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# Simic Shifter-Hybrid(Wildhunt) You are an uncommon varient of the Simic army and their hybrid-army plans; Either as a true descendant of lycanthropes and humans, or through magical means to make you a Wildhunt Shifter, you have found yourself transformed further with animalistic traits and turned into a Simic Hybrid, losing much of your original abilities, keeping your identifiable Shifting ability and one special Wildhunt feature. ***** __Ability Score Increase.__ Your Constitution score increases by 1, your Wisdom by 1, and another ability score of your choice increases by 1. ***** __Age.__ Being a Simic Hybrid seems to reduce one's maximum life expectancy, with very little living longer than 60 years old, and reaches adulthood by age 16. ***** __Alignment.__ Alignment changes depending on each Hybrid's ideals, however, many lean towards neutrality. ***** __Size.__ 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. ***** __Mark the Scent.__ As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest. ***** __Shifting.__ As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. Once you shift, you can’t do so again until you finish a short or long rest. While shifted, you have advantage on Wisdom checks. ***** __Animal Enhancements.__ Your body has been altered further with animal characteristics. You choose one animal enhancement at 1st level, and again at 5th level. * __Manta Glide(1st level).__ You have been given manta ray-like fins that you can use as wings to slow your fall or glide. Unless incapacitated, you can subtract up to 100 feet from a fall when calculating your fall damage. You can move horizontally 2 feet for every 1 foot down. * __Nimble Climber(1st level).__ Your climbing speed is equal to your base walking speed. * __Underwater Adaptation(1st level).__ You can breathe both air and water. You gain a swim speed equal to your base walking speed. * __Grappling Appendages(5th level).__ You obtain/grow two special appendages alongside your arms, either being claws or tentacles that can act as a natural weapon. If hit, they do 1D6+Your strength modifier Bludgeoning damage. As a bonus action, you can try to grapple your target. These appendages cannot use weapons, magic weapons, or (specialized) equipment of the sorts. * __Carapace(5th level).__ Parts of your skin is covered by thick shelling, gaining a +1 to your AC when not in heavy armor. * __Acid Spit(5 level).__ As an action, you can target a creature or object within 30 feet of you with acid from glands in your mouth. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. If failed, the target takes 2D10 acid damage. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier per long rest. **** __Languages.__ You can read and write Common, Quori, and your choice of either Elven or Vedalken.