Simic Hybrid

Basic Information

Certain organizations, often modeling themselves off of Prototype, have learned to use magic to fuse together different life forms, combining humanoid and animal features. The results of these experiments are known as simic hybrids. While some hybrids are the result of self-experimentation, others are unwilling research participants.

While many of these groups seek to master life and death, achieving immortality or learning to alter, create, or preserve souls, none have yet succeeded.


Relations of other Races
Description


Physical Appearance
Simic hybrids contain both animals and humanoid traits of the creature fusions that make up their physicality.

Image

Racial Traits

Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type
You are Humanoid (Simic Hybrid).

Age
Simic Hybrids reach maturity by 10. They live about 50 years.

Size
Simic Hybrids are the same size of they race that they were created from. 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 Enhancements
Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.

  • Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.

  • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.

  • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.

  • Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.

  • Acid Spit (5th level). 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 must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.

Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Myths and Lore