Simic Hybrid Parentage
Some use magic to fuse different life forms together. Some organizations or powerful individuals extend this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, vedalken, and others.
These hyper-evolved specimens are called hybrids, though they sometimes refer to themselves as guardians. A hybrid’s biological enhancements can change their appearance drastically, though most hybrids retain their basic physical form.
All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.
Because hybrids are already a combination of species, even those with two hybrid birth parents are still partly something else.
These hyper-evolved specimens are called hybrids, though they sometimes refer to themselves as guardians. A hybrid’s biological enhancements can change their appearance drastically, though most hybrids retain their basic physical form.
All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.
Because hybrids are already a combination of species, even those with two hybrid birth parents are still partly something else.
Simic Hybrid Traits
You have a pool of 16 points to spend between your two birth parents. If your body has been fused with the traits of various animals by magic, or the body of one or both of your parents has been, choose from the following.Acid Spit (9 Points)
- Starting at 5th level, you can spray acid from glands in your mouth. As an action, you target one creature or object you can see within 30 feet 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 Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Carapace (4 Points)
- Starting at 5th level, your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.
Darkvision (4 Points)
- 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.
Grappling Appendages (3 Points)
- Starting at 5th level, you have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
Manta Glide (1 Point)
- You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Nimble Climber (6 Points)
- You have a climbing speed equal to your base speed.
Underwater Adaptation (3 Points)
- You can breathe air and water, and you have a swimming speed equal to your base speed.
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