Homebrew Amalgam Species Details
A mad scientist or wizards' attempt at recreating life gone wrong, or right. Amalgams are created from the remains of the freshly killed or recently interred, the magic used to create them works better when fragments of the creatures soul still linger, this often leads to the created amalgam having split personalities, mercurial moods or being prone to wild fits of rage or confusion. However, if an Amalgam is able stitch together their broken soul, they will become a force to be reckoned with, a near perfect synergy of all their mismatched parts and the necromantic magic and technologies that hold them together.
Amalgam Traits
Undying EngineNecromantic Engine
The necromantic energy of the Engine causes the Amalgam to be considered Undead for any effects that take into consideration creature type.
You are resistant to the Necrotic damage type.
Whenever an Amalgam rolls a 16 or higher on a death saving throw, they regain 1 Hitpoint.
Eternal Construction
Amalgam’s do not age. Magical effects that cause a creature to age, have no effect on Amalgams.
Amalgam’s do not need to eat, sleep or breathe. (Standard rules for long and short rests still apply).
Core Surge
When you fail an ability check or attack roll you can expend a hit dice to reroll the ability check or attack roll (this does not count as advantage). This feature can only be used once for any given ability check or attack roll.
Once per turn, you can change the damage type of a spell or attack to necrotic damage.
Appetite for Destruction
Once per turn, when you directly cause the death of a creature you are able to siphon off their essence using it as fuel for your Necromantic Engine, regaining one expended hit die.
This feature can be used a number of times equal to your proficiency bonus. You regain all expended uses upon completing a long rest.
At 5th level you learn and are able to cast the spell Vampiric Touch at 3rd level without expending a spell slot, you can cast this spell in this way once per long rest.
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