Homebrew Unstable Replica Species Details
Designed as a backup body for it's creator, something went awry in the creation process and as a result it's body lacked destinctive physical features, resembling the beginnings of a portrait with dark ashen skin with silvery teal hair, black sclera and a pair of golden eyes. An unknown time after being discarded it awoke alone in a clear shallow pool, being granted a portion of it's own sentience by unknown means.
It's form can resemble any other race, however it's specific attributes are in flux due to it's unstable nature. It's ablity bonus and traits are determined are at the roll of a die.
Unstable Replica Traits
Amorphus CompositionAbility Score Increase
Roll 2d6 to determine your ability score. Choose which of the two is your primary and put +2 in it, the other gets a +1.
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
Mutative Gene
Roll 4d10s on the roll of a 1 you lose the roll gaining an insignificant trait from any other race. On a 10 you get to roll 2 more times maxmium, if you roll another 10 simply reroll, if your roll is a feature you already have, roll again.
- Wasted Roll - Gain nothing special.
- Altered Sight - roll 1d20 gain :
- 1. Blind (Permanent Blinded condition)
- 2 - 5. Nearsighted (Blind past 30ft) + Sunlight Sensitivity
- 6 - 10. Keen Sight 15ft (Advantage on sight based checks and distance doesn't impose disadvantage on your attack rolls in this range)
- 11 - 15. Keen Sight 30ft + Darkvision 15ft
- 16 - 19. Keen Sight 60ft + Darkvision 30ft
- 20. Keen Sight 90ft + Darkvision 60ft + X-Ray Vision 15ft - Altered Hearing - roll 1d20 gain :
- 1. Deaf (Permanent Deafened condition)
- 2 - 5. Hard of hearing (Deaf past 30ft)
- 6 - 10. Keen Hearing 15ft (Advantage on hearing based checks)
- 11 - 15. Keen Hearing 30ft
- 16 - 19. Keen Hearing 60ft + Blindsight 15ft
- 20. Keen Hearing 90ft + Blindsight 30ft + Passive - Natural Weapon - roll 1d20 gain :
- Odds 1d4
- Evens 1d6
- 1 - 10. Nothing Special
- 11 - 19. Bonus Damage - roll 1d20 to determine element.
- 19 - 20. Bonus Damage + Bonus D.O.T. - target takes 1d6 per turn on a failed CON save (DC 8 + proficiency + CON mod).
1 - Poison
2 - Cold
3 - Fire
4 - Lightning
5 - Thunder
6 - Psychic
7 - Acid
8 - Necrotic
9 - Radiant
10 - Force - Resistances - roll 1d20 to determine number of resists, then roll another for type 1d20 :
- 1 Vulnerability
- 2-19 Roll 1 resist
- 20 Roll 2 resists
1,7,13,19 Bludgeoning
3,9,15 Piercing
5,11,17 Slashing
2 - Poison
4 - Cold
6 - Fire
8 - Lightning
10 - Thunder
12 - Psychic
14 - Acid
16 - Necrotic
18 - Radiant
20 - Force - Mobility Alterations - roll 1d20 gain :
1,5,9,13,17. Walk Speed
2,6,10,13,18. Swim speed
3,7,11,15,19. Climb speed
4,8,12,16,20. Flight speed
1-4. -5ft
5-8. +5ft
9-12. +10ft
13-16. +20ft
17-20. +40ft - Natural Armor - roll 1d20 to gain :
Odds - Flexable Armor - Dex Mod
Evens - Rigid Armor - Con Mod
1-2. Base AC = 9
3-10. Base AC = 11
11-14. Base AC = 12
15-18. Base AC = 13
19-20. Base AC = 14 - Breath Weapon - roll 1d20 gain :
Odds - 5 by 30 ft. line
Evens - 15 ft. cone
1,6,11,16. Poison
2,7,12,17. Fire
3,8,13,18. Cold
4,9,14,19. Lightning
5,10,15,20. Acid
When you use your breath weapon, each creature in the area of the exhalation must make a DEX or CON saving throw The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.After you use your breath weapon, you can't use it again until you complete a short or long rest.
-
Extra Features - roll 1d20 gain :
1 Amphibious - Breathe under water, suffer one level of exhaustion if you do not immerse
yourself in water for at least 1 hour a day.
2 Long Arms - Your reach for melee attacks or reactions is 5 feet greater than normal.
3 Powerful Build - You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
4 Change Appearance - As an action, you can transform your appearance or revert to
your natural form. You revert to your natural form if you die.
5 Short Stature - You can take the Disengage or Hide action as a bonus action on each
of your turns. You can hide behind a creature that is at least one size larger than you.
6 Tough - Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level.
7 Trance -You don't need to sleep. Instead, you meditate deeply, taking 30 minutes for
a short rest, or 4 hours for a long rest.
8 Carapace - You gain a +1 bonus to AC when you're not wearing heavy armor.
9 Standing Leap - Your long jump is up to 30 feet and your high jump is up to 20 feet,
with or without a running start.
10 Poisonous Skin - Contact with your skin inflicts poisoned condition with a DC12
CON for 1 minute. Repeat the saving throw at the end of each of its turns.
You can coat piercing weapons with poison as part of its attack. The target must
succeed on a DC12 CON throw or take 2d4 poison damage.
11 Oozelike - When subjected to at least 10 slashing damage, an ooze forms from
lost blood. It has hit points equal to the amount lost.
12 Stone's Endurance - Once per rest When you take damage, you can use your
reaction to reduce damage by 1d12+CON modifier.
13 Relentless Endurance - Once per rest, when you are reduced to 0 hit points,
drop to 1 hit point instead.
14 Mimicry - You can mimic any sounds you have heard, including voices. Decieve
with advantage, perfectly repeat a conversation or even mimic the sound of an explosion.
15 Camoflage - You can hide when you are lightly obscured rolling stealth with advantage.
While you are hidden and miss with a ranged attack it doesn't reveal your position.
16 Trunk - You can grasp things with it, and use it as a snorkel. It has a reach of 5 feet,
and it can lift equal to five times your Strength score. You can use it to do simple tasks.
17 Barbed Hide - At the start of each of your turns you deal 1d6 piercing damage to any
creature grappling you or any creature grappled by you.
18 Grappling Appendage - As an action, you can use one of them to try to grapple a creature
or Immediately after hitting, you can try to grapple the target as a bonus action.
19 Shell Defense - You can withdraw into your shell as an action. Gain +4 AC, and advantage
on STR and CON saving throws.
20 Bonus Feature - Roll Twice (Maximum, if you roll 20 again, simply reroll) - Bonus Trait - Roll twice (maximum, if you roll 10 gain, simply reroll)
On levels 3 , 6 , 9 , 12 , 15 , 18 you can re-roll 1 mutation
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