Homebrew Experimented Species Details

You where the experiment of an mad doctor who injected you with various different things to test and study their effects, you where either created by said doctor or kidnapped by them, but whatever your origins may be you have escaped your torment and out into the open world, having forgotten who you once where only knowing you experiment ID.

Experimented Traits

The tests ran on you have given you a variety of traits, here are a few of them.

Ability Score Increase

Chose an ability score to increase by 2 and choose an ability score to increase by 1

Age

Your origin of race is unknown, depending on what was injected into you, you could live to be 1,000, or die as young as 30.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet.

Injected substances

Over your years as a experiment, you where injected with different substances, however one was more prevalent than the others, upon escaping you have learnt to harness what was injected into you giving you a variety of benefits and a debuff.

Diseases

The primary thing injected into you was Diseases, you gain the following benefits and debuff:

  • you are immune to the symptoms and effects of any non-magical or magical disease or sickness, but you are a asymptomatic carrier for the disease and can infect others. 
  • You are immune to the poisoned condition.
  • Once per long rest if you inflicted with a disease you can channel the disease out of you and manifest it as a swarm of insects of your choice, this swarm lasts for 3 rounds and obeys all of your commands. When in combat you can forgo your attack action to command the swarm to take the movement action and any combat action (including attacking), if this swarm hits someone with an attack roll a D20, if it is a 15 or more the target must make a Constitution save of DC14, on a failure the target gets inflicted with the disease the swarm was manifested out of and the swarm disappears, on a success nothing happens and the swarm disappears.
  • you get a -3 to all attack rolls made with a weapon, and a -1 to damage rolls made with a weapon.

Poisons/Toxins

The primary thing injected into you was Poisons/Toxins, you gain the following benefits:

  • You are resistant to poison damage.
  • You are Immune to the Poisoned condition.
  • You are immune to the effects of any non-magical poisons/toxins such as paralyzation through poison or being knocked unconscious due to poison (Tranquilizers) for example (if the poison/toxin is magical, you have advantage on the saving throw against it but can still be effected if you fail).
  • when healed from any source, subtract a 1d4 from the amount you get healed.

Acids

The primary thing injected into you was Acids, you gain the following benefits:

  • You are resistant to acid damage.
  • corrosive acids cannot corrode your skin, flesh, or bones, though they can still hurt you.
  • You are able to consume acids for sustenance (this won’t hurt you).
  • You have an open slit under your right hand’s palm where an tube to an acid gland that was put into you is located, as long as the acid gland remains intact a number of times equal to your constitution modifier you can shoot corrosive acid from it in a 30ft long 5ft wide line or a 20ft cone with each creature in the area must make a DC {{savedc:con}} constitution saving throw, taking 1d8 acid ([6th] 2d8, [11th] 3d8, [16th] 4d8) on a failed save, and half damage on a successful one.
  • When you take damage from slashing or piercing damage roll a D100, if it rolls a 10 or under your added acid gland takes 1 damage, the acid gland has 12 HP, if it hits 0 HP the Organ dies and you lose the ability to consume acid, lose the ability to shoot acid, and you lose your resistance to acid damage until the gland is restored (a Greater Restoration spell or Resurrection spell can restore the Acid gland to full hp)
  • You have 5 less Max HP.

Vaccines/Medication 

The primary thing injected into you was Vaccines/Medication, you gain the following benefits:

  • when healed from any source, you are healed an additional 1d8.
  • You gain advantage on any constitution saving throw or medicine check to heal someone from or to avoid getting a non-magical disease, toxin or sickness.
  • You can secrete a rejuvenating substance from any of your orifice’s once per long rest that can either heal 1d8 hp ([6th] 2d8, [11th] 3d8, [16th] 4d8), or have the effects of lesser restoration ( [11th) Greater restoration) 
  • If you fall to or below 0 hp you automatically have 1 successful death save.
  • You are vulnerable to necrotic damage and attacks you make with necrotic damage deals 3 less damage.

Languages

You can speak, read, and write Common and one other language of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2023 2:11:00 AM
8
1
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Coming Soon

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