Animal Hybrid

Ancestry Traits

Size. Partial Ancestry Size
Speed. Partial Ancestry Speed

Animal Enhancement (Up to 4 points).
Your body has been altered to incorporate certain animal characteristics. You can choose up to four animal enhancements:
  • Acid Spit. As in the simic hybrid from Guildmasters' Guide to Ravnica
  • Carapace. As in the simic hybrid from Guildmasters' Guide to Ravnica
  • 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 discern colors in that darkness only as shades of gray.
  • Grappling Appendage. As in the simic hybrid from Guildmasters' Guide to Ravnica
  • Ink Cloud. As an action, you can emit a cloud of ink to aid you in escaping. This has a different effect depending on your location. While underwater, the ink spreads out in a 15-foot radius around you, heavily obscuring the area for 1 minute. While above water, you splash the ink on the ground around you in a 10-foot square, turning the area into difficult terrain for 1 minute. When it first appears, each creature in the area (including you) must succeed on a DC 10 Dexterity saving throw or fall prone. While it persists, a creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall prone. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Keen Awareness. Choose two of the following senses: Hearing, Sight, and Smell. You have advantage on Wisdom (Perception) checks that rely on the senses you chose.
  • Leaping Legs. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Manta Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can use your reaction to reduce your rate of descent to 60 feet per round until you land, where you take no fall damage and can land on your feet. You can move up to 5 feet horizontally for every 1 foot you descend during this time.
  • Nimble Climber. You have a climbing speed equal to your walking speed.
  • Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you are proficient with a poison kit, you can apply this poison to weapons you wield. When used in this way, it acts as basic poison. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
  • Stabilizing Legs. You have advantage against effects that would knock you prone.
  • Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
Each animal enhancement costs 1 trait point. Those you don't spend on these enhancements can be used for other traits.

Paragon Options

Flight

You sprout wings. You have a flying speed equal to your walking speed.

Perfect Darkvision

Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.

Perfect Form

Choose two additional options from the Animal Enhancement trait. You gain the benefits from it.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.