Homebrew Bionoid (Playable race V2.5) Species Details
Bionoids were originally created by Astral Elves to be used as powerful frontline soldiers in their wars with the Orcish and Goblinoid kingdoms. They were first fashioned using advanced forms of flesh warping magic and lost arcane secrets that very few living beings are aware of. Each one of them started as a willing Elf who underwent numerous transformative rituals until their body was no longer recognizable.
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 (Normally) 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
this is a homebrew, playable race version of a creature from spelljammer 2e. All ideas belong to WoTC, I claim no ownership of any property involving spelljammer or its production.
Bionoid (Playable race V2.5) Traits
Racial traits are the following.Arm blades
You gain the ability to make a slashing attack with a natural weapon, in the form of arm blades. These deal 1d8 + your strength modifier in slashing damage. Your hit modifier is strength and you are proficient.
Heat resistant carapace
You become resistant to fire damage.
Incineration Membrane
When you reach 10th level, As an action, You can peel back your chest plates to reveal a magically charged organ which unleashes a 30-foot cone of burning energy. All targets in range must roll a Dexterity saving throw (DC = 7 + your proficiency bonus + your wisdom modifier.)
On failure, all targets in range are hit with take 11d6 in fire damage, or half as much on a successful one.
After this features use, you suffer 3d6 force damage, that cannot reduced or blocked by any means.
Size
You are a large creature.
Powerful legs
You have a base movement of 40ft.
Bio-engineered
You are considered both a humanoid and a monstrosity.
Ability score increase
You gain 2+ points to your Strength and 1+ points to your Intelligence.
Crystalline Eye
All bionoids have a crystalline eye in the centre of their forehead.
When you are reduced to 0 hit points, this crystal eye traps its soul and essence inside of the gem. Make a Constitution saving throw (DC = 15 + your proficiency bonus). On success, You do not roll death saves, but remain incapacitated as if you have been stabilised. any healing in this state will make you conscious.
If not healed, your crystal eye is treated as a separate entity from you. It is immobile, has 5 hit points, 10 AC and can only take the Dodge action. It uses your place in your initiative.
Additionally, in situation where the body or one of its parts is destroyed, the player is not killed, there body regenerating after 24 hours or a long rest.
Moreover, If the opponent or opponents are unaware of this effect, they must make a Perception check (DC = 18 + proficiency bonus) in order to find the crystalline eye. If you are knocked unconscious a second time, the opponents will gain Advantage on the check. Alternatively, The Gem can be found instantly be found using the detect magic spell.
On failure, You roll death saves as normal, unless it is a critical failure in which you start with one failed death save.
This feature cannot activate if the damage source affects the soul of the player directly.
Previous Versions
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