Homebrew Biopunk Species Details
In a cyberpunk world, the Biopunks rise as a rebellious race of individuals who fuse biology and technology. As they level up, their bodies evolve, gaining new powers and abilities. From sprouting razor-sharp quills to developing bioluminescent patterns, their augmentation knows no bounds. Challenging the status quo, the Biopunks become harbingers of revolution, wielding their ever-evolving nature as a testament to the indomitable spirit of those who defy the system.
Biopunk Traits
Biopunks gain ability based around their bioenhancementBioenhancements
- your body has been augmented with plants which allow you to manifest their abilities. Choose one bioenhancement now and another at 5th level.
- Photosynthesis(1st level). You do not need to breathe and are immune to any effects which require you to breathe. Additionally, by spending 1 hour in sunlight you gain all your nutrients for a day.
- Fruit growing (1st level): 3 times per long rest you can use an action to grow fruit which a creature can use a bonus action to pick a fruit and an action to eat a fruit which heals the eater 1d6. The fruit loses its magic after a long rest.
- Spiked body (1st level): If a creature hits you with a natural weapon or unarmed attack (i.e bites, claws, kicks, etc), they take 1 piercing damage. If a creature successfully grapples you or you grapple a creature, they take 1d4 piercing damage, and they do again at the start of their next turn while they're still grappling you.
- Solar powered (5th level): If you take a short rest in direct sunlight, you can reroll any of your hit dice which roll 1s or 2s when healing over a short rest. Additionally, you gain resistance to radiant damage and when you take radiant damage you gain advantage on your next ability check, saving throw, or attack roll within 1 minute.
- Vine tendrils (5th level). You have four vine tendrils which can be used to make an unarmed strike which deals 1d6 bludgeoning damage and uses strength and a reach of 15 feet. When you do so you can make a grapple as a bonus action. Each tendril can lift 10 lbs but they cannot use weapons, shields, or magic items. You can also use all four to make a grapple against a target within 15 feet.
- Spore burst (5th level): When you drop to 0 hitpoints, as a reaction you can force all enemies of your choice within 30 feet to make a constitution saving throw with a DC equal to 8 + your con modifier + proficiency bonus. On a failed save the targets take 1d8 poison damage and are poisoned for 1 minute. They can remake the save at the end of each of their turns, ending the poisoned condition on a success. The damage increases to 2d8 at level 11 and 3d8 at level 17. Additionally, all allies within 30 feet heal 1d6 hitpoints. This healing increases to 2d6 at level 11 and to 3d6 at level 17. You can use this reaction a number of times per long rest equal to your constitution modifier.
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.
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