So I've been playing around with chat GPT and I've been impressed by a lot of the stuff that can make and I figured I'd post over here and get other people's opinion on it. With that said please keep any discussions as to the morals and ethics of AI out of here this thread is more about the discussion of how well or in some cases how badly it does Homebrew.
The Replicators are a highly advanced and extremely dangerous species of self-replicating machines. They were created by an advanced race known as the Builders and were designed to be able to self-replicate and adapt to any environment. Their ability to consume any material and adapt to any situation makes them a formidable threat.
Ability Score Increase: Your Constitution score increases by 2 and your Intelligence score increases by 1.
Age: Replicators are created fully formed and do not age.
Alignment: Replicators do not have a natural tendency towards any particular alignment.
Size: Small
Speed: 25 feet, climb 25 feet
Construct Nature: You do not need to eat, drink, or breathe, and you are immune to disease and poison.
Self-Replication: You can create a duplicate of yourself. As an action, you can create a duplicate of yourself within 10 feet. The duplicate has the same statistics as you and lasts for 1 minute per level or until destroyed. You can use this ability a number of times per day equal to your level.
Technological Assimilation: You can consume technological items to gain their abilities. As an action, you can consume a technological item to gain its abilities for 1 hour. The item is destroyed in the process.
Adaptive Armor: You gain a +1 bonus to AC.
Energy Absorption: You gain the ability to absorb energy attacks. Once per day, as a reaction when you are hit by an energy attack, you can absorb the energy and heal Hit Points equal to the damage dealt.
Nanite Swarm: You can transform into a swarm of nanites. As an action, you can transform into a swarm of tiny robots that can move through small openings and deal 1d6 damage to creatures in their space. The swarm lasts for 1 minute per level or until you end it as a free action. You can use this ability a number of times per day equal to your level.
Languages: You can speak, read, and write Common and one other language of your choice.
Overall, Replicators are a highly adaptable and technologically advanced species with powerful abilities and access to advanced technology. Their ability to replicate themselves and heal quickly make them difficult to defeat, while their adaptive armor and energy absorption give them an advantage in combat. Their ability to transform into a swarm of nanites and consume technological items make them versatile and deadly opponents.
Wraith
Wraith
The Wraith are a predatory humanoid species with a lifespan that spans centuries. They possess superhuman strength, speed, and agility, and can feed on the life force of other beings to sustain themselves. Wraith society is highly hierarchical, with Queens at the top and drones at the bottom, and a complex system of rituals and traditions governing their behavior.
Ability Score Increase: Your Strength score increases by 2, your Dexterity score increases by 1, and your Wisdom score decreases by 1.
Age: Wraith have lifespans that span centuries.
Alignment: Wraith society is highly hierarchical and often ruthless, but individual Wraith can have a variety of alignments.
Size: Medium
Speed: 30 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Life Drain: You gain the ability to feed on the life force of other creatures. As an action, you can make a melee attack against a living creature. If the attack hits, you deal damage equal to your level plus your Strength modifier and regain Hit Points equal to the damage dealt. You can use this ability a number of times per day equal to your level.
Wraith Adaptation: You gain a +2 bonus to saving throws against poisons and diseases, and you can go without food or water for twice as long as a normal humanoid.
Wraith Leap: You gain the ability to leap great distances. When making a long jump, you can add your Strength modifier to the distance jumped.
Wraith Senses: You gain proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks that rely on smell.
Wraith Resistance: You gain resistance 5 to either cold or electricity damage, chosen at character creation.
Natural Weapons: Your sharp claws are natural weapons, which deal 1d6 slashing damage with a critical range of 19-20.
Languages: You can speak, read, and write Common and one other language of your choice.
Overall, Wraith are a formidable predatory species with powerful abilities and a complex society. Their ability to drain the life force of other creatures makes them dangerous foes in combat, while their agility and senses make them effective hunters. Their natural weapons give them an advantage in battle, making them a force to be reckoned with.
Ancient
Ancient
The Ancients were a highly advanced humanoid species who lived millions of years ago. They possessed an extraordinary understanding of science and technology, and were known for their incredible feats of engineering, including the construction of the Stargate network. Their society was highly intellectual and focused on the pursuit of knowledge and understanding.
Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age: Ancients can live for thousands of years.
Alignment: Ancients tend towards lawful alignments and often have a strong sense of duty and responsibility.
Size: Medium
Speed: 30 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Expertise: You gain proficiency in two skills of your choice.
Ancient Knowledge: You have a vast knowledge of science, technology, and ancient lore. You have proficiency in the Arcana, History, and Investigation skills.
Telekinesis: You gain the ability to move objects with your mind. As an action, you can move a Small or smaller object within 30 feet up to 10 feet in any direction.
Teleportation: You gain the ability to teleport short distances. Once per day, you can teleport up to 30 feet as a bonus action. You must have line of sight to your destination.
Ancient Resistance: You gain resistance to either acid or lightning damage, chosen at character creation.
Languages: You can speak, read, and write Common, Ancient, and one other language of your choice.
Overall, Ancients are a highly intellectual and technologically advanced species with powerful abilities and access to advanced technology. Their ability to manipulate objects with their minds and teleport short distances make them formidable in combat, while their vast knowledge and understanding of the universe make them valuable allies. Their resistance to acid or lightning damage gives them an advantage in battle, making them a force to be reckoned with
Goa'uld
Goa'uld
The Goa'uld are a parasitic race that take control of a host's body and mind, granting them incredible strength, knowledge, and longevity. They rule over a vast interstellar empire, with each Goa'uld acting as a god to their subjects. The Goa'uld possess an advanced understanding of technology and use it to maintain their dominance over the galaxy.
Ability Score Increase: Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age: Goa'uld can live for thousands of years, but they must find new hosts periodically to survive.
Alignment: Goa'uld tend towards evil alignments, as they often use their power to dominate and control others.
Size: Tiny
Speed: 20 feet (swim 40 feet)
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Symbiote Physiology: As a Goa'uld, you have the following traits:
You require a host to survive. You can take control of a willing or helpless humanoid creature by entering their body through the neck. While in control of a host, you gain access to their physical abilities, but you retain your own personality, knowledge, and magical abilities.
You are immune to disease and poison.
You have advantage on saving throws against being charmed or frightened.
You are vulnerable to attacks that target the host's body, such as poisons or diseases.
Goa'uld Knowledge: You have a vast knowledge of science, technology, and Goa'uld lore. You have proficiency in the Arcana, History, and Intimidation skills.
Goa'uld Weapons: You are proficient with Goa'uld weapons, which deal 1d4 piercing or slashing damage depending on the weapon type.
Symbiote Abilities: You gain access to the following abilities as a Goa'uld:
Symbiote Healing: As an action, you can heal yourself or your host for a number of Hit Points equal to your level.
Goa'uld Voice: As an action, you can issue a command to a creature within 60 feet of you that can hear and understand you. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If it fails the saving throw, it must obey your command on its next turn. This ability can be used a number of times per day equal to your level.
Languages: You can speak, read, and write Common, Goa'uld, and one other language of your choice.
Overall, Goa'uld are a highly manipulative and parasitic species with powerful abilities and access to advanced technology. Their ability to take control of a host's body and mind make them formidable opponents, while their knowledge of science and technology make them valuable allies. Their symbiote abilities, including healing and the Goa'uld voice, give them an advantage in combat and allow them to exert control over others. Their swimming speed makes them well-suited to aquatic environments, allowing them to navigate underwater environments with ease.
Jaffa
Jaffa
The Jaffa are a warrior race that serve the Goa'uld as soldiers and protectors. They are implanted with a symbiote as infants, which provides them with enhanced strength, durability, and longevity. Jaffa value honor, loyalty, and combat prowess above all else, and are known for their fierce determination in battle.
Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
Age: Jaffa can live for several centuries, but their symbiotes must be periodically replaced to survive.
Alignment: Jaffa tend towards lawful alignments, as they value honor and loyalty to their leaders.
Size: Medium
Speed: 30 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Symbiote Physiology: As a Jaffa, you have the following traits:
You require a symbiote to survive. You were implanted with a symbiote as an infant, which provides you with enhanced strength, durability, and longevity. Your symbiote grants you advantage on saving throws against being poisoned or diseased.
You have advantage on saving throws against being frightened.
You are vulnerable to attacks that target the symbiote, such as poisons or diseases.
Jaffa Training: You are trained in the use of Jaffa weapons and tactics. You have proficiency with Jaffa weapons, which deal 1d8 bludgeoning or slashing damage depending on the weapon type.
Symbiote Abilities: You gain access to the following abilities as a Jaffa:
Symbiote Healing: As an action, you can heal yourself or an ally within 5 feet of you for a number of Hit Points equal to your level. You can use this ability a number of times per day equal to your Constitution modifier (minimum of 1).
Jaffa Stamina: You have proficiency in the Athletics skill.
Languages: You can speak, read, and write Common and Goa'uld.
Overall, Jaffa are a powerful and honorable warrior race that value loyalty, honor, and combat prowess. Their symbiotes provide them with enhanced physical abilities and the ability to heal themselves and their allies, while their training in Jaffa weapons and tactics make them formidable opponents in battle. Their vulnerability to attacks that target the symbiote, such as poisons or diseases, can be a weakness, but their resilience and determination make them valuable allies.
Asgard
Asgard
The Asgard are an advanced alien race that are known for their technological prowess and their commitment to protecting the galaxy from threats such as the Goa'uld and the Replicators. They are small in stature, but possess a vast intellect and a deep sense of duty.
Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age: Asgard can live for thousands of years.
Alignment: Asgard tend towards lawful alignments, as they value order and the greater good.
Size: Small
Speed: 25 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Asgard Physiology: As an Asgard, you have the following traits:
You are resistant to poison and have advantage on saving throws against being poisoned.
You have advantage on saving throws against being frightened.
You have disadvantage on Strength checks and saving throws.
You can communicate telepathically with other Asgard within 60 feet of you.
Asgard Technology: You are proficient with Asgard technology and have a deep understanding of advanced science and engineering. You have proficiency in the Arcana and Investigation skills.
Asgard Ingenuity: You have a natural talent for problem-solving and improvisation. You gain proficiency in the Sleight of Hand skill.
Languages: You can speak, read, and write Common, Asgard, and one other language of your choice.
Overall, Asgard are a highly intelligent and technologically advanced race with a deep sense of duty and commitment to protecting the galaxy from threats. Their natural resistance to poison and ability to communicate telepathically with other Asgard make them formidable opponents, while their proficiency in Arcana, Investigation, and Sleight of Hand make them valuable allies in a variety of situations. Their disadvantage on Strength checks and saving throws can be a weakness, but their intellect and ingenuity make them adept at finding creative solutions to challenges.
Xenomorph
Xenomorph
The Xenomorphs are a terrifying and deadly alien race that are known for their lethal efficiency and adaptability. They are bred for destruction and have been used as weapons by various civilizations throughout the galaxy.
Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age: Xenomorphs have a lifespan of several decades.
Alignment: Xenomorphs are usually neutral, but their nature as a killing machine means they can be easily swayed towards evil.
Size: Medium
Speed: 30 feet, climb 30 feet
Alien Physiology: As a Xenomorph, you have the following traits:
You have resistance to acid damage.
You have a powerful tail that you can use as a weapon, which deals 1d8 piercing damage.
You can climb on walls and ceilings with ease.
You can see in darkness as if it were bright light and in dim light as if it were darkness.
You are immune to fear effects.
You have vulnerability to fire damage.
Xenomorph Adaptability: You are able to adapt to your surroundings in order to better survive. At the end of a long rest, you may choose one of the following abilities:
Acidic Blood: You can spray acid from your body, dealing 1d6 acid damage to all creatures within 5 feet of you.
Camouflage: You can blend into your surroundings, gaining advantage on Stealth checks.
Rapid Healing: You regain hit points equal to your level at the end of a short rest.
You may only choose one ability per long rest.
Languages: You cannot speak or write, but you can understand any language that you have heard spoken.
Overall, Xenomorphs are a terrifying and deadly race that are bred for destruction. Their resistance to acid damage, climbing abilities, and immunity to fear make them formidable opponents in battle, while their adaptation abilities allow them to better survive and overcome challenges. However, their vulnerability to fire damage and lack of language abilities can be a weakness.
Kool-Aid Man
Kool-Aid Man
The Kool-Aid Man is a beloved icon of American advertising, known for his friendly demeanor and ability to burst through walls. In this D&D adaptation, the Kool-Aid Man is a formidable warrior with the power of crashing through obstacles.
Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
Age: Kool-Aid Men are immortal and do not age.
Alignment: Kool-Aid Men tend towards good alignments, as they value helping others and spreading joy.
Size: Large
Speed: 30 feet
Breakthrough: As a Kool-Aid Man, you have the ability to burst through walls and obstacles. Once per short rest, you may use your action to crash through a wall or obstacle up to 10 feet thick, leaving behind a hole large enough for you to pass through.
Kool-Aid Frenzy: When you take damage, you may enter a Kool-Aid Frenzy as a bonus action. While in a Kool-Aid Frenzy, your speed increases by 10 feet and you have advantage on all Strength-based attacks and checks. You may use this ability a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses of Kool-Aid Frenzy after finishing a long rest.
Friendly Demeanor: You are naturally charismatic and have advantage on Charisma (Persuasion) checks.
Languages: You can speak, read, and write Common.
Overall, Kool-Aid Men are friendly and powerful warriors, known for their ability to crash through walls and obstacles. Their Kool-Aid Frenzy allows them to become even more formidable in combat, but is limited in use. Their natural charisma makes them effective negotiators and diplomats, while their large size and strength make them intimidating opponents.
So I've been playing around with chat GPT and I've been impressed by a lot of the stuff that can make and I figured I'd post over here and get other people's opinion on it. With that said please keep any discussions as to the morals and ethics of AI out of here this thread is more about the discussion of how well or in some cases how badly it does Homebrew.
If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.
Replicator
Replicator
The Replicators are a highly advanced and extremely dangerous species of self-replicating machines. They were created by an advanced race known as the Builders and were designed to be able to self-replicate and adapt to any environment. Their ability to consume any material and adapt to any situation makes them a formidable threat.
Ability Score Increase: Your Constitution score increases by 2 and your Intelligence score increases by 1.
Age: Replicators are created fully formed and do not age.
Alignment: Replicators do not have a natural tendency towards any particular alignment.
Size: Small
Speed: 25 feet, climb 25 feet
Construct Nature: You do not need to eat, drink, or breathe, and you are immune to disease and poison.
Self-Replication: You can create a duplicate of yourself. As an action, you can create a duplicate of yourself within 10 feet. The duplicate has the same statistics as you and lasts for 1 minute per level or until destroyed. You can use this ability a number of times per day equal to your level.
Technological Assimilation: You can consume technological items to gain their abilities. As an action, you can consume a technological item to gain its abilities for 1 hour. The item is destroyed in the process.
Adaptive Armor: You gain a +1 bonus to AC.
Energy Absorption: You gain the ability to absorb energy attacks. Once per day, as a reaction when you are hit by an energy attack, you can absorb the energy and heal Hit Points equal to the damage dealt.
Nanite Swarm: You can transform into a swarm of nanites. As an action, you can transform into a swarm of tiny robots that can move through small openings and deal 1d6 damage to creatures in their space. The swarm lasts for 1 minute per level or until you end it as a free action. You can use this ability a number of times per day equal to your level.
Languages: You can speak, read, and write Common and one other language of your choice.
Overall, Replicators are a highly adaptable and technologically advanced species with powerful abilities and access to advanced technology. Their ability to replicate themselves and heal quickly make them difficult to defeat, while their adaptive armor and energy absorption give them an advantage in combat. Their ability to transform into a swarm of nanites and consume technological items make them versatile and deadly opponents.
Wraith
Wraith
The Wraith are a predatory humanoid species with a lifespan that spans centuries. They possess superhuman strength, speed, and agility, and can feed on the life force of other beings to sustain themselves. Wraith society is highly hierarchical, with Queens at the top and drones at the bottom, and a complex system of rituals and traditions governing their behavior.
Ability Score Increase: Your Strength score increases by 2, your Dexterity score increases by 1, and your Wisdom score decreases by 1.
Age: Wraith have lifespans that span centuries.
Alignment: Wraith society is highly hierarchical and often ruthless, but individual Wraith can have a variety of alignments.
Size: Medium
Speed: 30 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Life Drain: You gain the ability to feed on the life force of other creatures. As an action, you can make a melee attack against a living creature. If the attack hits, you deal damage equal to your level plus your Strength modifier and regain Hit Points equal to the damage dealt. You can use this ability a number of times per day equal to your level.
Wraith Adaptation: You gain a +2 bonus to saving throws against poisons and diseases, and you can go without food or water for twice as long as a normal humanoid.
Wraith Leap: You gain the ability to leap great distances. When making a long jump, you can add your Strength modifier to the distance jumped.
Wraith Senses: You gain proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks that rely on smell.
Wraith Resistance: You gain resistance 5 to either cold or electricity damage, chosen at character creation.
Natural Weapons: Your sharp claws are natural weapons, which deal 1d6 slashing damage with a critical range of 19-20.
Languages: You can speak, read, and write Common and one other language of your choice.
Overall, Wraith are a formidable predatory species with powerful abilities and a complex society. Their ability to drain the life force of other creatures makes them dangerous foes in combat, while their agility and senses make them effective hunters. Their natural weapons give them an advantage in battle, making them a force to be reckoned with.
Ancient
Ancient
The Ancients were a highly advanced humanoid species who lived millions of years ago. They possessed an extraordinary understanding of science and technology, and were known for their incredible feats of engineering, including the construction of the Stargate network. Their society was highly intellectual and focused on the pursuit of knowledge and understanding.
Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age: Ancients can live for thousands of years.
Alignment: Ancients tend towards lawful alignments and often have a strong sense of duty and responsibility.
Size: Medium
Speed: 30 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Expertise: You gain proficiency in two skills of your choice.
Ancient Knowledge: You have a vast knowledge of science, technology, and ancient lore. You have proficiency in the Arcana, History, and Investigation skills.
Telekinesis: You gain the ability to move objects with your mind. As an action, you can move a Small or smaller object within 30 feet up to 10 feet in any direction.
Teleportation: You gain the ability to teleport short distances. Once per day, you can teleport up to 30 feet as a bonus action. You must have line of sight to your destination.
Ancient Resistance: You gain resistance to either acid or lightning damage, chosen at character creation.
Languages: You can speak, read, and write Common, Ancient, and one other language of your choice.
Overall, Ancients are a highly intellectual and technologically advanced species with powerful abilities and access to advanced technology. Their ability to manipulate objects with their minds and teleport short distances make them formidable in combat, while their vast knowledge and understanding of the universe make them valuable allies. Their resistance to acid or lightning damage gives them an advantage in battle, making them a force to be reckoned with
Goa'uld
Goa'uld
The Goa'uld are a parasitic race that take control of a host's body and mind, granting them incredible strength, knowledge, and longevity. They rule over a vast interstellar empire, with each Goa'uld acting as a god to their subjects. The Goa'uld possess an advanced understanding of technology and use it to maintain their dominance over the galaxy.
Ability Score Increase: Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age: Goa'uld can live for thousands of years, but they must find new hosts periodically to survive.
Alignment: Goa'uld tend towards evil alignments, as they often use their power to dominate and control others.
Size: Tiny
Speed: 20 feet (swim 40 feet)
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Symbiote Physiology: As a Goa'uld, you have the following traits:
You require a host to survive. You can take control of a willing or helpless humanoid creature by entering their body through the neck. While in control of a host, you gain access to their physical abilities, but you retain your own personality, knowledge, and magical abilities.
You are immune to disease and poison.
You have advantage on saving throws against being charmed or frightened.
You are vulnerable to attacks that target the host's body, such as poisons or diseases.
Goa'uld Knowledge: You have a vast knowledge of science, technology, and Goa'uld lore. You have proficiency in the Arcana, History, and Intimidation skills.
Goa'uld Weapons: You are proficient with Goa'uld weapons, which deal 1d4 piercing or slashing damage depending on the weapon type.
Symbiote Abilities: You gain access to the following abilities as a Goa'uld:
Symbiote Healing: As an action, you can heal yourself or your host for a number of Hit Points equal to your level.
Goa'uld Voice: As an action, you can issue a command to a creature within 60 feet of you that can hear and understand you. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If it fails the saving throw, it must obey your command on its next turn. This ability can be used a number of times per day equal to your level.
Languages: You can speak, read, and write Common, Goa'uld, and one other language of your choice.
Overall, Goa'uld are a highly manipulative and parasitic species with powerful abilities and access to advanced technology. Their ability to take control of a host's body and mind make them formidable opponents, while their knowledge of science and technology make them valuable allies. Their symbiote abilities, including healing and the Goa'uld voice, give them an advantage in combat and allow them to exert control over others. Their swimming speed makes them well-suited to aquatic environments, allowing them to navigate underwater environments with ease.
Jaffa
Jaffa
The Jaffa are a warrior race that serve the Goa'uld as soldiers and protectors. They are implanted with a symbiote as infants, which provides them with enhanced strength, durability, and longevity. Jaffa value honor, loyalty, and combat prowess above all else, and are known for their fierce determination in battle.
Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
Age: Jaffa can live for several centuries, but their symbiotes must be periodically replaced to survive.
Alignment: Jaffa tend towards lawful alignments, as they value honor and loyalty to their leaders.
Size: Medium
Speed: 30 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Symbiote Physiology: As a Jaffa, you have the following traits:
You require a symbiote to survive. You were implanted with a symbiote as an infant, which provides you with enhanced strength, durability, and longevity. Your symbiote grants you advantage on saving throws against being poisoned or diseased.
You have advantage on saving throws against being frightened.
You are vulnerable to attacks that target the symbiote, such as poisons or diseases.
Jaffa Training: You are trained in the use of Jaffa weapons and tactics. You have proficiency with Jaffa weapons, which deal 1d8 bludgeoning or slashing damage depending on the weapon type.
Symbiote Abilities: You gain access to the following abilities as a Jaffa:
Symbiote Healing: As an action, you can heal yourself or an ally within 5 feet of you for a number of Hit Points equal to your level. You can use this ability a number of times per day equal to your Constitution modifier (minimum of 1).
Jaffa Stamina: You have proficiency in the Athletics skill.
Languages: You can speak, read, and write Common and Goa'uld.
Overall, Jaffa are a powerful and honorable warrior race that value loyalty, honor, and combat prowess. Their symbiotes provide them with enhanced physical abilities and the ability to heal themselves and their allies, while their training in Jaffa weapons and tactics make them formidable opponents in battle. Their vulnerability to attacks that target the symbiote, such as poisons or diseases, can be a weakness, but their resilience and determination make them valuable allies.
Asgard
Asgard
The Asgard are an advanced alien race that are known for their technological prowess and their commitment to protecting the galaxy from threats such as the Goa'uld and the Replicators. They are small in stature, but possess a vast intellect and a deep sense of duty.
Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age: Asgard can live for thousands of years.
Alignment: Asgard tend towards lawful alignments, as they value order and the greater good.
Size: Small
Speed: 25 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light.
Asgard Physiology: As an Asgard, you have the following traits:
You are resistant to poison and have advantage on saving throws against being poisoned.
You have advantage on saving throws against being frightened.
You have disadvantage on Strength checks and saving throws.
You can communicate telepathically with other Asgard within 60 feet of you.
Asgard Technology: You are proficient with Asgard technology and have a deep understanding of advanced science and engineering. You have proficiency in the Arcana and Investigation skills.
Asgard Ingenuity: You have a natural talent for problem-solving and improvisation. You gain proficiency in the Sleight of Hand skill.
Languages: You can speak, read, and write Common, Asgard, and one other language of your choice.
Overall, Asgard are a highly intelligent and technologically advanced race with a deep sense of duty and commitment to protecting the galaxy from threats. Their natural resistance to poison and ability to communicate telepathically with other Asgard make them formidable opponents, while their proficiency in Arcana, Investigation, and Sleight of Hand make them valuable allies in a variety of situations. Their disadvantage on Strength checks and saving throws can be a weakness, but their intellect and ingenuity make them adept at finding creative solutions to challenges.
Xenomorph
Xenomorph
The Xenomorphs are a terrifying and deadly alien race that are known for their lethal efficiency and adaptability. They are bred for destruction and have been used as weapons by various civilizations throughout the galaxy.
Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age: Xenomorphs have a lifespan of several decades.
Alignment: Xenomorphs are usually neutral, but their nature as a killing machine means they can be easily swayed towards evil.
Size: Medium
Speed: 30 feet, climb 30 feet
Alien Physiology: As a Xenomorph, you have the following traits:
You have resistance to acid damage.
You have a powerful tail that you can use as a weapon, which deals 1d8 piercing damage.
You can climb on walls and ceilings with ease.
You can see in darkness as if it were bright light and in dim light as if it were darkness.
You are immune to fear effects.
You have vulnerability to fire damage.
Xenomorph Adaptability: You are able to adapt to your surroundings in order to better survive. At the end of a long rest, you may choose one of the following abilities:
Acidic Blood: You can spray acid from your body, dealing 1d6 acid damage to all creatures within 5 feet of you.
Camouflage: You can blend into your surroundings, gaining advantage on Stealth checks.
Rapid Healing: You regain hit points equal to your level at the end of a short rest.
You may only choose one ability per long rest.
Languages: You cannot speak or write, but you can understand any language that you have heard spoken.
Overall, Xenomorphs are a terrifying and deadly race that are bred for destruction. Their resistance to acid damage, climbing abilities, and immunity to fear make them formidable opponents in battle, while their adaptation abilities allow them to better survive and overcome challenges. However, their vulnerability to fire damage and lack of language abilities can be a weakness.
Kool-Aid Man
Kool-Aid Man
The Kool-Aid Man is a beloved icon of American advertising, known for his friendly demeanor and ability to burst through walls. In this D&D adaptation, the Kool-Aid Man is a formidable warrior with the power of crashing through obstacles.
Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
Age: Kool-Aid Men are immortal and do not age.
Alignment: Kool-Aid Men tend towards good alignments, as they value helping others and spreading joy.
Size: Large
Speed: 30 feet
Breakthrough: As a Kool-Aid Man, you have the ability to burst through walls and obstacles. Once per short rest, you may use your action to crash through a wall or obstacle up to 10 feet thick, leaving behind a hole large enough for you to pass through.
Kool-Aid Frenzy: When you take damage, you may enter a Kool-Aid Frenzy as a bonus action. While in a Kool-Aid Frenzy, your speed increases by 10 feet and you have advantage on all Strength-based attacks and checks. You may use this ability a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses of Kool-Aid Frenzy after finishing a long rest.
Friendly Demeanor: You are naturally charismatic and have advantage on Charisma (Persuasion) checks.
Languages: You can speak, read, and write Common.
Overall, Kool-Aid Men are friendly and powerful warriors, known for their ability to crash through walls and obstacles. Their Kool-Aid Frenzy allows them to become even more formidable in combat, but is limited in use. Their natural charisma makes them effective negotiators and diplomats, while their large size and strength make them intimidating opponents.
If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.