Homebrew Demicore Species Details
Manticores have been feared by most adventurers throughout time, but lately there have been a number of sightings of humanoid manticores. Rumor has it that they were created through immoral experimentation on humans. These hybrids retain most of the key features of a manticore, such as spiked tails and claws. These features, however, aren’t as innately powerful as a traditional manticore’s due to being scaled down to their humanoid form.
Demicore Traits
Your demicore character has the following traits.Darkvision
Your altered biology has left you with keener senses. 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.
Ability Score Increase
Your Strength score increases by 2 and your Dexterity score increases by 1.
Limited Flight
You can sprout bat-like wings from your shoulder blades as a bonus action. You gain a flying speed equal to your walking speed while your wings are out. You can use your wings for up to 1 minute (10 turns) before getting too tired to fly, requiring a short rest to use this feature again. You cannot use this flying speed if you are wearing heavy armor, and you can retract and conceal your wings as a bonus action.
If you are still flying after 1 minute, you can choose to descend at a rate of 60 feet per turn until you reach the ground.
Age
Demicores mature at the same rate as humans and can live up to 200 years.
Alignment
Most Demicores lean towards chaotic alignments as they are seen and treated as monsters by common folk.
Size
Demicores are around 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Natural Weapons
You may choose two of the following options to be your natural weapons:
Bite. You have razor sharp teeth. On a hit, your bite deals piercing damage equal to 1d6 + your Strength modifier and you gain a number of temporary hit points equal to the amount of piercing damage dealt. You can gain temporary hit points this way a number of times equal to your proficiency bonus, you regain all uses after finishing a long rest.
Claws. You can grow durable, sharp claws from your finger tips that you can use to make unarmed strikes. On a hit, your claws deal slashing damage equal to 1d4 + your Strength modifier instead of the normal bludgeoning damage for an unarmed strike.
Once on each of your turns when you attack with your claws using the attack action, you can immediately make one additional claw attack as part of the same action. You can make an additional attack this way a number of times equal to your proficiency bonus. You regain all uses after finishing a long rest.
Tail. You have a spiked tail with throwable barbs on the end. Your tail holds 12 spikes on it. You can fire a spike from it as a ranged weapon attack (range 50/150), dealing piercing damage equal to 1d8 + your Dexterity modifier on a hit. All lost spikes regrow when you finish a long rest.
Languages
You can speak, read, and write Common and one other language of your choice.
Previous Versions
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9/14/2021 4:39:54 PM
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1
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9/14/2021 4:56:17 PM
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9/14/2021 8:17:50 PM
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10/3/2021 10:06:50 PM
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11
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10/4/2021 7:36:20 PM
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12
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1.5
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10/10/2022 7:49:37 AM
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20
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2
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1.6
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7/28/2023 3:01:58 AM
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26
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1.7
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