Homebrew Altered Species Details

Stronger, faster and more capable than regular humans, the Altered exist as Humanity's answer the constant threat of monsters. 900 years ago, the lands were under siege by vicious. creatures too numerous to count. A collective of mad scientists banded together and experimented on captives to create a mutant human who would be strong enough to handle these threats. Born human, but subjected to various trials, poisons, trainings, and mutations in their youth, those that survived become Altered and gained new abilities to help withstand the ever-approaching darkness in the world. 

Males and Females, both typically between 6 and 7 feet tall, appear like humans in peak physical condition, though their mutations can turn them sterile and give them a monstrous look, sometimes with excessive hair or animal like features such as fangs or whiskers. Their varying eye and hair colour reflects how well their body withstood the mutations. 

The Altered are split into three different mercenary guilds; The Dawn, the Dusk and the Midnight each with different mutations and beliefs, but all vowing to only initiate new members to their guilds through honest acquisition. Through this they were able to obtain honest guild status along with a high reputation, but as the centuries have gone by their numbers have dwindled so severely that some now believe them to be merely a legend, or story to scare children at night. But the history of blood runs deep, and none other are as adept in blood as those who are the Altered.  

 

Altered Traits

Darkness not impeding their vision and senses honed to perfection, the Altered specialise in the study of Hemocraft and as such are typically trained in the art of the Blood Hunters.

Ability Score Increase

Each Altered is produced individually, even when coming from the same guild. The reactions to the mutations and toxins are specific to the individual as such their augmented abilities can vary. 

You can add +2 to one and +1 to another stat of your choice.
Or you can add a +1 to three individual stats of your choice.

Age

It is said an Altered can live for up to 250 years though an Altered rarely dies in the comfort of their own home.

The longest recorded life was that of Jriha of Ashis, who died at 252 battling the Great Wyrm of Storms

Size

An Altered's mutation typically leaves it between 6 and 7 feet tall, and their size is medium. However there have been known exceptions to this rule.

Speed

Altered are faster than their Human counterparts, their Base Walking Speed is 35ft

Darkvision

Thanks to the mutations of their eyes an Altered can constrict their pupils and allow themselves to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern colour in darkness, only shades of grey.

Meditation

Thanks to the mutations of their brain chemistry, an Altered no longer needs to sleep. Instead, they meditate deeply, remaining semiconscious, for 6 hours a day. While meditating, they can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, an Altered gain the same benefit that a human does from 8 hours of sleep.

Augmented Senses

Due to an Altered's mutations, they have developed enhanced senses of sight, smell and hearing. As a result, they gain proficiency in the Perception Skill.

Mutated Metabolism

Thanks to the numerous mutations that their bodies have undergone Altered have developed antibodies to most known sickness throughout the land. Because of this, they are Immune to disease.

Languages

The Altered traditionally speak common, however they are required to learn at least one other language during their academic studies. 

As such they can read, speak and write Common and one other language of their choice.

Altered of the Dawn Guild

The Dawn Guild are the most well-known of the Altered. Dedicated to the firm belief in the natural order, they specialize in hunting and eliminating necrotic threats that roam the lands. To perform these tasks more effectively those who are trained within the Dawn Guild are subjected to additional mutations that give them a natural resistance to undead clutches. Typically trained as Blood Hunters of the Ghostslayer Order, they walk the path of self-sacrifice and utilise their augmentations to protect others from these corrupted creatures.

Undead Defiance

The Mutations an Altered of the Dawn Guild is subjected to focus on abjuring the body against the foul necrosis used to create the Undead. As a result, they gain resistance to Necrotic Damage.

Medicinal Hemocraft

Due to their constant battle against the forces of undeath, the Altered of the Dawn developed the ability to use their Hemocraft to heal various injuries at the cost of their own lifeforce. The Altered of the Dawn gains a pool of D4s equal in amount to their proficiency modifier. Once per day, an Altered of the Dawn can use their action to touch a creature and expend any number of dice from this pool (Minimum of 1D4). They then roll the expended dice and the creature has it's hit points restored an amount equal to the total sum on the dice rolled. The Altered of the Dawn then takes necrotic damage equal to the total sum on the expended die and their Hit Point maximum is reduced by an amount equal to this damage taken. This feature and the Hit points the Altered of the Dawn lost from it are regained when they finish a long rest.

Arcanum of the Dawn

As the Dawn guild train their Altered they instil upon them some the knowledge of basic magical prowess that assist them in their crusade against undead forces. 

When an Altered of the Dawn reaches 3rd level, they can cast the Shield of Faith spell once with this trait and regain the ability to do so when they finish a long rest.

When they reach 5th level, they can cast the Burning Hands spell once as a 2nd level spell and regain the ability to do so when you finish a long rest. When they cast Burning Hands this way they may choose to inflict Radiant damage instead of Fire damage. Intelligence is their spellcasting ability for these spells.

Altered of the Dusk Guild

The Dusk Guild are a lesser-known aspect of the Altered. Dedicated to their values in change and adaptation, they specialise in using additional mutations and alterations of the body to effectively counter the many dangers their foes present. In response to this, their blood has mutated into an acidic formula that they use in both offensive and defensive capabilities. Typically trained as Blood hunters of the Mutant Order, these Altered are the bane of Hags, Oozes and Trolls and spend much of their time eliminating these threats from the lands. 

Vitriolic Mutation

The additional mutations the Altered of the Dusk Guild are subjected to enhance their body to be resistant against the unpredictable forces of fey corruption and malice. As a result, their body takes on caustic elements and they gain resistance to Acid Damage.

Corrosive Letting

In an effort to combat their regenerative enemies, the Altered of the Dusk developed an ability to utilise their fresh corrosive blood to enhance a devastating blow. The Altered of the Dusk gains a pool of D4s equal in amount to their proficiency modifier. Once per day, when an Altered of the Dusk hits a creature with an attack they can activate this feature and choose to expend any number of dice from this pool (Minimum of 1D4). They then roll the expended dice and the creature takes additional acid damage equal to the total sum of the dice rolled. The Altered of the Dusk then takes Acid damage equal to the total sum on the expended die and their Hit Point maximum is reduced by an amount equal to this damage taken. This feature and the Hit points the Altered of the Dusk lost from it are regained when they finish a long rest.

Arcanum of the Dusk

As the Dusk guild train their Altered, they instil upon them some the knowledge of basic magical prowess that assist them in their crusade against their unpredictable foes.

When an Altered of the Dusk reaches 3rd level, they can cast the Entangle spell once with this trait and regain the ability to do so when they finish a long rest.

When they reach 5th level, they can cast the Thunder wave spell as a 2nd level spell once with this trait and regain the ability to do so when they finish a long rest. When Thunderwave is cast this way, the Altered may choose to inflict Force damage instead of Thunder damage. Wisdom is the spellcasting ability for these spells.

Altered of the Midnight Guild

Very little is known about the Altered of the Midnight Guild. Old texts remark them as mentally augmented to assist them in withstanding a cursed existence, allowing them to fight off the unseen denizens of the realm. Those of nightmares and the unspeakable horrors of the mist. Typically, they were trained as Blood Hunters of the Lycan Order, using their additional mutations to bolster their mental fortitude against the unknown threats to the world. However, as the centuries passed, appearances of members of this guild have been few and far in-between. Some say they went extinct centuries ago, losing their stronghold in a battle against an unknown threat. Others believe they were destroyed by infighting, their noble causes corrupted by individualistic goals of greed and acquisition leaving their home in ruin. All that can be said for certain is that if an Altered of the Midnight Guild crosses your path, you can be certain doom is sure to follow.

Modified Mentality

The additional mutations the Altered of the Midnight Guild are subjected to enhance their mental fortitude from external threats. As a result, they have gained a resistance to psychic damage.

Vital Cognition

The Altered of the Midnight are trained vigorously against mental assault and manipulation. Due to this training, they gained the ability to enhance their mental resistances whilst under threat in exchange for some of their vitality. An Altered of the Midnight gains a pool of D4s equal in amount to their proficiency modifier. Once per day, when an Altered of the Midnight fails an Intelligence, Wisdom, or Charisma saving throw, they can use their reaction to activate this feature and choose to expend any a number of dice from this pool (Minimum of 1D4). They then roll the expended dice and add the total sum to their saving throw, potentially turning a failure into a success. Regardless of the result of the saving throw, The Altered of the Midnight then takes Psychic damage equal to the total sum on the expended die and their Hit Point maximum is reduced by an amount equal to this damage taken. This feature and the HP lost from it are restored when an Altered of the Midnight finishes a long rest.

Arcanum of the Midnight

As the Midnight guild train their Altered, they instil upon them the knowledge of basic magical prowess that enhance them with protection against all manner of monsters and assist them in manipulating the weak minded. 

When an Altered of the Midnight Guild reaches 3rd level, they can cast the Protection from Evil and Good spell once with this trait and regain the ability to do so when they finish a long rest.

When Altered of the Midnight Guild reaches 5th level, they can cast the Suggestion spell once with this trait and regain the ability to do so when they finish a long rest.

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