus action to make a melee attack with a 15-foot
29 - Sonar: reach. The tail uses your strength modifier and you have
You gain blindsight to a distance of 60ft. By spending 1 proficiency with it. On a hit, the target is knocked prone
regeneration die, you can produce a 15ft cone of sound. and moved 10 feet in the direction of your choice.
Any creature in the cone must succeed on a
Constitution saving throw or take thunder damage 35 - Toughening:
equal to the result of the regeneration die + Heart When you regain hit points with your regeneration trait,
Modifier. Half damage on a success. hit points above your maximum become temporary hit
points. You can spend 1 regeneration die to reroll the
30 - Spit: dice results of your regeneration feature.
You gain a natural weapon with the thrown property to
a range of 20/60ft, you are proficient with it and it deals 36 - Tracker:
1d4 piercing damage. By spending 1 regeneration die, You gain proficiency in the Survival skill. If you already
you can make a 20ft line attack. Creatures in this line have it, you double your proficiency bonus for that skill.
must make a Dexterity saving throw against your hybrid After a successful attack against a creature, you can
abilities DC. On a failure, they take the result of one of spend 1 regeneration die. Until your next long rest, you
your regeneration dice + Dexterity modifier in damage, have advantage on Survival checks to track that
or half as much on a success. creature.
31 - Sticky: 37 - Venomous :
You have advantage when attempting to grapple a Large You can create 1 vial of poison or 1 vial of acid every
creature or smaller, and the DC to escape your grapple day. By spending 1 regeneration die, you create 1
is your hybrid abilities DC. By spending 1 regeneration common potion of healing instead
die, you are affected by a non-magical variant of the
“spider climb” spell for 1 hour.
38 - Vegetal Organs:
You gain proficiency in the Nature skill, if you already
32 - Sticky Fingers: have that proficiency, your proficiency bonus is doubled
You gain proficiency in the Sleight of Hand skill, if you for the Nature skill instead. You can spend 1 action and
already have that proficiency, your proficiency bonus is 1 regeneration die to gain the effect of the spell “Tree
doubled for the Sleight of Hand skill instead. You can Stride” until the end of your turn.
spend 1 regeneration die after hitting with a melee
attack to force the target to make a Strength saving
39 - Vocal Cords:
throw against your hybrid abilities. On a failure, you You can imitate the speech of another person or the
steal one item they are wearing or holding that you can sounds made by other creatures. You must have heard
see. If you have no free hand, the item falls in front of the person speaking or heard the creature making the
the target. sound for at least 1 minute. A successful Wisdom
(Insight) check against your Charisma (Deception)
33 - Strange Visage: check allows the listener to determine that it is an
You gain proficiency in the intimidation skill, if you imitation. You can spend a regeneration die to force a
already have that proficiency, your proficiency bonus is successful Wisdom (insight) check made against your
doubled for the intimidation skill instead. When a Charisma (deception check) while using this feature to
creature within 60ft of you that can see makes an be rerolled. The DM must take the second roll, and you
attack, you can impose disadvantage on that attack by cannot reroll it.
spending 1 regeneration die and 1 reaction.
40 - Wrestler:
You have advantage when attacking creatures you have
grappled. By spending 1 regeneration die, you impose
disadvantage on Acrobatics or Athletics checks made by
enemies you have grappled.

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