Simic Hybrid
The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into Ravnicans. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.
Roll on or choose an option from the Hybrid Origins table to determine how you joined the Guardian Project.
Age. The Guardian Project has not been in place long enough to determine how hybridization affects longevity and quality of life.
Size. The Simic researchers generally adjust a guardian's height within a standard range. 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.
Animal Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
Roll on or choose an option from the Hybrid Origins table to determine how you joined the Guardian Project.
Hybrid Origins
d8 | Origin |
---|---|
1 | You were gravely injured during a field study. The Guardian Project was the only way to save your life. |
2 | You were one of the original researchers on the project. You underwent the transformation to inspire others. |
3 | You love a merfolk and joined for the enhancements that would allow you to be together. |
4 | A staunch Adaptationist, you joined to fight for your guild. |
5 | You were maneuvered out of your research position by inner-guild politics. You underwent the transformation to take revenge. |
6 | You were not a member of the Combine, but an Orzhov debtor. You were sold to an unscrupulous researcher to pay off your debt. |
7 | You were a Dimir spy who got in over your head. You no longer know your standing with within the guild. |
8 | Your last memory is sinking into cool water. The Simic researchers are reticent beyond physical therapy instructions. |
Project Guardian
While guardians are mostly pulled from within the Combine, extenuating circumstances sometimes permit others to go through the process. Generally, hybrids look like themselves before they underwent the transformation, albeit hairless and with skin in shades of blue or green.Age. The Guardian Project has not been in place long enough to determine how hybridization affects longevity and quality of life.
Size. The Simic researchers generally adjust a guardian's height within a standard range. 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.
Animal Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
- Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
- Nimble Climber (1st level). You have a climb speed equal to your walk speed.
- Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
- Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1d6 + your strength modifier bludgeoning damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to perform the somatic components of spells or use weapons, magic weapons, and other specialized equipment.
- Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.
- Acid Spit (5th level). 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 must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2d10 acid damage if they fail. The damage increases to 3d10 at 11th level and 4d10 at 17th level. You can use this feature a number of times equal to your proficiency bonus. All expended uses are replenished when you finish a long rest.
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