Homebrew Fleshwarped Species Details
Fleshwarped are made through alchemical and magical modifications mainly done by the drow but other alchemists have done research for such being to be more common then publicly known.
Extensive Adaptation
A fleshwarped’s biological enhancements can change its appearance drastically, though most fleshwarped retain their basic physical form. All are augmented with characteristics of animals creatures.
Fleshwarped are the product of alchemical and magical augmentation. It’s not impossible for a fleshwarped to leave the confinements of the alchemist but the alchemist would consider the individual an incomplete subject and a failure. And the public might never fully welcome a fleshwarped who could easily be a mad lunatic due to the experimentations.
Fleshwarped Names
A Fleshwarped usually bears the name given by their parents or the experiment number by the alchemist. Some hybrids assume a new name after their transformation - a name chosen personally or by those who transformed them.
Fleshwarped Traits
Your fleshwarped character has the following racial traits.Ability Score Increase
You increase any ability score by 2, and one other ability score of your choice increases by 1.
Age
Fleshwarped typically begin their lives as adults. They age at a slight rate, so their maximum life spans are probably reduced somewhat but could be extended due to the unknown experiments done to them.
Alignment
Most fleshwarped are generally chaotic due to the nature of the experimentes done to them. They are more interested in freedom and the staying out of the public notice than moral or ethics. Those who leave often do so because their need for such out ways that of self-preservation.
Size
Your size is Medium or small, within the normal range of your humanoid base race.
Speed
Your base walking speed is 40 feet.
Senses
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. Within 30 feet of you you feel the vibrations in the air and ground giving you blindsight and tremorsense.
Long-Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Animal Enhancement
Your body has been altered to incorporate certain animal and monstrous characteristics. You choose one animal or monstrous enhancement now, a second enhancement at 5th level, and a third at 10th level.
At 1st level, choose one of the following options:
- Aerial Flight - You have wings of some sort to fly with. You have a flight speed equal to your walking speed.
- Nimble Climber - You have a climbing speed equal to your walking speed.
- Underwater Adaptation - You can breathe air and water, and you have a swimming speed equal to your walking speed.
- Carapace - Your skin in places is covered by a thick shell. You gain a bonus to AC equal to your Con mod when you’re not wearing heavy armor.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:
- Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
- Burrowing Speed - you gain a burrow speed equal to your walking speed.
- Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Camouflage - You have traits like that of a chameleon or a cuttlefish where you blend in to you surroundings naturally. You have advantage on stealth checks.
At 10th level your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st or 5th level, or one of the following options:
- Sure Footed -
- Pack Tactics -
- Keen Hearing and Smell -
- Magic Resistance -
Languages
You can speak, read, and write Common and a language your choice.
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