```metadata title: Playable ben 10 races for dnd 5e description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` Ben 10 Playable races {{footnote PART 1 | **Clarification and lore**}} {{pageNumber,auto}} # Clarification Hello average DND player I'm Jake and I'm the creator of this homebrew race catalogue / Manual / Handbook... the point is that there might be translation mistakes since I'm not native english speaker. ### Second clarification This Handbook is made around existing material (The Ben 10 franchise) and already existing homebrew material, so if you see this published or distributed **NOT** for free report it ASAP. ### Last clarification before starting This first volume includes just the aliens from the original series included the *Chimera sui generis* (the race of vilgax) but there might be some like the spheroids (race of spitter) or Noseedians (Race of buzzshock and the megawatts) but idrk since it's my first time doing this shit, also if you speak spanish you can visit my youtube channels https://www.youtube.com/@Jske777 and https://www.youtube.com/@PortgasDHonny \column ## History Within the mystical fabric of the world, a rare celestial event occurred – the convergence of arcane energies resulting in the emergence of a cosmic rift. This interdimensional tear, fueled by powerful magic, connected disparate realms, including the medieval landscape of Dungeons and Dragons and the extraterrestrial realms known from Ben 10. As the veil between worlds weakened, beings from the Ben 10 universe inadvertently found themselves transported into the medieval D&D world. Alien species, once distant, now roam the lands, adding an unexpected layer of complexity to the established fantasy setting. This cosmic anomaly becomes a focal point for quests, mysteries, and challenges, offering your players a unique blend of medieval fantasy and extraterrestrial intrigue. Explore the uncharted territories where magic and technology collide, as the boundaries of your campaign world expand beyond the conventional. ![some races](https://i.imgur.com/yTjDm7t.png) {position:,bottom:20px,left:260px,width:400px} \page ### Pyronite{{pageNumber,auto}} **Physical Description** Pyronites are a magma-based life form whose body is composed of brown and black rocks that have yellow or red magma, they have a humanoid shape with large flaming hands with a distinctive head that simulates a large torch. **Society** They are a race according to their elements, most represent traits of impulsiveness and temperament that resembles fire itself, with a mocking and somewhat arrogant attitude, along with the durability and strength of a mountain. The Pyronites are a society that lives life to the fullest, they live their days as if it were their last, in their words the most abundant thing should be fun. ### Pyronite traits **Ability score increase** Strength score increases by 2 and your Constitution score increases by 2. **Age** Pyrotinas have the same lifespan equivalent to that of a star, they can live for billions of years, the oldest Pyronite recorded was 14 billion years old. **Alignment** Pyronites tend to be mostly chaotic, due to their personality they can cause conflicts. **Size** Pyronites vary extremely in height and build, from barely 5 feet to well over 8 feet tall. Your size is Medium. **Speed** Your base walking speed is 30 feet. **Pyrokinesis** Pyronites have the ability to generate, manipulate and project intense heat and fire from their body, they have full control of their element, you can use heat metal, Fire Flow, Fireball, Burning Hands, Wall of Fire, and Fire Storm at will these are not considered magical because they arise from your physiology nature, you add your modifier Constitution to damage rolls for these spells and the DC is equal to 8 + your Constitution modifier + your proficiency modifier. You can use each spell a number of times equal to your Constitution modifier, you regain all uses after a long rest. **Son of Fire** As a child of fire, one of the few that is perfectly in sync with it. You can added your Proficiency Modifier to your damage rolls with melee attacks like fire damage and when you take fire damage, instead of taking damage you absorb it to heal any damage you would have taken and you can also absorb fire from any source by raising your hands allowing you to telepathically order the flames to come and become part of you (this can also be used as a reaction), by doing this you can choose between regaining hit points equal to the damage or adding this to your damage rolls as extra fire damage. **Son of the Earth** Being a son of the earth you also have the ability to telekinetically control the rocks around you, your carrying capacity for this is your double carrying capacity, with this control you can lift rocks and throw them at your enemies or manipulate them to use them as a means of transportation by removing a rock from the ground by climbing onto it, giving you a speed equivalent to your movement speed, alternatively you can combine fire with the rock, resulting in magma, every time you use your fire attacks you can as an additional action you can added 2d6 bludgeoning damage by fusing them with the rocks, anytime that you use this function, the creatures that fail the save suffer the condition burned. **The Strength of Fire and Earth** Your hit point maximum increases by an amount equal to half your hit die at first level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points, You are also immune to the effects of extreme heat, being able to swim and walk in magma as if it were a walk in the park and also the effects of extreme cold, in addition to immunity to poison damage along with the poisoned state. Also, you have an unarmed defense equal to 11 + your Constitution modifier. **Like a Rocket Flying Through The Sky** You can gain a flying speed equal to your walking speed, propelling yourself with your flames like a rocket, or forming a plank of fire to carry you flying, alternatively you can form a whirlwind of fire to transport you to a 30-foot area that you can see together with your allies, pyronites can control the heat of their flames so that it is not lethal to other living beings. Also you can use Flame Jump. **Supernova** When you fall to 0 hit points, you fall to 1 hit point instead. When using this trait, on your next turn you can cause a large explosion of fire, creatures within 5280 feet must make a Constitution saving throw, on a failure they take 10d12 x your Constitution modifier fire damage, on a success they only take half damage you can use this feature once, regaining its use at the end of a long rest. **Nemesis of Water** Due to your physiology, when you are exposed to enough water or firefighting foam, your flames are extinguished, leaving you with a body of cooled molten rock unable to use your flames until your next turn. If you are trapped in the water, you can try to light your flames but to a lesser extent, you must roll a d20, from a 15 onwards you can light your flames which gives you the ability to launch one of your fire attacks only for that turn. **Darkvision** You gain darkvision with a 60-foot range. Additionally you shed bright light in a 20-foot radius and dim light for an additional 20 feet. **Like a Sun** Pyronites are beings that do not need to eat or drink, breathe, nor sleep, they can even use their flames in places without oxygen, since their flames do not depend on oxygen to maintain themselves. **Unexpected reaction (optional)** If somehow a pyronite suffers a cold, the heat of its flames will be replaced by a completely frozen blue fire, your damage is changed to cold and you can trigger the chilled condition instead of the burned condition. **Languages** You can speak, read, and write Common, Ignan and Primordial. \page ![Pyronite example](https://i.imgur.com/KtPPxbM.png) {position:absolute,bottom:60px,left:130px,width:340px} \column ### Vulpimancer{{pageNumber,auto}} The natives of the plane of Vulpin, a dumping ground for hazardous materials far too dangerous for other planes, Vulpimancers are renowned stealth predators. Being from a plane where the nights last on into the days, these creatures have developed a sensor in their necks to detect thermal changes in their prey. Vulpimancers, while intelligent, do not have the physical ability to speak most material planar languages. This led to the growth in popularity of Vulpimancer body guards, bounty hunters, rogues. **Ability Score Increase** Increase dexterity 2, increase constitution by 2, and increase strength by 1. **Languages** You can understand, read, and write but cannot speak in Common and Vulpin (Goblin) (this does not affect spellcasting). You can always speak to other Beasts. **Creature Type** You are a Beast. **Life Span** Vulpimancers have a life span of about 90 years. **Size** You are Medium. **Speed** Your walking and climbing speed is 30 feet. **Rampaging Charge** You do not have reduced movement speed when you are moving through difficult terrain. **Thermal Sense** Instead of being having eyes to see, you an organ that can grants you 30 feet of blind sense, beyond that, you may use perception checks to witness something up to 60 ft away. Your passive perception is 12 + your perception modifier. **Predatory Leap** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus without provoking opportunity attacks, six times your proficiency if it is towards a hostile creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Vulpimancer Translator** [Magical Item | Cost: 100 gp] Also called "The Leash", is a collar that you start the game with, this counts as a magical item that takes 10 minutes to attune to. While you wear this item, you are able to speak any language that you know, this does not affect spellcasting. This can translate any language the creature wearing it speaks into a language you know. Only works on Medium Beasts ![Vulpimancer example](https://i.imgur.com/yLwgUwl.png) {position:absolute,bottom:25px,left:460px,width:200px} \page ### Petrosapien{{pageNumber,auto}} **Physical Description** Petrosapien are a silicon-based life form. Their strong body is composed of a type of highly resistant blue-green crystal, which forms the muscles of their body. On its back it has 4 pointed crystals, its head ends in a similar point, its face is angular, presenting a large jaw and yellow eyes. They are characterized by their enormous resistance and durability. **Petrosapien Traits** Crystalline life forms with great durability Ability Score Increase. Strength score increases by 2 and your Constitution score increases by 4. **Age** Petrosapiens do not age, due to their Crystalline body their deterioration is nil. **Alignment** Petrosapiens are mostly legal, but there are always exceptions **Size** Petrosapiens are usually around 6 or 7 feet tall and weigh between 200 and 400 pounds. Your size is Medium. **Speed** Your base walking speed is 30 feet. Hard as Diamond. The most characteristic trait of Petrosapiens in their durability, you have unmatched natural defense, your natural AC is 20 + your Constitution modifier. If you wear armor, this AC is replaced and in return you gain resistance to slashing, piercing, and bludgeoning damage. **Crystallized Body** Your body is capable of reflecting energy, your body is capable of absorbing or reflecting it without harming you, you are immune to radiant damage, and as a reaction you can redirect this energy and return all damage thrown at you, you are also resistant to necrotic damage. You are immune to disease and poison, along with the state of poison. **Atomic Structure Control** Petrosapiens have great control over their atomic structure, this allows them to create weapons from their body, you have a d10 for your unarmed strike, you can choose between blunt, piercing and slashing damage, you can also launch 6 projectiles made from your crystal from your arms as an attack action, they deal d8 piercing damage. Also, as an action, you can expend one hit die to regain hit points as if you finished a short rest. **Durable** Your hit point maximum increases by an amount equal to half your hit die at first level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points, Also, you can repair serious damage to your body, if you lose a limb, you recover it after 2 turns, even your head can be reshaped, but if it's destroyed by breaking into pieces, it won't be able to recover, so be careful not to be destroyed. If at least a part of you remains, your companions can take you to New Petropia and being guided to the core by the other Petrosapiens you can come back to life rebuilt. Mother Petropia always helps her childrens. **Crystal Vulnerability** Due to your crystal body, vibrations and strong sound waves affect you badly, you are vulnerable to thunder damage. Unbreakable Wall. When you fall to 0 hit points, you instead fall to 1 hit point. You may use this feature once, regaining use at the end of a long rest. A different way of life. Petrosapiens do not need to eat or drink, they are crystal based lifeforms so they do not have those needs. **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 discern colors in that darkness only as shades of gray. **Languages** You can speak, read, and write Common, Petropian and one other language of your choice. ![Petrosapien example](https://i.imgur.com/2VMPclr.png) {position:absolute,bottom:25px,left:367px,width:500px} \page ### Kineceleran{{pageNumber,auto}} Kinecelerans are the fastest known race in the realms, from the minor plane of Kinet neighboring the elemental plane storms, they live fast and often recklessly. Kinecelerans have a culture of rewarding those who surpass their previous limitations. This led to their discovery of the Kinet Pearl. A slippery gemlike orb that allows Kinecelerans to more than double their natural agility. Kincelerans only have 70 years to their lives and they will spend every moment of it to the fullest trying to surpass their previous accomplishments. They can be found across the planes as their love of self perfection puts them in every form of competition known to man, beast, or dragon. **Ability Score Increase** Increase dexterity score by 3, increase constitution by 1 and strength by 1. **Languages** You can speak, read, and write Common, and one language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** Kincelerans have a life span of about 70 years and mature at 20 years. **Size** You are Medium. **Speed** Your base walking speed is 35 feet. Inertia Resistant. You impose a disadvantage on creatures making opportunity attacks on you when you take the Dash action. Sonic Charge Immediately after you take the Dash action on your turn and move at least 25 feet, you can make one shove attack action a bonus action. **Kinceleran Racer** Steadfast Reaction. When a creature makes an opportunity attack against you or attacks you with a ranged weapon and misses, you may attack that creature as a reaction. If you get a critical, KO the creature, or kill the creature with that attack, regain a use of your reaction. You may use this feature a number of times equal to your proficiency. **Kinceleran Pit Crew** Lightning Fast Savior. With you on the field, everyone can rest a little easy knowing you have their back. Creatures within half your movement speed gain advantage to their Dexterity saving throws. **Kinet Black Pearls** Magical Footwear - Cost 300 gp A pair of dark orbs that appear perfectly circular and are immensely slippery. In order to attune to these pearls you will need to be a Kineceleran or a creature with a Dexterity of 14 or higher. Depending on your dexterity, you will gain the following benefits and all benefits above it: ##### Benefits from the kinet black pearls | Dexterity | Benefit | |:-------|:------:| | 14 | Enhanced Speed. Increase your walking speed by 10 feet. | | 17 | Wall Runner. Your climbing speed is equal to your walking speed. | | 19 | Water Skimming. You can move across the top of any body of liquid up to your base walking speed and will sink at the end of your turn. | 20 | Quick Escape You can make a dash, disengage, or dodge action as a free action on your turn once per long rest. ![Kineceleran example](https://i.imgur.com/klvGjHW.png) {position:absolute,bottom:25px,left:367px,width:500px} \page {{pageNumber,auto}} ### Galvan Galvans are the geniuses of their plane Galvan Prime. Glavans are a race of four-inch tall frog-like amphibians that have set their minds and magics towards understanding and cataloguing the other species that exist int he realms. It is said that Galvan Prime holds the only library in the realms that has a catalgogue of over 500 races in over 100 languages. Being one of the smallest sentient races, Galvans spend most of their time interacting with other species from Galvan Survival Suits, 4 foot bulky suits that protect galvans from harm and allow them to interact with the the medium creature world. Galvans have spent eons studying all life that exists in our universe. Some claim that they know about all life there is but not them, there are always more cultures, creatures, and biological marvels to find. **Galvan traits** Your Intelligence score increases by 3. **Age** Galvan reach maturity at 20, but can live up to 10,000 years due to age-altering technology which they etched in their genomes. **Alignment** Due to their thirst for knowledge and order, they tend to lean towards a lawful alignment. **Size** Galvan are about five inches tall on average. Your size is Tiny. Speed. Your base walking speed is 20 feet. **Amphibious** Having evolved from tadpole creatures which dwelt in water, you retain the lungs to do so. You can breathe both air and water. **Architect** Because of your tiny stature, you are great at looking at things from close angles and figuring out how they work. You have advantage in Intelligence (Investigation) checks to discern the workings of machines and devices. **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. **Galvan Mucus** Galvan have slimy skin, which allows them to evade capture. Creatures trying to grapple you roll with disadvantage. **Rubber Bones** You have bones and reflexes to avoid taking damage from harsh falls that could kill a little thing like you. You take no falling damage from heights of 60 feet or less. **Languages** You can speak, read and write Common, and 3 other languages of your choosing. **Natural brainiacs** You can learn how to build things like Galvan armors, vulpimancer translators,respirator tanks... and after learning it you can build them (Just if you have the components) You can also create things like potions to reduce the resting time. ### Galvan armor [cost 250] Galvan tech that allows the wearer to survive in larger planes. In order to attune to this suit you will need to be a Galvan or creature that is small sized or smaller. Depending on your Intelligence, you will gain the following benefits and all benefits above it: ##### Benefits from the galvan armor | Dexterity | Benefit | |:-------|:------:| | 14 or less | Massive Chassis: You count as a medium creature when it comes to equipment and carry weight. | | 17 | Improved Scanners: When initiative starts, the location of all creatures in 50 feet of you are revealed until the end of the first round | | 19 | Drone Defense Network: As a reaction, you can increase your AC by +5. | 20 | Emergency Evac: When your hit points reach 0 or less while wearing this suit destroy the suit and regain 1 hit point. If this damage would normally kill you without making death saves, destroy the suit and your hit points are 0 instead. ![Galvan example](https://i.imgur.com/sRzl4zt.png) {position:absolute,bottom:25px,left:367px,width:500px} \page ### Tetramand **Physical Description** Tetramen look like miscolored humanoids with four arms instead of two. They are known to have four eyes, four fingers, and only two toes per foot. Their skin ranges from red to other colors like brown and blue. Most tetramen have an extended or protruding lower jaw, which looks like underbite. Their bodies are muscular and well-developed. They like to show this off sometimes by wearing only the necessary garments, allowing their muscles to be displayed. While males are entirely hairless, females will grow hair on their head, though some females prefer a shaven skull so that they are not hindered. Female tetramen have specially woven muscles in their biology that usually render them stronger than males. High ranking generals and war officials will usually wear armor. Tetramen favor colors like black and gold. **Tetraman Traits** A desert-dwelling race of four arms **Ability Score Increase** Your Strength score increases by 3 and your Constitution score increases by 2. **Age** Tetramen normally live to about 150 years old and reach maturity at about 20 years old. **Alignment** Because of the structured ways of their laws, tetramen tend to be lawful. **Size** Tetramen are usually around 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. **Four Arms** You are gifted with evolutionary strength that is accented by your multilimbed body. You have four arms instead of two; these additional limbs can hold objects and wield weapons as normal. Your arms get in each other's way at times; while wielding a two-handed weapon, you cannot benefit from a shield or wield a second two-handed weapon. **Take A Hit** Tetramen aren't the most reflexive, relying instead on their toughness. If you have to roll a Dexterity saving throw, you may use your Constitution score instead. You can only use this trait once, regaining use once you finish a short or long rest. **Desert Eyes** Your four eyes, coupled with living in a land of blinding sand, gives you better optical ability. You do not take penalties to Perception caused by lightly obscuring phenomena like sand, wind, and snow. **Powerful Strength** You are proficient in the Athletics skill. Languages. You can speak, read, and write Common and one other language of your choice. ![tetramand example](https://i.imgur.com/OJ0mPyQ.png) {position:absolute,bottom:25px,left:367px,width:450px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Lepidopterran Originating from a swamp realm known as Lepidopterra, a generally peaceful plane whose numerous species live among a fantastic variety of giant plants. While normally farmers by trade, Lepidopterrans are most famous for their vile slime that secretes off their bodies. While making great fertilizer for some plants, this secretion leaves them constantly giving off a rancid smell of rotten eggs. They are a rare sight to see but Lepidopterrans have been found to make insightful druids and lethal stink bombing aerial fighters. **Ability Score Increase** Increase 2 on constitution, and increase 2 on dexterity. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Beast. **Life Span** Lepidopterrans have a life span of about a century. **Size** You are Medium. **Speed** Your walking speed is 25 feet. **Flight** You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. If you were fully submerged in water you cannot fly until take an action and expend all movement to dry off your wings. ### Canopy Crafter Lepidopterran These lepidopterrans are inacapable of using their secretions to fertilize plants, instead born with a caustic sac, they can trim down the canopy above to uphold the beauty of their home plane. **Vile Secretions** You know the Acid Splash cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). **Volatile Tolerance** You are resistant to acid damage. ### Brush Harvester Lepidopterran These lepidopterrans use their chemical secretions to help revitalize plants or fertilize soil to promote ample growth while the canopy crafters work on the branches above, the brush harvesters sweep through the forest from low ground to harvest fruit and to clear away debris. **Fruitful Secretions** You know the Druidcraft cantrip. **Rancid Waft** As a bonus action you can fan a wave of pungent air around you. Creatures within 10 feet of you must make a DC 14 Constitiution saving throw, gaining disadvantage on their attack rolls while within that range. ![Lepidopterran example](https://i.imgur.com/TV5Snyt.png) {position:absolute,bottom:25px,left:367px,width:450px} \page ### Piscciss Volan From the underwater plane Pisscis, very close to the plane of elemental water, Piscciss Volanns are hunters and marine biologists on a constant journey to find the rarest sea creatures in the realms. Piscciss Volann are known fore their lanterns used for deep-sea diving and their voracious bite.. Piscciss Volanns are famed through the realms as bounty hunters for oceanic lands or as researchers who can discover even the most subtle nuance of the beasts of the various worlds. **Ability Score Increase** Increase one strength score by 1, and increase dexterity by 1 (two in both stats if you are in water) **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** Piscciss Volanns have a life span of about a 200 years. **Size** You are Medium. **Speed** Your walking speed is 30 feet. **Native to Water** You have a swimming speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. In addition you are immune to any pressures or freezing temperatures in water. **Aquatic** You can only breathe water. ### Piscciss School Herder School herders are those born with large lanterns, and smaller, finer teeth. At this size, their bulbs can shine a light that hypnotizes creatures that gaze into it, allowing them to attract all forms of marine life to safely study. **Enlarged Lantern** As a bonus action, you shed bright light in a 30-foot radius and dim light for an additional 20 feet. The light can be colored as you like. This effect remains until you turn it off as a bonus action. In addition, you have 20 feet of Darkvision. **Hypnotizing Bulb** Starting at 3rd level, you may cause creatures within your lantern's bright light to become hypnotized by its glare. Creatures in this range must make a Wisdom Saving throw using 10 + your proficiency as the DC. Any creature that can’t be charmed, can't see, or succeeds a DC 10 + your proficiency saving throw to look away succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute or until the target can no longer see your bulb. The spell ends if you are incapacitated or turn off your bulb. ### Volann Apex Bane Apex bane are born with a smaller lantern bulb, and a massive jaw that can tear through a ship's hull. They use this massive maw as a deterrent to protect other piscciss volann, scaring off predators, poachers, or threats to an ecosystem they are studying. **Lantern. As a bonus action** you shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. This effect remains until you turn it off as a bonus action. In addition, you have 30 feet of Darkvision. **Steel Rending Jaw** Your large and jagged fang filled maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When this damage is dealt to a construct, object, or structure, add your proficiency to the damage. You gain +1 to Intimidation based checks. #### Respirator Tank [Magic Item | Helmet | Cost: 100 GP] 25 HP. A pair of spherical pods (placed on your gills) or a helmet which is filled entirely with breathable water. This counts as a magical item and must take 1 minute to attune to. Once attuned, while wearing this helmet, you are always immersed in water for the purpose of racial features. When you fail a dexterity saving throw, this tank takes 5 damage. ![Piscciss Volan example](https://i.imgur.com/yyJ4Qkl.png) {position:absolute,bottom:25px,left:367px,width:450px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Galvanic mechamorph Created by the Galvans experimenting with creating their own artificial plane, the Galvanic Mechamorphs are a race that is able to move like fluid and advance or deconstruct objects. Galvanic Mechamorphs , the Galvanic Mechamorphs can be seen in every plane aiding in the understanding of new magical technology. **Ability Score Increase** Increase the intelligence score by 2, and increase the wisdom by 1 **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are an Ooze. **Life Span** Galvanic Mechamorphs do not age. **Size** You are Medium. **Speed** Your walking speed is 30 feet. **Amorphous** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple. **Shape Self** If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds. ### Mechamorph Transmuter Mechamorph transmuters are master crafters **Mastercraft Merging** Once per short or long rest, you may merge with an object no greater than large in size. Once you are merged, you can stay this way for a number of hours equal to half your proficiency (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die and doing so will leave the object you merged with underneath you, all damage dealt to you while merged remains dealt to the object. While you are merged, the following rules apply: **1-** Your game statistics are replaced by the statistics of the object, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. You are now the object with AC, hit points, Strength, and Dexterity determined by your size. Your Constitution is 10. **2-** When you merge, you assume half the object's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. *If the object has no wheels, legs, or other form of possible movement, you move at your movement speed halved. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, your speed is 0. ##### How it works explained for dummies | Size | HP | AC attack| Ability scores | |:-------|:------: |:------:|:------:| | Tiny | 20 | +2, +2 to hit |Str: 4 Dex: 18 | Small | 25 | +1, +1 to hit |Str: 6 Dex: 14 | Medium | 40 | +0, +0 to hit|Str: 10 Dex: 12 | Large | 50 | -1,-1 to hit| Str: 14 Dex: 10 ### Mechamorph Deconstructor **Mastercraft Absorption** You deal doubled damage to constructs and objects. Any objects, tools, or kits smaller than 2 feet on any side destroyed this way can be remade by you once per short or long rest. These copies cannot be removed from your person but remove the necessity of having the item. As a reaction when you destroy a construct, gain temporary hit points equal to the damage dealt. You can only gain temporary hitpoints this way twice per long rest. ![Galvanic mechamorph example](https://i.imgur.com/f5zhxKY.png) {position:absolute,bottom:25px,left:367px,width:450px} \page ### Ectonurite Ectonurites are a 4th dimensional race from the plane Phaetos, hidden inside of the astral plane. Ectonurites are able to float off of the ground and can move through solid objects. They can even interact with objects much farther than them. People often mistake this species as being wraiths or ghosts. While they are affected by spells that would manipulate the undead, they are their own species. Seen as terrifying, misunderstood by many in the realms. Ectonurites are known to "haunt" other creatures they find interesting. Staying by their side for hours to weeks lurking just out of sight. **Ability Score Increase** Your Constitution score increases by 2 and your Dexterity score increases by 1 **Languages** You can speak, read, and write Common and Transyl (or Abbysal) **Creature Type** You are a Humanoid and Undead. **Life Span** Ectonurites do not age. **Size** You are Medium. **Speed** Your walking speed is 30 feet. **Incorporeal Movement** You can move through other Creatures and Objects as if they were Difficult Terrain. You take 5 (1d10) force damage if you end your turn inside an object. **Protective Skin** Ectonurites can remove their protective layer of skin as an action (with regaining this protective skin also taking an action) revealing their True Form. While in the True Form you gain the following benefits and detriments: While in their true form Ectonurites produce a 30-foot aura of fear that any creature caught in the aura has to make a Wisdom saving throw, the DC equaling 10 + half your character's level + your Charisma Modifier, with similar rules to the fear spell once affected. While also in their true form Ectonurites also gain access to an eldritch wave (same damage as eldritch blast, but instead a 25ft cone). While in their true form they have access to their claws for a 1d4 dest slashing attack that you are proficient with. But while in its true form, an Ectonurite takes 1d6 damage when in direct sunlight, and is vulnerable to light-based attacks. ### Ectonurite Dreamchaser **Etherial Friction** When you dash, jump, or teleport you gain 10 ft of flight until the end of your next turn. Doll Possession. At 3rd level, once per long rest you may possess a corpse or inanimate object. While in this target, if it is an object you are not able to make attacks other than unarmed attacks and you roll with advantage on stealth checks. If this target is a corpse you are able to use that creature's voice or your own to speak and you know all languages that creature knew in life. All other statistics remain the same. Taking damage will end this ability. ### Ectonurite Fearchaser **Poltergeist** You gain the mage hand cantrip and you cannot be made prone. Horror Incarnate: Upon reaching 3rd level, once per long rest you can tap into the nightmares of a creature you can see within 30ft and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw using 8 + your Charisma + your proficiency as the DC. On a failed save, the target becomes frightened of you for a number of rounds equal to your proficiency. At the end of each of the target’s turns before the ability ends, the target may make a Wisdom save. On a successful save, the effect ends. ![Ectonurite example](https://i.imgur.com/M71TtAM.png) {position:absolute,bottom:25px,left:367px,width:450px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Arburian Pelarota An endangered race torn from their destroyed plane by a world spanning plague, the Pelarota are refugees across the planes, constantly in search of that missing link to fill the void of a lost home and a far divided peoples. With heavyweight bodies and movement primarily based on rolling around in the form of a giant ball, they are easy to spot a mile away but not common. Many Arburian Pelatora are mild mannered and peaceful, and carry with them a culture based on ease of access and accessibility. Their shells while appearing to be hard plates, are covered in bristles. **Ability Score Increase** Increase strength score by 2, increase dexterity 2, and increase constitution by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** Arburian Pelarotans age at the same rate that humans do. **Size** You are Medium. **Speed** Your walking speed is 30 feet. **Inertia Immune** While you are not over water and you are made prone, you can make a dexterity saving throw (determined by GM). If you succeed the save, on your next turn getting out of prone is a free action and costs no movement. ### Bouldershell These Arburian Pelarota have longer bristles a more stocky frame than their Sleekshell counterparts. With this, Bouldershells are able to bounce off of whatever they hit in ball form, allowing them to traverse or escape faster. **Ball Form** You can withdraw into your shell as an action. Until you emerge, you gain a +2 bonus to your AC, +10 feet of movement, and you have advantage on Strength and Constitution saving throws. You can’t take reactions, and the only actions you can take is a bonus action to emerge from your shell, a dash action, or a bonus action to use Ricochet Charge. **Ricochet** Immediately after you take the Dash action on your turn and move at least 25 feet, you can make one shove attack as a bonus action. If you succeed, you regain 10 feet of movement in any direction. While in Ball form, shove attacks you make knock creatures back 5 feet if they are your size or smaller and deal 1d6 damage to them for every 25 feet moved. You are resistant to fall damage. ### Sleekshell Born without (or far less) bristles on their shells and far wider bodies, these Arburian Pelarota are more aerodynamic than their Bouldershell counterparts. With their size, Sleekshells can envelop other creatures into their ball form to protect them from harm. **Extended Ball Form** You can withdraw into your shell and take one willing or grappled creature with you as an action. Until you emerge, you gain a +2 bonus to your AC, +10 feet of movement, and you have advantage on Strength and Constitution saving throws. The creature inside cannot move or be attacked while in this form. You can’t take reactions, and the only actions you can take is a bonus action to emerge from your shell or a dash action. **Lightning Fast Reflexes** When a willing creature within half your movement speed fails a dexterity saving throw, as a reaction you may add your constitution modifier to pull that creature out of danger. On a success move them 10 feet towards you if they are your size or smaller and they pass the saving throw. You may use this feature a number of times equal to your proficiency. ![Pelarota example](https://i.imgur.com/mYUzcda.png) {position:absolute,bottom:25px,left:367px,width:405px} \page ### Florauna **Ability Score Increase** Increase strength score by 1, increase dexterity by 1 and increase constitution by 2. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Plant. **Life Span** Forauna have a life span of about a century. **Size** You are Medium. **Speed** Your walking and burrowing speed is 30 feet. **Rapid Growth** When attacking, casting spells, or making actions that require you to be within 5 feet or touch distance, you can instead pick a target within 10ft. Weapons with reach have their distance increased by 5 feet. **Plant Physiology** As a plant, you can gain nutrients from the soil, the sun, or from water. When taking a short rest when in direct sunlight and standing on soil, sand, or non-salt water, you recover from the effects of 1 level of exhaustion. **Natural camouflage** You have advantage on dexterity (stealth) checks **Vine whips** Once per day you can roll a 1d8, the result of that throw is the amount of vine whips you'll be able to use, then roll as many d4's as vine whips you spawned to determine the damage (Each whip can attack a different target) ### Gorger Florauna **Consume** During short rest, you can consume a creature that is your size if it is unconsious. You make an athletic's check against their athletics or acrobatics, rolling with advantage. Regain 1 hit die if you have spent one or more hit dice during this short rest. ### Lurker Flourana **Exploding Pods** As an action, you may expend a hit die to make a ranged attack with a thrown pod grown from your body. This item deals that hit die in fire damage. If it misses, it instead deals 1 fire damage to all creatures within 5 feet of the target creature. ![Florauna example](https://i.imgur.com/7XGdTMh.png) {position:absolute,bottom:25px,left:367px,width:440px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Loboan **Ability Score Increase** Increase dexterity score by 2, and increase strength by 1, and increase constitution by 1. **Languages** You can speak, read, and write Common and Transyl (or Abyssal) **Creature Type** You are a Humanoid and a Beast. **Life Span** Loboans have a life span of about 90 years. **Size** You are Medium. **Speed** Your walking speed is 35 feet. **Keen Senses** You have proficiency in the Perception skill and roll with advantage for hearing based perception or survival checks. ### Valleycarver Loboan **Nimble Climbers** You have a climbing speed equal to your movement speed. **Thunderous Howl** You can let out a thunderous howl, which can be heard 100 feet away. You gain the cantrip Thunderclap, this can be in a 10 foot cone or a 5 foot radius around you this can be cast once per short rest. ### Packbearer Loboan **Herculean Strength** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Thunderous Bark** You can let out a short loud bark to temporarily stun or terrify. Once per short rest. ![Loboan example](https://i.imgur.com/R9PF5uK.png) {position:absolute,bottom:25px,left:367px,width:440px} \page ### Thep khufan **Ability Score Increase** Increase dexterity by 2, and increase constitution by 1 and increase strength score by 1. **Languages** You can speak, read, and write Common and Transyl (or Abyssal) **Creature Type** You are a Humanoid. **Life Span** Thep Kufan do not age. **Size** You are Medium. **Speed** Your walking speed is 35 feet. **From the Sands** You learn 1 language and a tool proficiency of your choice. **Composed of Bandages** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on athletic and acrobatics ability checks while grapple. You can expend 3 hit dice to stabilize a creature. **Elasticity** When attacking, casting spells, or making actions that require you to be within touch distance, you can instead pick a target within 10ft. Weapons with reach have their distance increased by 5 feet. **Unraveled** Once per day you can unravel your bandages to save yourself from a sure death, you need a whole turn to return to your normal form after using this, in that state you have 0 AC and you'll die from a single hit, after returning to your normal state you'll have all your stats restored as if you never were damaged. **Immune to contamination** You cannot be poisoned, paralyzed etc, you can also "consume" corrodium to increase all your stats +1 and +3 AC until de end of the turn. ![Thep Khufan example](https://i.imgur.com/uUUnMXi.png) {position:absolute,bottom:25px,left:367px,width:470px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Transylian **Ability Score Increase** Increase constitution by 2 and increase strength by 2. **Languages** You can speak, read and write Common and Transyl (or Abbysal) **Creature Type** You are a humanoid **Life span** Transylians can live till about 160 years on average. **Size** You are medium **Speed** Your walking speed is 25 feet. **Life from electricity** You are resistant to lightning damage. When taking lightning damage, you can choose to gain that many temporary hit points afterwards, at maximum, your max hit die + your constitution modifier. You may use this feature a number of times equal to your proficiency per long rest. **Discharge** As an action you may expend a number of hit points up to your proficiency. One creature within 30 feet of you must make a dexterity saving throw. The DC for this throw is 8 + your Constitution modifier + your proficiency. If they fail they take lightning damage equal to the spent hit points, if they succeed they take half this damage rounded up. You may use this feature once per short rest. **Electromagnetic field** You can attract metals in an area of 30 feet around you and you can walk vertically as long as the thing you're walking across is made of metal ![Transylian example](https://i.imgur.com/7Es5kVD.png) {position:absolute,bottom:25px,left:367px,width:470px} \page ### Gourmand **Ability score increase** Increase constitution by 1, increase dexterity by 2 **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** Gourmands have a lifespan of about a century. **Size** You are Small. **Speed** Your walking speed is 35 feet. **Swallow** As a reaction, which you take when you take acid, cold, fire, lightning, or damage from a non-magical thrown weapon, you have resistance to the triggering damage type until the start of your next turn. The first time you use the Regurgitate feature on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends. If the damage is from a non-magical thrown weapon, the weapon is destroyed. **Tounge-drils** You gain advantage on attempting to grapple other creatures. **Amoaeba Physiology** You are able to eat wood, metal, dirt, stone, sand, gems, or leather no matter it's temperature or refinement as if it were rations. **Regurgitate.** As an action you can regurgitate all the matter you have eaten in the past hour as raw explosive energy. You make a ranged attack of up to 80 ft using your constitution modifier. If it hits, the target takes 2d4 radiant damage. You regain the use of this trait after a short rest where you are eating something or after using the Swallow feature. **Subraces** Perks and murks are pretty similar on everything but everyone can agree on that Perks are cuter while murks are stronger (they actually aren’t but I needed to balance their stats since a +1 of charisma and nothing for a Murk would be unfair LOL) ### Perk You gain +1 on charisma ### Murk You gain +1 on strength ![Gourmand example](https://i.imgur.com/4VBV4zO.png) {position:absolute,bottom:25px,left:367px,width:470px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Splixon **Ability Score Modifiers** You have +2 in Dexterity and +1 in strength **Languages** Common **Life span** Splixon life span is of 1000 years but each time a clone dies they lose 10 years of life **Size** You're medium **Speed** Your walking and swimming speed is 30 feet **Creature type** You are a Humanoid. **Cloning** During your turn you may use your Action to create a perfect clone of yourself which appears an an adjacent squire to you, when you use this trait any non-magical equipment equipped is also cloned and is treated as a part of your body for the purposes of game mechanics wile cloned in this way, but other items remain with your original self. You and the created cone can not make use any kind of movement on the turn you use this trait. Each clone takes there turn at the same time as the original but dos so independently from one another. The maximum number of clones you can have at any given time is equal to half your character level. You and all your clones share the same HP, Ability Scores, Alignment, Personality, Spell Slots, and any kind of points gained from a class, background, or racial trait, and any alterations to them effect both you and all your clones at the same time, you and all your clones share the same action economy besides movement. Additionally when you or any of your clones are afflicted with a condition, that condition effects you and all your clones until cured. Your clones cannot cast spells. Your clones cannot move more then 60 feet from you or another one of your clones. If one of your clones is moved via some outside force beyond this limit it is pulled in a strait line towards you or the nearest clone (whichever is closer) and takes 1d4 of bludgeoning damage for every obstacle in it's path before automatically fusing back into you or the clone. Additionally if this happens you and all your remaining clones are stunned until the end of your next turn. A clone can willingly use an Action during your turn to merge back into you or another clone within 5 feet of it so long as it is not incapacitated. When doing so the clone fuses back into you or another clone is ceases to be and no longer takes up a space. If it was holding any items (excluding those that are a part of it's body) it is now held by you or the clone in merged into, if you or the clone cannot hold the item for whatever reason it drops to the ground in your space. **Digging** You can move 15 feet digging **Standing Leap** Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. ![splixon example](https://i.imgur.com/6IonFMq.png) {position:absolute,bottom:25px,left:367px,width:470px} \page ### Opticoid **Ability Score Modifiers** Increase your wisdom by 2, increase your intelligence by 1 and increase your strength by 1 **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** Opticoids have a life span of 150 years. **Size** You are Medium. **Speed** Your walking speed is 30 feet. **360 Vision** Being completely covered in eyes has its many advantages You have superior vision in dark and dim conditions. 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. You can’t be surprised while you are conscious. You gain a +5 bonus to initiative. * Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. * You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. **Eye Beam** As an action you fire a beam of random energy at a target from one of your eyes. This counts as a ranged spell attack using constitution as your spellcasting modifier to hit, range 60 ft. targeting one creature. This attack deals 1d8 + your proficiency in damage. Roll 1d8 on the following chart to determine the damage type. | D8 |Result | |:-------|:------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Poison| | 7 | Psychic | | 8 | Thunder | ![Opticoid example](https://i.imgur.com/Ti4p8IQ.png) {position:absolute,bottom:25px,left:367px,width:470px} {{pageNumber,auto}} \page ### To'Kustar **Ability Score Modifiers** Increase strength by 5, increase constitution by 4 **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** To'kustar have a life span ranging up to 500 years. **Size** You are Colossal. **Speed** Your walking speed is 30 feet. **Ultr-Beam** You are able to make a beam attack by crossing your arms. This attack will take up all movement, actions, and reactions this round and cannot be used if you have done any before starting it. A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 3d6 at 5th level, 8d6 at 11th level, and 10d6 at 17th level. You regain usage of this once per short rest. **Way too big** You cannot enter in dungeons but you can punch the outer part of the dungeons to pierce walls and help your buddies in case they need it. **Dash** You can dash 60 feet (30 if you’ve reduced your size) you can regain use after a short rest. **Blitz** With the use of your speed you can confuse the enemy making it unable to attack for one turn, after using it you’ll not be able to dash and if you use this you’ll have to do a long rest to recover the use of dash and blitz. **Fin attack** The fin on your head allows you to roll a 1d12 as a weapon dice but if someone attacks your fin you’ll be unable to move for 3 turns. **Lower eyes** You have a +2 bonus on perception scores ### Size reducer [cost 250] With this piece of technology you can reduce your size to medium allowing you to enter in dungeons, it has infinite uses but when you use it your ability scores decrease to 3 for strength and 2 for constitution. ![Tokustar example](https://i.imgur.com/ZLjmT4H.png) {position:absolute,bottom:25px,left:367px,width:470px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Polar manzardill **Ability Score Modifiers** Increase constitution score by 2, and increase a dexterity by 1 **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Beast. **Life Span** Polar Manzardill have a life span of about 300 years. **Size** You are Medium. **Speed** Your walking and climbing speed is 30 feet. **Quadrupedal** You cannot hold more than one weapon or one shield. In addition, your dash speed is 120ft instead of 60ft. Your jump distance is doubled. **Icey Retalliation** If your current hit points are less than your maximum hit points, you gain the cantrip Frostbite. In addition you gain the spells Fog Cloud at 3rd level and Sleet Storm at 9th level spell once with this trait as a 1st and 3rd level spell respectively, and you regain the ability to cast it this way when you finish a short rest. Constitution is your spellcasting ability for these spells. **Frigid Form** You are immune to cold damage, unaffected by any environmental effects involving cold, and can use any swimming speed you have to traverse through snow. ![Polar example](https://i.imgur.com/rN4GBDc.png) {position:absolute,bottom:25px,left:367px,width:470px} \page {{pageNumber,auto}} ### Spheroid **Ability Score Modifiers** Increase strength by 2 charisma by 2 (charisma because everybody loves spitter :D) **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Beast. **Life Span** Spheroids have a life span of about 300 years. **Size** You are Medium. **Speed** Your walking speed is 30 feet. **Spit** You can spit three types of fluids (this doesn’t need rests to be recharged, instead it would make spitter absolute dog shit) * Conductive fluid, this fluid deals 1d4 of damage when spat but if someone deals electric damage to an enemy soaked on it the attack increases its damage 1d8 * Slippery fluid, This fluid makes the terrain slippery which might cause your enemy to fall and lose his turn, it deals 1d6 of damage. * Slime spit, This fluid deals 1d8 of damage and doesn’t have any further thing. **Puffing body** When somebody attacks or tries to hold you you can puff your body pushing the enemy 15 feet away ![Spheroid example](https://i.imgur.com/f1zHvFQ.png) {position:absolute,bottom:25px,left:367px,width:470px} \page {{pageNumber,auto}} ### Sotoraggian **Ability Score Modifiers** Increase constitution score by 2, and increase strength by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** A Sotoraggian's life span can be anywhere from 40-60 years, their immense self augmentations allow them to double or even triple this lifespan if they have the money to do so. (700 gp per 10 years.) **Size** You are Medium. **Speed** Your walking speed is 30 feet. **Weapons Master** You are proficient with simple, martial, and improvised weapons. Defense Matrix. Your body has built-in defensive layers, which can be enhanced with armor. * You gain a +1 bonus to Armor Class. * You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. * While you live, your armor can't be removed from your body against your will. **Deadliest Hunter** Once per short rest you may activate your suit as an action. While wearing armor, you may cast one of the following spells at the corresponding levels. | Level |Spells | |:-------|:------:| | 1 | One Transmutation Cantrip under the Wizard's spell list. | | 5 | One 1st Transmutation spell or lower under the Wizard's spell list. | | 11 | One 3rd Transmutation spell or lower under the Wizard's spell list. | | 17 | One 5th Transmutation spell or lower under the Wizard's spell list. | ![Sotoroggian example](https://i.imgur.com/dVYsgLv.png) {position:absolute,bottom:25px,left:367px,width:470px} \page {{pageNumber,auto}} ### Chimera sui generis **Ability Score Modifiers** Increase strength score by 2, increase constitution by 2 and increase dexterity by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** Chimera sui generis live for 100 years. **Size** You are Medium. **Speed** Your walking and climbing speed is 30 feet and your swimming speed is 60 feet. **Powerful Build** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Laser eyes** You can shoot lasers through your eyes roll 2d8 to determine the damage, after using it you'll need to take a long rest in order to use it again. **Tentacles** You can "unravel" your arms to use 10 tentacles, you cannot attack with them but you can grab things with them or use them to climb, tangle enemies or throw things. **True form** When you enter on water you can unleash your true form at will, in this form your stat bonuses go up to 4 for strenght, 4 for constitution and 2 for dexterity, also your size changes to Huge, but once you enter in that form you'll not be able to change back ever again this meaning you'll die if there's no water around you. **Deficient immune system** You're vulnerable to viruses of all kind. **Weakness agains electricity** You are weak against electricity, each electric attack deals 1d4 extra of damage to you. **Natural concheror** You can absorb the power of the aliens you defeat (For example if you defeat a pyronite you can absorb **ONE** of his abilities) You can only absorb 10 abilities at the same time. ![Chimera sui generis example](https://i.imgur.com/MbRdCmo.png) {position:absolute,bottom:25px,left:367px,width:450px} \page {{pageNumber,auto}} ### Uxorite **Ability Score Modifiers** Increase wisdom score by 2, increase intelligence by 2, increase constitution by 1 and increase charisma by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a Humanoid. **Life Span** The life span of uxorites is between 80 to 90 years **Size** You are Medium. **Speed** Your walking speed is 30 feet and your flying speed is 20 feet. **Psychic powers** You can read minds of humanoids **Telekinesis** You can move anything 30 feet around you without touching it **Code masters** You can guess combinations and codes with ease. **Gourmand bestie** If you have a Gourmand in your party (Perk or Murk) the rest needed for them to regurgitate goes down to the half (30 minutes) and you can fly 15 feet more. ![Uxorite example](https://i.imgur.com/BxT21F3.png) {position:absolute,bottom:25px,left:367px,width:490px} \page {{pageNumber,auto}} ### Lenopan **Ability Score Modifiers** Increase constitution by 2, increase charisma by 3 and increase dexterity by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are an Ooze. **Size** You're Medium in your normal form and Large once unleashed true lenopan form **Speed** Your walking speed is 30 feet. **Life span** Lenopan do not age. **Genderless** As a lenopan you don't have a real gender, it just goes along with your appearence. **Born to spy** You can change your appearence and pretend being an enemy. **Stretching** You can stretch your arms and change their form to block or punch, you have a 30 feet radius to stretch. **Sludge** Your body is made of sludge and you can generate slippery sludge that can cause the enemies to trip an lose a turn, also your sludge shots deal 1d4 of damage, after three sludge shots you'll need a short rest to use it again. **True Lenopan form** You can unleash your true form once per day allowing you to generate infinite sludge and increasing your strenght by 3 until the end of the battle. **Solidification** If you're exposed to very hot or cold temperatures you'll get petrified and you'll still like that unless your partners expose you to the opposite temperature unpetrifying you. **Shapeless** You can pass through any tiny space due to being made of sludge. ![Lenopan example](https://i.imgur.com/VgURySM.png) {position:absolute,bottom:25px,left:367px,width:490px} \page ### Conductoid **Ability Score Modifiers** Increase strenght by 2, increase charisma by 1 and increase dexterity by 2. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Creature Type** You are a humanoid. **Life span** Conductoid's have a human life span. **Size** You are Medium **Speed** Your walking speed is 35 feet. **Energy absorption** You can absorb any type of attacks based in energy without limits (Beams, thunders, plasma... You can also absorb it from objects) Each absorbed attack gives you a "Charge" (Try to write how many charges you have in a paper or some shit) Each charge allows you to execute one action from the **Electrokinesis** ability (You have 4 charges once created your character BTW) **Electrokinesis** You can do one of the following things * Flight, you can fly 30 feet using one of your charges * Field creation, you can create electric fields making enemies who get near get a 1d8 of damage for each time they get contact with your field, each field costs one charge. * Explosions, You can create electric explosions using one charge (But you can add more, each charge adds 1d8 of damage but if you use more than 2 you'll get damage as well and you'll need to take a long rest if you use more than two) * Energy balls, you can use two charges to create electric balls, each one deals 1d12 of damage (If you use more than two you'll have to take a short rest in order to use it again). * Simple shots, You can shoot electric beams from your fingertips, each beam deals 1d4 of damage but you can shoot 13 at the same time (if you do that you'll need to have a short rest in order to use it again). * Slide, you can use one charge to slide 20 feet without wasting your walking movement. **Radiolocation** You can feel radio waves to intercept messages. **Antennas and tail** You can use your antennas to grab things and you can use your tail to redirect projectiles like missiles, grenades or cannon balls, after redirecting projectiles with your tail you'll have to take a long rest in order to use it again, also if any monster attacks your antennae you'll get an extra 1d4 of damage. ![Conductoid example](https://i.imgur.com/XZ4EJ1K_d.webp?maxwidth=760&fidelity=grand) {position:absolute,bottom:25px,left:367px,width:490px} {{pageNumber,auto}} \page {{pageNumber,auto}} ### Nosedeenian ![Nosedeenian example](https://i.imgur.com/wVmElts.png) {position:absolute,bottom:25px,left:367px,width:490px} **Ability Score Modifiers** Increase charisma by 2, increase dexterity by 2 and increase strenght by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Lige span** Nosedeenians do not age **Creature Type** You are a humanoid. **Speed** Your walking speed is 25 feet and your flying speed is 35 feet. **Size** You are Small **Energy absorption** With this one you have energy absorption and charges as well but you have a charge limit of 5 (Once you create your character you'll have 5) and if you run out of charges your character will faint until your partners recharge you with any electric source. **Electrokinesis** You can absorb **JUST ELECTRIC ATTACKS OR OBJECT ENERGY** and use your charges to do one of the following things * Cloning, You can clone yourself after using one charge (You can do it as many times as you want as long as you have charges), the clones aren't connected to you and they are basically a copy of your character with all of it's **NON MAGIC EQUIPMENT** if your clone dies your character will not be affected but if your character dies the clone/s will die as well. * Electric shots, you can shoot an electric beam after using one charge, each beam deals 1d8 of damage * Overdrive, you can overdrive machines after using a charge making them explode making constructs extremely vulnerable to them. * Electric torment, you can use one charge to transform into pure electricity and then "Tackle" an enemy, you deal 1d8 of damage per turn you electrify him, you can use one charge to stay one more turn like that. **Sonic screams** You can scream dealing 1d4 of damage and each clone adds 1d4 to the damage count. **Electroportation** You can turn into electricty and travel across wires or any electric conductor without wasting your walking or fly movement but if your transport gets damaged you'll get 1d12 of damage. **Conductivity** If you get trapped in a non conductive material you'll not be able to use any of your electric powers. **Small** You can pass through any small spaces even if they're smaller than you \page {{pageNumber,auto}} ![Chronian example](https://i.imgur.com/KDSUEHT.png){position:absolute,bottom:25px,left:367px,width:490px} ### Chronian **Ability Score Modifiers** Increase strenght 2, increase constitution by 2 and increase dexterity by 1. **Languages** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. **Lige span** Chronians have a life span of 1000 years but each time they use their time powers it shortens and if it goes to zero the chronian dies by default. **Creature Type** You are a humanoid. **Speed** Your walking speed is 30 feet **Size** You are Medium **Only survivor** There can only be one Chronian character per campaign. **Time beams** The chronians can use beams able to turn people or objects younger or older. **Second chance** They can go one to three turns back to change their past actions as well as the party (If time beams were used before using second chance the lost life span doesn't come back) the use of this power shortens the chronian's life 15 more years for each returned turn **Time fields** Chronians can create fields where time slows down or speeds up, this fields last only one turn and the use of this power shortens the chronian's life 5 years per field. **Portals** Chronians can create portals to anywhere else but after using it they lose 15 years of life span and they'll need to take a long rest in order to use it again. **DNA corruption** Chronians can corrupt the DNA of whomever they touch it has two ways of working * **Minion conversion** You can touch a dead enemy to corrupt his DNA and turn him into a half chronian minion that will have the same stats he had before the DNA corruption but with +5 AC * **Conciusness transfer** This one must be done to an NPC, the chronian must touch the NPC three times, after it the NPC will become a "Vessel" for the chronian it will have the chronian's same stats AC,HP etc, it will be able to use the chronian powers without the limitation of the life span but if this Vessel is destroyed the chronian will return to his body but with a life span of 15 years. #### Chronian equipment In order to not shorten their life spans the last chronians created powerful equipment just workful for their race, the disadvantage is that if other character, NPC or enemy tries to use chronian equipment he'll die by default, the chronian equipment is the following one. * **Chronian armor** Chronian armors give +15 of AC and weight just 10 lb, also, after being broken they regenerate but it is needed a long rest for it **Chronian katana** (It's damage is of 1d10 of slashing damage and it weights just 5 lb) Each cut dealt by this katana transfers one life span year back to the chronian. * **Chronian grenade** Each chronian has only three of this, this grenades return everything on 30 feet around back to how it was one turn back, every damage done to the chronian or his party will be nullified as well. **Sealeable** Before every campaign if there's a chronian in the party the DM will have to write on a paper an item, that item will be able to seal the chronian making him unable to play, this object can be anything and it isn't necessary to be used always against the chronian, for example the party can find it and then break it so the chronian cannot be sealed. \page ### Corrodium If you decide to play with this book this material will spawn naturally in your world, it will deal poisoning in a 50 feet radius to every player, NPC or enemy nearby except Thep Khufan's, the only way of not being affected by the poisoning is by wearing a heavy armor or being an Ooze like the mechamorphic galvans or lenopans this are some ways of getting rid from the Corrodium. * Thep Khufan NPC's and or Players can consume it. * Chronians can use their time beams to make the time go forward on the corrodium leading to it's natural destruction * Uxorites can throw it away with their telekinesis * Gourmands can eat it without further consequences ### I hope you enjoy this :D Making this book took me time and effort, I hope somebody uses it and likes it, it's my first time doing something like this so I hope it is balanced enough and likeable enough.