Homebrew Blood Breather Simic Hybrid (Variant) Species Details
Age. The Blood Breather variant species is created without the consent from the rest of the Simic Combine guild as using a Vampire Bat is against the rules as it is one of the many forbidden animals not to be used in Evolution and Grafting. The ages of the Blood Breather(s) are unknown as there are very few of them in the world as they are kept as secret projects by rogue Biomancers from the Simic Combine. Age can range from newborns to elder.
Size. Your size is Small. Between 4 feet to 5 feet.
Speed. Your base walking speed is 30 feet.
Alignment. Your alignment is based around your creators, but some do go off course.
Society. You are a social outcast. The Simic Combine will kill you on sight and most of the civilians think you are a spy.
Blood Breather Simic Hybrid (Variant) Traits
The racial traits are in my eyes balanced and neither too underwhelming or overly powerful.Blood Ravager
You have a need for blood to stay alive and if you have not consumed any blood within the last 24 hours in-game, then you can go into a rampaging state in need of blood to consume. In the active state, you will focus all aggression towards the enemy and be able to stack up to three Genetic Modification attributes and/or abilities, but if they do not have blood(Undead), then you leave your party, running off in search of blood. In the inactive state, you can do a Constitution saving throw for every action done while in combat to prevent you from turning. You can not turn out of combat. You will automatically take a short rest afterwards.
Ever Evolving Mind
With your mind evolving and adapting to your surroundings, pick another language to speak to improve survival.
Delicate Skin
Due to the fact that you breathe mainly through your skin, you can not where anything heavier then light armor or else you will cause damage to yourself.
Strong Legs
After your Evolutionary process, you gained the leg strength of a bat and frog equivalent to the weight of a human. Proficiency in Acrobatics.
Blood Siphoning
An unarmed attack dealing 1d6 + your Con modifier, which can heal half the damage done to the target. (Target must have blood)
Genetic Modification
After using and hitting with Blood Siphoning, you can gain an attribute or ability from your target. This temporary buff lasts 5 minutes, with a 10 minute cool down before being activated again. Flying Beasts: Either +2 Dexterity or temporary wings (all wings are 40 flying speed). Scaled Beasts: Either +2 Constitution or scales (resist all damage except for piercing, psychic, acid, radiant, and necrotic). Strong Beasts: Either +2 Strength or all available speeds increase by 20. Magical Beasts: Either +2 Intelligence or magic resistance (resistance all damage except piercing, bludgeoning, and slashing) Deceptive Beasts: Either +2 Charisma or one proficiency of that type.Clever/Weak Beasts: Either +2 Wisdom or one proficiency of that type.
Blood Diet
If you do not consume blood within 48 hours in-game, you will take damage equivalent to half of your health. If you do not consume blood within 96 hours in-game, no matter how full your health is, you will be locked into a coma state at one health point until your hunger is satiated.
Permanent Genetic Modification
At 5th level, you can permanently keep an attribute or ability from using Genetic Modification.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/10/2018 11:27:01 PM
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43
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8
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1.1
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Coming Soon
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Comments
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Posted Oct 30, 2020my only question about it is what do they usually look like?
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Posted Mar 22, 2021they usually look whatever race they were before the modification, except for all the animal body parts attached to them so imagine a half-elf with tentacles sticking out of their backs.