Homebrew Genesis Species Details
Genesis can shift their forms with a thought. Many genesis use this gift as a form of emotional expression.
Genesis Traits
Your genesis character has the following traits.Ooze Form
As a bonus action, you can assume your true appearance. This transformation lasts until you die, or you change your appearance as a bonus action. When you ooze form you gain a pseudopod attack.
Ability Score Increase
Your Constitution score increases by 2. In addition, one ability score of your choice increases by 1.
Age
Genesis mature much faster than humans and have a longer lifespan (typically a 1,000 years or more) but are considered young until there 100.
Alignment
Genesis tend toward pragmatic neutrality, but over the course of there life they will embrace any alignment till they find one that feels right.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d4
Height = 5 feet + 1 inch + your size modifier in inches
Weight in pounds = 115 + (2d4 × your size modifier)
Speed
Your base walking and climbing speed is 30 feet.
Molding
As a bonus action, you assume the ooze form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have eaten the sort of creature at least once.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your Hit points, skills, and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During the duration, you can use you bonus action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
You stay in the new form until you use a bonus action to revert to your true form or until you die.
Odd Experience
You gain proficiency with two skills or one skill and one tool of your choice.
Languages
You can speak, read, and write Common and two other languages of your choice.
Natural Resistance
You have immunity to Acid, Cold, Lighting, and Slashing
Indomitable
You are immune to being Blinded, Charmed, Deafened, Exhaustion, Frightened, and Prone.
Blindsight
You have Blindsight for up to 60 ft.
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