Homebrew Bionoid Species Details

 

Resolute Warriors

Despite their treatment at the hands of their former kin, bionoids have not allowed themselves to give in to despair and hatred. They live relatively peaceful lives in small colonies that dot the multiverse. They have no unified home of which to speak, so instead they make themselves at home in all manner of places. While their appearance might be jarring at first, most communities eventually welcome neighbouring bionoid settlements as they are often both peaceful allies and capable defenders if trouble should appear. While bionoids largely don’t wish for warfare, they do still maintain a warrior culture. They train in combat both as a way to protect themselves, and achieve tranquillity over both body and mind. As beings engineered for warfare, they find this helps them control the power they have been granted. 

Weird Eggs

 Bionoids reproduce in a highly peculiar way. Fully mature bionoid eggs are disc-shaped objects roughly six inches in diameter. They’re rigid, dark green in colour, and covered in a thin layer of mucus. In the centre of each egg is the crystalline gem that will eventually find itself in the forehead of the fully grown bionoid. When another living creature touches the egg, it reacts and latches itself onto them, forming a shell around the creature’s body. This shell is the bionoid. Once the bionoid has reached the first stage of maturity, usually after about six months, the creature separates itself from the host and begins life as an independent creature. During the time the egg is attached to the host, the bionoid has full control of the creature, though it may choose to relinquish control if it wants. While attached to the host, the two creatures also share a telepathic link and are able to communicate with one another at any time. If the host dies before the bionoid separates itself, the bionoid will revert back to its egg form. This process is typically harmless for the host being, if not unpleasant.  

 

Bionoid Names

Some bionoids keep their elven names, either as a means of holding on to who they are, or out of honour for their families. Others decide to take on new names, to distance themselves from the elves who turned their backs on the bionoids sacrifice.

Male Names: Ailluin, Akirr, Balasar, Drannor, Goldaug, Heskan, Jozun, Kyrenic, Medrash, Mehen, Nadarr, Pelleas, Patrin, Rhogar, Shedinn, Taeral, Wyn

Female Names: Ameria, Biri, Cithrel, Farideh, Harann, Havilar, Jeardra, Kava, Korinn, Mishann, Molyuex, Nala, Perra, Raiann, Sora, Saida, Zazo

 

Bionoid Traits

As a bionoid, you gain the following features.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

Age

The first bionoids were created from volunteer, flesh-warped elves, and as such they have a similar lifespan, typically reaching adulthood around the age of 100 and can live to be 750 years old.

Size

Bionoids usually stand between 7 and 8 feet tall, and weigh around 320lbs. Your size is Medium.

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 colour in darkness, only shades of grey.

Crystalline Eye

You are proficient in the Perception skill.

Arm Blade

Your arm blades are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

Powerful Legs

You can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. In addition, if there are any creatures within 5 feet of you when you land, you can use your bonus action to target a creature and make an unarmed strike against it.

Fire-Proof Shell

 You have resistance to fire damage.

Incineration Membrane

When you take the Attack action on your turn, you can replace one of your attacks with a burst of magical energy that erupts from a concealed cannon in your chest in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Incineration Membrane a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages

You can speak, read, and write Common and Elvish.

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