Homebrew Arcanum Hybrid Species Details

Arcanum Hybrid Features

Ability Score Increase. Your Constitution score increases by 2, and another ability score of your choice increases by 1.

Age. Arcanum Hybrids are created at adulthood as any humanoid species. Their maximum life expectancy is probably reduced.

Alignment. Arcanum Hybrid's alignments vary from group to group.

Size. Arcanum Hybrids are the same size of they race that they were created from.

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 Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level and one at 10th level.

  •  Wings (1st level)  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.
  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
  • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
  • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your Strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
  • Carapace(5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armor.
  • Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail.
  • Stinging Tail (10th level).  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 until the end of your next turn. 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.
  • Prehensile Tail (10th level).  You grow the tail of a monkey. This tail acts as an extra hand for all intents and purposes. In addition,  you may use a bonus action to wield a light weapon with the finesse property.
  • Spider Web (10th level).  You grow spinnerets that produce an effect similar to the web spell. You are immune to the effects of this ability and similar abilities.

Languages. You can speak, read, and write Common and one more your choice, that you and the DM agree makes sense.

Arcanum Hybrid Traits

A cruel and twisted result of magical experiments blending humanoids, with those of the beasts.

Ability Score Increase

Your Constitution score increases by 2, and another ability score of your choice increases by 1.

Darkvision

Can see  in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.  You cannot discern color in darkness, only shades of gray.

Animal Enhancements

  • Animal Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level and one at 10th level.
    •  Wings (1st level)  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.
    • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
    • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
    • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your Strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
    • Carapace(5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armor.
    • Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail.
    • Stinging Tail (10th level).  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 until the end of your next turn. 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.
    • Prehensile Tail (10th level).  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,  you may use your tail to wield a light weapon with the finesse property.
    • Spider Web (10th level).  You grow spinnerets that produce an effect similar to the web spell. You are immune to the effects of this ability and similar abilities.

Languages

You read, write and understand common, as well as one other language that makes sense to you and your DM

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