Homebrew Chemborn Construct Species Details
Chemborn Constructs are not their own original species: instead, they are the end result of a series of alchemically induced mutations meant to break down the body of a humanoid and produce something akin to an Aasimar, in an attempt by wizards and artificers working in union to mimic the gods and the divine spark they imbue in their chosen.
What the aasimar are to the divine, a Chemborn Construct is to the arcane: they bear a powerful magic nested deep within their soul. However, due to imperfections with the chemicals used to produce a Chemborn Construct, they are held back from channeling the full force of the weave through their bodies, being limited to little more than self repair.
Chemborn Constructs have pallid skin tones, sickly green eyes, and dark blue hair. Their “blood” is also either green (if oxygenated) or purple (if deoxygenated): the lifeblood of a Chemborn Construct is a complex and volatile chemical cocktail, and is highly acidic.
The lifespans of chemborn constructs vary depending on the original species of the construct, but typically it is 200 years longer than what is normal for their original species.
Chemborn Construct Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Chemborn Construct Traits
As a Chemborn Construct, you have these special traits.Galvanize
As a bonus action, you can expend one hit die to heal yourself. Don't roll the die for this healing: instead use the highest number possible for the die and add your constitution modifier to the total. For example, instead of expending a d8 hit die and restoring 1d8 Hit Points, you restore 8 plus your constitution modifier. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Enhanced Toxicity Tolerance
You gain resistance to poison and acid damage
Perfect Metabolism
When you would normally roll one or more dice to restore Hit Points when drinking consuming an item that restores Hit Points (Such as a Potion of Healing or a food item prepared using the Chef Feat), don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d4 + 2 Hit Points when you drink a Potion of Healing, you restore 10.
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