Homebrew Galvanic Mechamorph Species Details
""The results were beyond anything I could've hoped for. Not only Galvan B was inhabitable, but there was an unforeseen consequence. My experiment had inadvertently prompted the creation of a brand new techno-organic species, the Galvanic Mechamorphs." -Azmuth.
Galvanic Mechamorphs are a techno-organic species with a gel-like body composed of small cell-like creatures called nanites. They have a green color scheme and have one cyclopean eye in the center of their face. Their bodies are covered entirely in a circuitry pattern that can vary from Mechamorph to Mechamorph. They can be slim, fat or muscular.
Galvanic Mechamorphs can come in a variety of other forms as well, Some of them resembling animals, and some appearing as trees and other plants.
As they come in various shapes and forms, the large variety of silhouettes make it difficult to distinguish female Mechamorphs from males. The sole confirmed female Mechamorph has head proportions much more in line with that of a human, with a developed forehead and chin. She also has a more voluptuous figure and a comparatively shorter torso. Her legs were much longer than most of the males, but like other Mechamorphs, her arms reach past her knees.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.
Galvanic Mechamorph Traits
As a Galvanic Mechamorph player character, you have the following traits.Creature Type
You are a Construct.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Amorphous
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a Grapple.
Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Living Metal
You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
You can also heal from any source of healing that doesn't normally effect Constructs.
Shape Self
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Technological Morphing.
You can merge with any magical or non magical technology or mechanism as long as it possesses electric, mechanical, or runic elements. When
you are morphed to a mechanism in this manner you gain complete control over it. While inhabiting the mechanism you may upgrade it in any manner described below:
-you can make a moving device move at double its speed, or grant a nonmoving device a walking speed equal to yours.
-you can double the effective range of a ranged weapon, along with removing the loading property and changing its damage to lightning.
-you can manipulate the mechanism or add new elements, such as unlocking a lock or making it more secure.
-Manipulate a objects purpose, such as turning a crossbow into a retractable grappling hook, or a catapult into a walking tank.
-your ability to adapt and change technology is only limited by your imagination and the will of your GM.
Mechamorph Laser.
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 5 ft. wide, 30 ft. long line. 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 Lightning 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 Laser a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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