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Simic Hybrid (Hybrid)
Simic Hybrid
Ability Score Increase. Your Constitution score increases by 2, and another ability score of your choice increases by 1.
Age. Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.
Alignment. Simic Hybrid’s alignments vary from group to group.
Size. Simic Hybrids are the same size of they race that they were created from. Your size is Medium, or small.
Speed. Your base walking speed is 30 feet.
Universal Existence (optional).
- If this race fits with your DM’s setting, it is added to the pool of non-setting specific options.
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.
Instinctual Inheritance.
- You gain proficiency in one skill of your choice.
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 use your reaction to 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, either claws or tentacles, growing alongside
withyour arms. You can use these appendages to make unarmed strikes, or grapple with them. When you hit with the appendages, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.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 armor.
- Acid Spit (5th level). When you take or hold the Attack
As anaction, you can replace your attacks with a spray of acid from glands in your mouth, targeting one creature or object you can see within 6030feet 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 proficiency bonusConstitution modifier (minimum of once), and you regain all expended usesof itwhen you finish a long rest.
Languages.
- You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
your choice of either Elven or Vedalken.
New Feat Option: Advancing Mutation