Homebrew Galvanic Mechamorph Species Details

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. A Mechamorph's eyes can change shape depending on their emotion, such as pointing downwards in feelings of anger, or upwards in feelings of sadness or surprise.

Galvanic Mechamorphs can come in a variety of forms, some of them resembling animals, and some appearing as trees and other plants. They can also be thin, tall, robust, wide and even more "obese".

Some Galvanic Mechamorphs can come in different colors. For example, there was a blue Galvanic Mechamorph seen in the background in Ben 10,000 and a white one in Ben10: Secret of the Omnitrix.

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.

In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools

Galvanic Mechamorph Traits

Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools

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 them by making a moving device move at double the speed it is already moving or grant a nonmoving device a walking speed equal to yours. You can double the effective rang of a ranged weapon along with removing the loading property and changing its damage to lightning damage. 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. The upgrade is ultimately decided by the DM but absolutely try to find ways to have fun upgrading. You can work out any damage criteria with the DM when the time comes. If you are upgrading an object and the object is destroyed you are sent down to 1 hp. 

Ability Score Increase

Your Constitution and Intelligence scores increase by one. 

Final Meltdown

As either an action when you're at 1/2 HP or less, or as a reaction when you take damage that would put you into death saving throws, you can destabilize your power source, causing a meltdown that will result in catastrophic damage. While doing so, you glow brightly, pulsing with the energy you're barely containing. 

If you do it as an action, roll 1d4. That's how many rounds you'll charge for. Take your current HP and multiply it by 1d20 (this d20 roll can be affected by things such as Portent from Divination Wizards, and the Lucky feat. It CANNOT be affected negatively by Silvery Barbs, though). Every round that was determined by the d4, on your turn roll another d4. Increase the damage by the fraction of the amount your rolled. For example, you have 100 hp, roll a 1 on the initial d20, so the damage is at 100. On the d4, you roll a four, so it's four rounds. On your first turn after activating, you roll a one.om the d4, so you increase it by 1/4 of the correct damage, 100. So you're at 125. If you roll a four next turn, it increases to 250, because you're adding 4/4 of the damage. 

If you use it as a reaction, you take your max HP instead of your current HP, and multiply it by 1d10. If it is a one, you may roll again, but if the second roll is a one, you have to keep it. 

If you use this feature, you cannot be revived by any means short of the Wish spell. 

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