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Amalgam

The Amalgam are humanoid hybrids with amphibian, aquatic, and in some cases reptilian characteristics. For example, these characteristics might be translucent skin, manta ray fins, or maws filled with sharp teeth. The Amalgam live together with the Cavaas in harmony. They have common history with the Cavaas, since their past are also are shrouded in mystery. Many philosophers and scientists have theorized that they were constructed for some purpose, or that they simply were experimented on. The Amalgam are typically researchers, scientists or lab technicians. More often than not, they are trying to research their mysterious past and try to puzzle together how and why they were created, together with the Cavaas. Others are naval officers, seal hunters, or fishermen.
Ability Scores. CON +2 and you may choose one other ability score to increase by +1.
Age. They begin their lives as adults, since they are birthed in watery coccoons, and live an average of 250 years.
Size. Stand 5-6ft tall and average about 190 pounds. Size is Medium.
Speed. Walking speed is 30ft.
Languages. You can speak, read and write Common, Cavaasi and one other language of your choice.
Darkvision 60ft.
Unknown Heritage. Your body has certain animal characteristics. Choose one enchancement at 1st level, and the second enhancement at 5th level:

Level 1

Manta Glide. You have fins like a manta ray that you can use as wings to slow down your fall or allow you to glide. When you fall, and aren’t incapacitated, you can subtract up to 100ft when calculating fall damage, and you can move up to 2ft horizontally for every 1ft you descend.
Nimble Climber. You have a climbing speed equal to your walking speed.
Aquatic Adaption. You can breathe air and water, and you have a swimming speed equal to your walking speed.

Level 5

Grappling Appendages. You have two appendages growing alongside your arms. Choose wheter both are tentacles or claws. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which lets you make unarmed strikes. If you hit, the creature takes 1d6 + STR bludgeoning dmg. If you hit, you can try to grapple the creature as a bonus action. These appendages can’t wield weapons, magic items or other specialized equipment.
Carapace. Your skin is spotted with a thick shell. You gain AC +1 when not wearing heavy armor.
Acid Spit. As an action, you spray acid from your mouth, targeting one creature or object you can see within 30ft. It takes 2d10 acid dmg, unless it succeeds on a DEX saving throw (DC 8 + Prof.Bonus + CON). This damage increases by 1d10 at level 11, and by 1d10 at level 17. You can use this trait a number of times equal to your CON modifier, and regain all expended uses after you finish a long rest.
Children

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