Homebrew Gear Species Details
Magical creatures created with the intention to advance evolution, an artificial race. Gears vary widely in their appearance and size according to their lineage, but for the most part, they are usually monstrous. Claws, sharp teeth, tails, and armored skin are common. Wyvern-type Gears may possess dragon and bird-like characteristics. Humanoid Gears look very similar to humans, but they usually have a few immediately visible differences such as metallic, luminous, or dark eyes; a dusting of metallic, white, or charcoal freckles; gleaming skin, or rapidly growing hair, though humanoid type Gears aren't limited to only having humanoid traits either. It is possible for them to have tails, wings, or animal ears among various other mutations.
Produced by fusing human and animal cells with pure magic energy, the method to artificially produce Gears is unknown. However, creating a Gear is said to require a life-form as a building block, and is completed by "cultivating the seeds of magic within the cells". They can potentially be mass-produced, or individually converted. This conversion process is irreversible. When something becomes a Gear, its predecessor's conscious is inherited. However once an organism has been converted into a Gear it will usually lose any sense of self and sometimes higher brain function, operating solely on instinct or seeking commands from a higher ranking being. Presumably, it is in their nature to be violent and aggressive, unless they develop a self-consciousness on their own. Though triggering this spark of emotion can be as simple as developing an attachment, eating food, or triggering a memory of the "building block".
While initially created through artificial means, Gears can reproduce naturally both with Gears and with other races. Naturally born Gears age rapidly, typically reaching adulthood after only three years, thanks to their superior ability to absorb and process information. At a certain point, when they are in their prime physical and mental state —or from the moment of their conversion— they become immune to aging and can live for an indefinite period of time so long as they are not killed or consumed. Non-Gears can also be converted through receiving an implant from a Gear, such as a blood transfusion or an organ transplant. Although this conversion is safer than the original method used to create Gears, it is also much slower, taking years before any changes manifest in the new host.
Gears are composed of Magic Cells, a special type of stem cell that have the unique ability to tap directly into the Weave, and under optimal circumstances supply themselves with almost infinite energy as these cells can reproduce indefinitely in the host. These cells serve as a conduit to the Weave regardless of whether the subject is alive or dead. They can be fused to the material world through the application of magic, allowing them to reproduce and become at least semi-permanent. After they have been integrated into an organism, Magic Cells can be suppressed with devices to hide the true nature and appearance of the Gear. Integrating these cells into a subject's organs will vastly improve the function of that organ, and induce several other sorts of cellular activity. A subject might see enhanced muscular strength, or rapidly regenerating cells replicating and healing organs almost immediately, enhanced hearing, and increased resilience, having far tougher body structures than other organisms. In the case they are ingested, these cells will die if not renewed.
Physical Capabilities
Gears can withstand serious injuries through regeneration and an evolved body structure. Because of this, it is difficult to defeat them in battle. Some have stood up shortly after being shot multiple times or even survived a fall thousands of feet from the sky. The most dangerous Gears may even be so difficult to defeat that it is recommended to banish or seal them instead.
Since Gears are created for evolution, they can also adapt to their environment for convenience. For example, a Gear who can't live comfortably without water, can create a water bubble where they can be submerged constantly or a Gear that would typically give live birth can instead leave their unborn child in an egg if they cannot personally care for them. It can be observed that the less intelligent a Gear is, the more dependent it may be toward raw physical strength rather than magic.
Magical Capabilities
Because of the Gears' genetic alterations, they supposedly use magic on instinct, whether it be sustaining themselves through absorbing magical energy or using spells for battle. However, only intelligent Gears are shown to exhibit the skills to weave spells. These intelligent Gears are shown to have a greater potential for magic than normal humans and are capable of high level spells. While humans typically stick to one type of magic, Gears are capable of using different elements naturally.
Gear Traits
As a Gear, you have these special traits.Physical Traits
Creature Type: Aberration
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Daarkvision
You have Darkvision with a range of 60 feet.
Increased Resilience
You have resistance to force damage.
Rapid Regeneration
Gears can withstand serious injuries through regeneration and an evolved body structure. You have a pool of healing power that replenishes when you take a long rest.
As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.Divine Seed
The genetic alterations of Gears allow them to use magic on instinct, whether it be sustaining themselves through absorbing magical energy or using spells for battle.
You gain access to a cantrip as you realize this innate magical ability. This cantrip uses CON as its modifier.
Mutation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Fire, Cold, Lightning, Thunder, or Acid (choose the option each time you transform).
Here are the transformation options:
Toxic-Type. Your eyes briefly become pools of malice, and your hair grows excessively long and disheveled. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Humanoid-Type. Searing light temporarily radiates from your body manifesting a halo and ghostly familiars. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus as familiars attack them. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Wyvern-Type. Two luminous wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
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