Homebrew Alchemical Hivemind Species Details
Developed by humans in an attempt to create a psychic superweapon, an Alchemical Hivemind is created by submerging a human child in a special magical fluids at boiling temperatures. Once the the transformation is complete, the child will find itself with a radically changed appearance and physiology including skin turned a shade of purple, and luminously glowing solid green eyes so obviously alien and wrong, some creatures will find themselves tempted to attack on sight. The main draw behind the creation of the Alchemical Hivemind however, was the ability to create armies and topple kingdoms by assimilating other creatures and people into itself. This innate threat will almost guarantee nations aware of your dangerous nature will attempt to either eradicate or capture and control you for their own purposes, making civilized life difficult.
A Volatile Process
Creating an Alchemical Hivemind is a difficult process that only works on children. People aren't suited for the process past a certain point in their development rendering their bodies and minds not plastic enough for the fluids to complete their work. So instead, children are used; often plucked right out of the slums or some other place they wouldn't be missed and and forced to undergo a process that will take their very humanity away. The children are submerged into a tank full of a thick, goopy mixture heated to well above boiling with and trapped inside with a heavy lid. The process is excruciatingly painful causing most subjects lose consciousness quickly. Several hours later the goop is cooled and the newly created Alchemical Hivemind is hauled away, brought towards whatever the people arranging their transformation have in mind for them.
The process often leaves Alchemical Hiveminds bitter, jaded beyond their years, as well as particularly slow to trust, sometimes preferring to merely assimilate someone than let themselves be betrayed.
A Heavy Grudge
Most Alchemical Hiveminds will carry a grudge towards whoever was behind their change, striving to destroy the perpetrators. Even in the rare chance the process was voluntary, Alchemical Hiveminds are some of the best at holding a grudge. Once they feel that someone has wronged them it is common for an Alchemical Hivemind to keep a grudge for an amount of time most would consider silly unless appeased. Often keeping one near indefinitely once slighted, an Alchemical Hivemind finds it difficult to forgive and even harder to forget.
Alchemical Hivemind Names
Alchemical Hivemind names fall under two categories: those that were indoctrinated into a military program; and those that weren't, whether by a twist of fate, escaping, or not being part created as a weapon for a nation in the first place. Those of the former category are generally assigned codenames or a simple number, the latter category often keep their original human child name.
Alchemical Hivemind Traits
Your Alchemical Hivemind character shares little in common with other races and instead has their own unique abilitiesAbility Score Increase
Your Wisdom score increases by 1 point
Age
Your bodies don't age normally. Instead they look exactly the same until they die of old age at around 50
Alignment
Alchemical Hiveminds tend toward no particular alignment. They are still developing when the change occurs, and may grow in any direction.
Size
Created from a human children, Alchemical Hiveminds tend to be around 4 feet tall. Your size is Medium
Speed
Your base walking speed is 25 feet.
Languages
You can speak, read, and write Common.
Assimilation
You can spend 30 minutes in skin contact with a living creature of your same size class to fully assimilate it into a copy of yourself, sharing your own stats, appearance, and class. To the target the this feels like a sensation similar to a limb falling asleep slowly radiating outward from the point of contact and affecting the head last. The progress appears outwardly as faintly glowing green lines slowly traveling though the veins, or in a pattern similar to veins to if the target lacks them, starting from the point of contact and infesting the body, reaching the head last. If the target is aware, they do not understand what is happening but have a primal understanding that the process is threatening to their continued existence and will likely attempt to break contact. If contact is broken, for every minute without skin contact five minutes of progress are lost.
Connected Consciousness
You control all of your bodies as extensions of yourself with no "Main body", all being controllable at once and each getting their own turn in combat. Since every body is equally "you", you can not be killed unless all bodies are killed. All bodies share senses through a telepathic connection at all times over any distance, including in other planes, as they are all technically the same person. If you wish you can manually sever the linkage between one of your bodies and the rest, at which point it instantly drops dead. If a revival spell is cast on one of your deceased bodies you will be prompted to reconnect with it, if you choose to do so the spell succeeds, and if you choose not to, the spell fails.
Mind Link
The nature of your psychic abilities allow you to project your words directly into the mind of a creature you can see within 60 ft. This link is one way and the creature can not reply unless they have their own telepath abilities.
Distracting Thoughts
You may concentrate your telepathic abilities to send pleasant, distracting thoughts and memories to a living creature you can touch. It must succeed on a Wisdom saving throw with a DC equal to (9 + your Wisdom modifier + your Charisma modifier) or be charmed by you for up to 1 hour as long as concentration and skin contact are maintained. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, it is lost within peaceful happiness. Rendering it Incapacitated and with a speed of 0
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, it comes out of its stupor and ignores the effect.
Uncanny Eyes
You have uncanny, and strange eyes that are deeply unsettling to most living creatures. If uncovered and in view, you have disadvantage on Persuasion checks and advantage on Intimidation checks. Your eyes instill a primal fear in living creatures; when a living creature sees them for the first time they must succeed on a DC 11 Wisdom saving throw or be Frighted for 1 minute.
Many people may be put off by your eyes and refuse to do business or even speak with you if they have seem them before.
Your eyes are an integral part of your existence and cannot be changed or disguised except with an thick blindfold, Greater Invisibility or the True Polymorph spell. In addition your eyes make you very recognizable and gives away your existence to people who are aware of your race.
Alien Psychology
No longer human, your basic bodily processes have undergone radical changes
Previous Versions
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3/31/2020 6:01:18 PM
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Posted Mar 11, 2021So the Alchemical Hivemind always looks like the age that they were kidnapped in? For example if I make an Alchemical Hivemind who went through the transformation at 14, will they always look 14? This is a really interesting idea and I want to maybe use one of these as my main villain in a campaign.