Homebrew Zahranian Hybrid Species Details
The Zahranian Hybrids are a specialized people most commonly found in Zahran, hence their namesake. Their bodies have been augmented with a variety of enhancements, putting them a step above many others. Zahranian Hybrids range in physical appearance, with some sporting only the slightest hint of something beyond a more traditional humanoid appearance and others showcasing massive differences to their physiology.
Extensive Adaptation
A hybrid’s biological enhancements can change its appearance in ways ranging subtle to drastic, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. Some of these come through in very visible forms, while others are accessible yet unseen by the naked eye.
Zahranian Hybrid Names
Hybrids retain the cultural names of the Zahranian regions.
Zahranian Hybrid Traits
Your hybrid character has the following racial traits.Tracker
You have enhanced senses of sight and hearing, giving you advantage on Perception, Investigation, and Survival checks when tracking a creature
Cloaker
You skin refracts light and blends into your surroundings. Gain invisibility for one minute and advantage on Stealth checks. You have one use per long rest; this increases to two uses at level 11, three at level 17.
Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
Hybrids begin their lives as adult humans or elves, occasionally smaller humanoids. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat, but ultimately not too far from the average.
Alignment
Each hybrid is an individual to its own right, with its own personal alignment.
Size
Your size is Small or Medium, within the normal range of your humanoid base race.
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.
Languages
You can speak, read, and write Common and Elvish.
Augmentations
Your body has been augmented to adapt to your environment in a variety of ways. Choose one enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
- Glider - You have natural flaps that act as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 5 feet horizontally for every 10 feet you descend.
- Climber - You have a climbing speed equal to your walking speed, though you must utilize all of your limbs in the process.
- Swimmer - You can breathe air and water, and you have a swimming speed equal to your walking speed.
- Tracker - You have enhanced senses of sight and hearing, giving you advantage on Perception, Investigation, and Survival checks when tracking a creature.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:
- Grappler - You have two special appendages growing alongside your arms (claws, tentacles, mantis-like extensions, etc). Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, and you can immediately try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment. They can, however, lift objects equal to your Size rating with a successful Strength check.
- Protector - Your skin in places is covered by a thick shell. You gain a +2 bonus to AC when you’re not wearing armor. Additionally, you may use your reaction to curl into ball for a disadvantage on attacks against you; you uncurl at the end of the reaction.
- Corroder - 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 in a straight line. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait once at 5th level, twice at 11th, and three times at 17th, and you regain all expended uses of it when you finish a long rest.
- Cloaker - You skin refracts light and blends into your surroundings. Gain invisibility for one minute and advantage on Stealth checks. You have one use per long rest; this increases to two uses at level 11, three at level 17.
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