2020-3-5 Open Game Content (place problems on the discussion page).; This is part of the 5e System Reference Document.It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this. Before reading the DMG, I just assumed a Bag of Holding could hold whatever you wanted with no limitations because that's how my first DM played it as. But reading the entry in the DMG, I learned that not only is there a limit to what it can hold, but it can also be used as a gateway for the Astral Plane. Now that's great inspiration for an.
A Elemental Evil spellSuperior Tremor Sense 5e Dmg Free
Evocation
Level: 1
Casting time: 1 Action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
2014-2-20 kinetic tremor on the ipsilateral side of the body. Finger-to-nose, finger-to-finger, and heel-to-shin testing results in worsening tremor as the extremity approaches the target.2 Other signs.
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Page: 17 from EE Players Companion
A Bard, Druid, Sorcerer, Wizard, spell
Looking for another spell ? Visit to the spell list
<< Back
From D&D Wiki
This page is incomplete and/or lacking flavor. Reason: This race is missing a physical description, and the history and society sections need to be further expanded. What happened after the race was created? Who are the Simic Combine? And other questions. The info in society is also heavily lacking in Fluff about the simic hyrids' actual society. See the 5e Race Design Guide for info on how to expand the lore and description.
|
This page is of questionable balance. Reason: How many upgrades do you get on Animal Adaptation list? The ability score increase should also be a standard +2/+1 or something else, plus ability scores shouldn't be allowed to go over 20. Many of the adaptations are beyond broken on a race as well with a few being(Digger as tremor sense is incredibly powerful, Natural Attacks for basically allowing you to have a monk's unarmed damage die scaling/attacking as a bonus action, Wings as flight speed is typically the only powerful trait a race can have to be balanced, among numerous others.
|
This page needs grammatical help. Reason: This page has a number of different grammatical problems, lists things that are not terms in 5e(expertise is a class feature, per day wording is not used, see the dragonborn's breath weapon as an example), among a number of other problems.
|
- 1Simic Hybrid
- 1.5Simic Mark V Traits
Bibi Besch
Simic Hybrid[edit]
'Evolution is a constant state of life death obstacles and adaptations. You subjects are just speeding this process along. Begin Guardian project Mark V.' ~ Head Scientist Krossulhah
Physical Description[edit]
History[edit]
For a long time the Simic Combine has tried to perfect the adaptations of creatures into a perfectly adapted society. A world of harmony where the lines between the biological and illogical or blurred. Anything that has a thought is possible, and if the resonant DNA is present in one creature, than it can be implanted into another. These ideologies has led to the perfection of the Guardian project under the leadership of Head Scientist Krossulhah, who has succeeded in expanding the possibilities of options within the Guardian project.(This is presented as an addendum to the Simic hybrid presented in the GMGTR, offering more options, and more creative ideas)
Society[edit]
Simics can either be feared, adored, or unknown. The Guardian Project Mark V has perfected the mutations to be both outrageous and overt, as well as unseen until needed. Some simics look like amalgamations of humans and animals, which they consider to be the ultimate expression of beauty. Others look almost identical to humans or elves, until they sprout claws and proceed to shred your face off. Your simic can be a powerful warrior, a volunteer to the program, or not. It's up to your imagination to how you look, act, and feel.
Simic Hybrid Names[edit]
Simic Hybrids normally maintain the naming traditions and former name before their transformation. For those individuals that lose the cognizance and intelligence needed to remember their former lives, are normally referred to by scientific number, or perhaps a nickname for their branch of the project
Names:'Subject 34, Alligator 27, Lion 22, FireBeetle 15, Weapon X, Fred, etc.'
Simic Mark V Traits[edit]
Variant to simic hybrid with more options.
Ability Score Increase. Your Constitution score increases by 2. This may not raise your total score above 20. One score of your choice also increases by 2, this score has a maximum of 22. In addition, one ability of your choice also decreased by 1. This can be the same score of your choice that increases by 2, resulting in a net change of +1.
Age. The Hybrid Mark V predicts that the lifespan of our new hybrids to be far superior to their former selves, with the lower end of predictions being 100 and the higher end being 400 before a secondary evolutionary process improves that as well.
Alignment. Hybrids perform whatever tasks are required, and can be of any alignment.
Size. Hybrids vary widely in build depending upon which adaptions they have taken. Most are between 6-8 ft tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Animal Adaptation. Your body has been altered to incorporate certain animal characteristics. You choose two animal adaptions now, at 5th level, you choose a greater animal adaption, and finally, at 10th level, you reach the pinnacle of your changes, and choose a single superior animal adaption. The adaptions are shown in the tables below.
Adaptive Tactics. Hybrids of the Mark V are trained for a variety of tasks. You gain proficiency in either Stealth, Athletics, Acrobatics, or a tool kit of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Adaption Trait | Adaption Description |
---|---|
Natural armor | when not wearing armor, your base AC is 12 + Dexterity modifier. You can use a shield and still gain this benefit. At level 5, you gain +1 AC when not wearing heavy armor, and at lvl 10, as a reaction to being attack, roll a d12. Add your Constitution modifier, and you subtract that much damage from the attack. You may use this ability twice per long rest. |
Climber | When climbing you suffer no movement penalties and gain a climbing speed equal to your movement speed. You are considered proficient in the Athletics skill, and add double your proficiency bonus to checks made to climb. |
Chromatophore | You can alter the color of your skin and can blend into your environment. You gain advantage on Stealth checks made to hide as long as you are not moving. If you are wearing no armor and carrying less than a medium load, you may attempt to hide even in if you have no cover or concealment. You can't use this ability to hide from a creature that is directly observing you. In addition, at 10th level, you may use this ability to distract enemies who can see you. You flash patterns of color across your skin, rapidly changing. As an action, all hostile creatures that can see you within 30 feet must make a Wisdomsaving throw equal to 8 + your proficiency bonus + your Charisma or be captivated by you. While captivated by you, all allies have advantage on their attacks until your next turn. You may use this ability once per long rest. |
Digger | You burrow though sand, dirt, mud and rock at a speed of 10 feet. You may not take this ability if you have a swim speed. At Level 5 you gain tremorsense 20 feet. when you use this ability. At level 10, you gain tremorsense 20 feet at all times. |
Chameleon Eyes | You gain the ocular musculature of a chameleon. You are considered proficient in Perception checks that rely on sight. At 5th level, you gain advantage on these checks and can no longer be surprised in attacks. At 10th level you gain expertise in these checks and can no longer be surprised, sneak attacked, or flanked. |
Natural Attacks | You sprout claws and fangs. As an action on your turn, you may make an attack with either your claws, dealing 1d6 slashing, or bite, dealing 1d8 piercing damage. At level 5, you may use this ability as a bonus action on your turn. This damage increases at level 10 to 2d6 slashing or 2d8 piercing. |
Enhanced immunity | Your blood was bred to heal the sick. You excrete toxins that build up in your system and effectively fight off infections. You gain advantage on saving throws against poison and diseases. At level 5, you are immune to diseases and at level 10 you are immune to poisons as well. At level 5, any natural attack you have deals poison damage 1d6 and applies the poison condition, DC 8 + your proficiency bonus + your Constitution modifier. At level 10, your poison treats creatures with resistance as though they didn't have it, and treats creatures with immunity as only having resistance. |
Pygmy | You are much smaller than normal. Your Dexterity increases by 1, and your Wisdom increases by 1. Your Strength decreases by 1, and your size is Small. |
Adaption Trait | Adaption Description |
---|---|
Pounce | You gain the hunting instincts of a predator. If you move at least 20 feet and then attack, you have advantage on the first attack. At level 10, you gain advantage on all attacks when you pounce and the target must make a Strengthsaving throw 14 or be knocked prone. |
Wings | You sprout wings. These give you a fly speed of 20 ft, but you cannot hover in place. At level 10, you gain a fly speed equal to your speed, and you gain the ability to hover. |
Prehensile tail | You grow the tail of a monkey. This tail acts as an extra hand for all intents and purposes except for wielding a weapon. In addition, at 10th level you may use your tail to wield a light weapon with the finesse property. |
Spines | you grow barbed spines similar to a porcupine or Anemonae. Whenever you are grappled, these deal 1d4 piercing damage to an attacker. Additionally, as an action, you may launch one of these spines as an ranged attack with a range of 20/40. At level 10, your range increases to 30/60 and your damage increases to 2d4. These spines can also be plucked to be used for utility uses. You may pull off or launch a number of spines equal to your Constitution modifier +2 per day. |
Bioelectric generation | You gain the bioelectric organs of an electric eel. These allow you to produce in effect similar to burning hands once per day, except the damage is lightning instead of fire. Also, when grappled, you deal 1d4 of electric damage. At level 10, you generation increases, and you may use this ability 2 times per day and it is treated as burning hands cast at a level equal to half your proficiency bonus rounded down. In addition, you damage dice on grapples increases to 2d4. |
Horns | You grow horns out of your head. If you charge 20 ft, you make a gore attack as a bonus action dealing 1d8 piercing damage. The target must make a Strengthsaving throw equal to 8 + your proficiency bonus + your Strength modifier or be thrown 10 feet back and knocked prone. You can use this once per turn. |
Adaption Trait | Adaption Description |
---|---|
Stinging tail | You sprout a large scorpion tail. This tail has a sharp poisonous barb on the end. As a bonus action, you may make an attack that deals 2d8 piercing damage on a hit, and the target must make a DC 16 Constitutionsaving throw or take an additional 4d6 poison damage and become poisoned for 2 rounds. You may use this feature once per long rest. You can also milk this poison with a successful Alchemist's Tool's check. If you do, the poison lasts one day before it denatures, and you lose the poison ability on your tail attacks for 24 hours. |
Spider Web | You grow spinnerettes that produce an effect similar to the web spell. You may use this ability once per long rest. You are immune to the effects of this ability and of similar abilities. |
Blinding spittle | You secrete alchemical spittle when threatened. As an action, make a ranged attack against a target within 40 feet. If you hit, the target takes 1d6 acid damage and must make a DC 16 Constitutionsaving throw or be blinded for 2 rounds. You may use this trait a number of times equal to 1 + your Constitution modifier per day. |
Amorphic body | Your body takes on a shape similar to an ooze. You have advantage on checks made to escape a grapple, and can squeeze through an area 1 inch wide. In addition, you may no longer be sneak attacked, and you contort your body any way you desire. |
Regeneration | You heal at an impressive rate. Whenever you spend at least one Hit Dice to regain hit points during a short rest, you regain an additional number of hit points equal to twice your Constitution modifier. Severed toes and fingers regrow after 24 hours. Severed hands and feet regrow after three days, and severed limbs regrow after one week. If the severed limb is present and whole, you can reattach it during a short rest as long as you spend one Hit Dice to regain hit points and perform no other actions, including light duties. You gain one level of exhaustion whenever you begin regenerating a limb. This level of exhaustion lasts for 24 hours after regenerating a limb. Additionally, once per day, as a bonus action, you may expend 2 Hit Dice as if you finished a short rest. |
Bloodthirsty Savagery | You have become a formidable hunter. Whenever you kill an enemy, you gain advantage on your next attack. Whenever you are reduced to half your health, your attacks deal an extra 2d6 damage as you enter into a bloodrage. |
Frills | Your frills mature to a usable point. As an action, you may extend these frills to frighten an enemy. All foes within 40 ft must make a Wis save equal to 8 + your proficiency bonus + your Charisma bonus or become frightened of you. If they fail this save by 5 or more, they are terrified. If they succeed, they are immune to your frightful presence for 24 hours. Once, at the end of every turn, an enemy affected may remake their save. You may use this ability once per day. You also gain advantage and your proficiency bonus on Intimidation checks. |
Random Height and Weight[edit]
Base Height | Height Modifier* | Base Weight | Weight Modifier** |
---|---|---|---|
6′ 1″ | +1d12 | 120 lb. | × (1d6) lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races