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Jun 4th, 2018
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  1. # Bionoid
  2. A warrior's clothes burst apart as compound eyes, chitinous armor, and mandibles surge from beneath his skin. He stands proud and noble, urging his foes to come forth as he takes his stance.
  3.  
  4. A necromancer flees in horror through an alleyway beneath a starry sky as a feral looking beast draws near, electricity crackling from its four arms as it swipes with its spurs.
  5.  
  6. A mighty dragon stares in shock as the halfling before him explodes in a flash of light, growing into a towering insectoid giant with a shining carapace. The shock becomes rage as the creature utters a warcry and strikes the dragon across the face.
  7.  
  8. These heroes are Bionoids, living weapons created centuries ago by the Imperial Elven Navy during the Unhuman Wars- or those symbiotically bound to the original bionoids' descendants. Sentient creatures are bound with a Crystal Eye, a glowing gem that functions similarly to a lich's phylactery, which allows them to transform into a monstrous body resembling an insectoid horror.
  9.  
  10. Bionoids lay eggs shaped like magnificent gems and coins, a lure to attract potential hosts for their young. Upon touching the center, the host is covered in filaments as the egg burrows into their skull, becoming a part of their brain. If the egg has never had a host, the new host's personality and memories do not change- though the symbiosis might pull their alignment towards Good or Law. These Bionoid Symbionts are what player characters are assumed to be- an adventurer who found a Bionoid egg and bonded with it, willingly or otherwise.
  11.  
  12. \page
  13. <div class='classTable wide'>
  14. ##### The Bionoid
  15. | Level | Proficiency Bonus | Features | Mutations | Spur Damage |
  16. |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
  17. | 1st | +2 | Transformation, Natural Armor, Crystal Eye | - | 1d6 |
  18. | 2nd | +2 | Mutations | 2 | 1d6 |
  19. | 3rd | +2 | Warrior Code | 2 | 2 |
  20. | 4th | +2 | Ability Score Improvement | 2 | 3 |
  21. | 5th | +3 | Astrological Botany | 3 | 3 |
  22. | 6th | +3 | Warrior Code Feature | 3 | 3 |
  23. | 7th | +3 | Maturity | 4 | 4 |
  24. | 8th | +3 | Ability Score Improvement, Genetic Banishing | 4 | 5
  25. | 9th | +4 | ─ | 5 | 5 |
  26. | 10th | +4 | Warrior Code Feature | 5 | 6 |
  27. | 11th | +4 | Sixgun Poisoner | 5 | 6 |
  28. | 12th | +4 | Ability Score Improvement | 6 | 7 |
  29. | 13th | +5 | Seismological Divination | 6 | 7 |
  30. | 14th | +5 | Warrior Code Feature | 6| 8 |
  31. | 15th | +5 | Orbital Gravedigger | 9 | 8 |
  32. | 16th | +5 | Ability Score Improvement, Ritual Astronomy | 10 | 8 |
  33. | 17th | +6 | Sixgun Poisoner | 11 | 8 |
  34. | 18th | +6 | Consecrated Biochemistry | 11 | 9 |
  35. | 19th | +6 | Ability Score Improvement, Astrological Chemistry | 11 | 10 |
  36. | 20th | +6 | War Machine | 11 | 11 |
  37. </div>
  38.  
  39.  
  40. ### Creating a Bionoid
  41. ##### Quick Build
  42. First, make Constitution or Strength your highest score, depending on if you want to focus on survivability or raw damage. Pick (Shocking Grasp) and (Unarmored Defense) as your Mutations.
  43.  
  44. ## Class Features
  45. As a bionoid, you gain the following class features.
  46.  
  47. #### Hit Points
  48. **Hit Dice:** 1d8 per Bionoid level
  49.  
  50. **Hit Points at 1st Level:** 8 + your Constitution modifier
  51.  
  52. **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Bionoid level after 1st
  53.  
  54. #### Proficiencies
  55.  
  56.  
  57. **Armor:** None
  58.  
  59. **Weapons:** Simple weapons, Bionoid natural weapons
  60.  
  61. **Tools:** None
  62.  
  63. **Saving Throws:** Strength, Constitution
  64.  
  65. **Skills:** (Choose two) Perception, Athletics, Intimidation, Survival, Acrobatics, and Insight.
  66.  
  67.  
  68. \page
  69. ## Warrior Codes
  70. Warrior Codes embody both a bionoid's philosophy and the tendency for his mutations.
  71. ### Code of The Savage
  72. Forgoing the finesse of the Justicar or the overwhelming power of the Titan, The Savage enhances the mutations already present in their body.
  73. #### Hideous Form
  74. When you choose the Code of the Savage, you immediately choose two additional mutations from the list available to Bionoids.
  75.  
  76. Guyver. Get cantrips and junk that don't count as magic because your body is doing it.
  77.  
  78. ### Code of The Justicar
  79. Relying on martial skill and acrobatic motion, the Justicar serves as a protector and inspiration to those around them.
  80.  
  81. Kamen Rider. Martial Arts, techniques.
  82.  
  83. ### The Titan
  84. Towering beings surging with vital energy, Titans are a rarity among the bionoids. They grow in size to fight giant monsters and overwhelm smaller foes.
  85.  
  86. #### Stand Tall
  87. When you use your Transformation, you can choose to increase your size category by one (to Large for Medium creatures) and lose the Powerful Build trait from your Transformation for the duration of your transformation. If you attack a creature that is smaller than you, it takes an additional 1d6 damage of the attack type for each size category smaller than you (Tiny-Small-Medium-Large-Huge-Gargantuan).
  88.  
  89. #### Stand Firm
  90. Starting at 5th level, while you are transformed, creatures that are the same size or smaller than you have disadvantage on strength or charisma-based checks against you.
  91.  
  92.  
  93. Ultraman. GET BIG. HIT HARD.
  94.  
  95. ## Mutations
  96. Bionoids have biology that is unstable at best
  97.  
  98. ### Voltaic Touch
  99. Your spur attacks deal an additional 1d4 Electricity damage.
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