Homebrew Bio-Conduit Species Details
Disclaimer: This Race is nowhere near to being finished
Bio-Conduit Traits
HiAbility Score Increase
Your Constitution Score increases by 2
Age
A Bio-Conduits are effectively immortal and don't age.
Alignment
All Bio-Conduits retain the same alignment they possessed before transferring their soul into their new permanent vessel. Only in extreme accidents and fatal errors does a Bio's alignment forcefully change, and as a result, the conduit is usually rendered insane.
Size
A Bio-Conduit can be anywhere between 4ft - 8ft tall and average about 225lbs. Your size is Medium.
Speed
Your base walking speed is 35ft.
Darkvision
Due to the multitude of cybernetic enhancements present within a Bio-Conduit's body, you possess superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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.
Advanced Resilience
A Bio-Conduit's body was created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe, and magic can’t put you to sleep.
Humanoid Physiology
Due to resembling a human or other bipedal humanoid races, you are capable of receiving a variety of bionic and cybernetic augmentations.
Bionic Integrated Protection
A Bionic's physiology consists of a titanium endoskeleton, a reinforced artificial muscular system, and an advanced semiartificial dermal skin. This provides an AC equal to 13 + your Dexterity modifier + your proficiency bonus.
Languages
You can speak, read, and write common and one other language of your choice.
Divine Conduit
Ability Score Increase
Your Wisdom score or Charisma Score increase by 2
Divine Duality
Your connection to the Ascendants has morphed the magical energy within you to take on a Radiant as well as a Necrotic form.
You know the cantrip Word of Radiance, and it has an added effect. It can either be Radiant or Necrotic damage.
At 3rd level, for 1 minute you can create The Blade of Soul, a radiant manifestation of your magical energy that does 1d8 Radiant damage, or the Claw of Azvomath, the Necrotic manifestation that deals 1d8 Necrotic, once with this trait and regain the ability to do so when you finish a long rest.
At level 5, you can cast the spell Inflict Wounds at 2nd level with an added effect. It can deal either Radiant or Necrotic damage once with this trait and regain the ability to do so when you finish a long rest.
Previous Versions
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