Homebrew Humanoid Simic Hybrid Species Details

The simic hybrid is a magically created hybrid of an adult humanoid and another wild animal. Their modifications often take on the similarities of the species in their home environment but not exclusively! They live across the world in all climates and environments and often with their original species. These creatures benefit from multiple animalistic advancements that they gain as they grow in power and become more attuned to their new body. All Simics have been modified into a "superior" version of their species, as such they look similar to their original species with animal additions grafted onto/into them. Depending on the nature of their transformation Simics may align many different ways. They may have a dark background as an unwilling test subject to a mad wizard, they may be the result of self experimentation, or they could have been part of a mages guild studying ways to advance the common people. Either way, the result is a humanoid species that gained the traits and features of an animal. Simics are created as adults, so there are no Simic children and they often have a below average lifespan of their origin species. 

Humanoid Simic Hybrid Traits

This species gains Darkvision, a +2 to constitution, a +1 to another ability score, and an animal enhancement at level 1, level 5, and level 10.

Genetic Advantage

Since the goal of these hybrids is to create a better version of their species they were made to have superior senses and bodies. They gain Darkvision or retain Darkvision if their original species had it; You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Your skin has thickened like an animal's to endure the natural world, gain +2 to constitution. Your animal traits allow you to gain +1 to an ability score of your choice. 

Animal Adaptation (1st level)

Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. 

Nimble Climber. You have a climbing speed equal to your walking speed.

Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.

Pistol Punches. Your punches inherit the power of mantis shrimp. Your punches now deal 1d4 + strength modifier bludgeoning damage

Darkness Adaptation. You can now see even in the darkest conditions. Your darkvision increases to 120ft. You can now discern colors in the dark as well

Arctic Adaptation. Your body temperature is now naturally lower. You can survive in temperatures up to 28 degrees Fahrenheit. In addition, You also have resistance to cold damage

Animal adaptation (5th Level)

Additional Appendages - You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment.

Carapace - Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.

Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 +your Constitution modifier+ your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. 

Camouflage - Your skin now can blend in with its surroundings. You have advantage on stealth checks, dexterity attacks, and can use partial coverage as full coverage.

Regenerative - Your limbs, organs, and flesh are now Regenerable. Once a day you can regenerate 1d12 + constitution modifier hit points, this ability recharges after a long rest. In addition, you passively regenerate any limbs or organs you lost or lose, they come back within 24 hours depending on the size and complexity of the part.

Echolocation - You can use echolocation to your advantage. You gain a blindsight of 60ft and enemies have disadvantage on stealth rolls against your character.

Animal Adaptation (10th Level)

 

Additional Appendages - You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment.

Carapace - Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. You also gain resistance to piercing damage.

Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 +your Constitution modifier+ your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Camouflage - Your skin now can blend in with its surroundings. You have advantage on stealth checks, dexterity attacks, and can use partial coverage as full coverage.

Regenerative - Your limbs, organs, and flesh are now Regenerable. Once a day you can regenerate 1d12 + constitution modifier hit points, this ability recharges after a long rest. In addition, you passively regenerate any limbs or organs you lost or lose, they come back within 24 hours depending on the size and complexity of the part.

Echolocation - You can use echolocation to your advantage. You gain a blindsight of 60ft and advantage on perception checks in enclosed spaces.

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