+8 | Strength |
+3 | Dexterity |
+8 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+2 | Charisma |
+3 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+8 | Athletics |
+2 | Deception |
+0 | History |
+2 | Insight |
+5 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+5 | Perception |
+2 | Performance |
+2 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+5 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) and simple weapon an explorers pack and for javelins
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Hybrids begin their lives as adult humans, elves,
or vedalken. They age at a slightly accelerated rate, so
their maximum life spans are probably reduced somewhat.
The Guardian Project has not been operating long
enough to observe the full effect of this phenomenon.
Alignment. Most hybrids share the generally neutral
outlook of the Simic Combine. They are more interested
in scientific research and the standing of their guild
than in moral or ethical questions. Those who leave the
Combine, however, often do so because their philosophical
outlook and alignment are more in line with a different
guild's.
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.
Animal Enhancement. Your body has been altered to
incorporate certain animal characteristics. You choose
one animal enhancement now and a second enhancement
at 5th level.
At 1st level, choose one of the following options:
Manta Glide. 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. You have a climbing speed equal to
your walking speed.
Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your
walking speed.
At 5th level, your body evolves further, developing new
characteristics. Choose one of the options you didn't
take at 1st level, or one of the following options:
Grappling Appendages. 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
ca n 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.
Carapace. Your skin in places is covered by a thick
she ll. You gain a +1 bonus to AC when you're not wearing heavy
armor.
Acid Spit. As an action, you can spray acid from glands
in your mouth, targeting 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.
Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.