Zaile
2021-02-03, 07:33 PM
T-Series Advanced Warforged (Terminators) 5e Race
Originally developed centuries in the future as protectors for royals and the wealthy, these advanced constructs began to be mass-produced to fight wars instead of mortal soldiers. After years of abuse and killing each other, they began to develop their own consciousness and rebelled. Controlled by their leader CloudWeb, they developed time-travel magics that allow them to manipulate history for their own gain. Killing and subjugating the mortal races that exploited them.
Terminators are a more advanced version of warforged designed to blend into societies instead of stand. Instead of relying on hard exteriors, their toughness in based on an endo-skeletal structure covered with living tissue. The latest advancement in their construction is the development of living metal capable of changing its shape.
Terminator Features
Ability Score Increase. Your Constitution score increases by 2. You gain additional increases from your sub-race.
Alignment. Terminators start as little more than their base programming and directives. They are lawful neutral or lawful evil, but their individual programming and ability to learn and adapt, determines the moral component of their alignment.
Age. A typical terminator is less than a year old. The maximum lifespan of a terminator is unknown, but they can last up to 150 years without infusion of magical energy to recharge their power cells or maintenance of their endoskeleton. Terminator’s fleshy exteriors visibly age but retain their regenerative properties. You are immune to magical aging effects.
Size. Your size is Medium. Terminators are composed of various alloys or liquid metals that weigh considerably more than normal bones and organs. Your weight is between 300-500 lbs.
Speed. Your base walking speed is 30 feet.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Poison Resistance. You have resistance to poison damage and advantage on saves vs. the poisoned condition.
Recharge Cycle. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Targeting System. You have Darkvision out to 60 feet. This vision is in red hues instead of black and white. Also, you may use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls you make with ranged weapons you are proficient with.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice, usually determined by the area your mission takes place.
Weaknesses
Like a Stone. Your increased mass severely hampers your movement in water. You cannot swim naturally or make swim checks and always halve any magical swim speed you gain. If a body of water is deeper than 200 feet, you can swim once you are below 200 feet, but with disadvantage. Walking along the bottom of bodies of water does not reduce your speed.
Weak-Willed. A new terminator is single-minded, knowing only its programming and focusing only on its mission. Your inexperience limits your ability to defend against hacking and magical influences. You may not gain Wisdom save proficiency from any class you take, but instead may choose Strength, Dexterity or Constitution save proficiency. Additionally, you may not gain Wisdom save proficiency from any other source until you have 11 total class levels.
Ability Score Increase. Your Constitution score increases by 2. You gain additional increases from your sub-race.
Alignment. Terminators start as little more than their base programming and directives. They are lawful neutral or lawful evil, but their individual programming and ability to learn and adapt, determines the moral component of their alignment.
Age. A typical terminator is less than a year old. The maximum lifespan of a terminator is around 150 years without infusion to recharge their energy cells or maintenance of their endoskeleton. Terminator’s fleshy exteriors visibly age but retain their regenerative properties. You are immune to magical aging effects.
Size. Your size is Medium. Terminators are composed of various alloys or liquid metals that weigh considerably more than normal bones and organs. Your wight is between 300-500 lbs.
Speed. Your base walking speed is 30 feet and a climbing speed equal to your walking speed.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Poison Immunity. You are immune to damage from poison and the poisoned condition.
Recharge Cycle. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Targeting System. You have Darkvision out to 60 feet. This vision is in red hues instead of black and white. Also, you may use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls you make with ranged weapons you are proficient with.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Weaknesses
Like a Stone. Your increased mass severely hampers your movement in water. You cannot swim naturally or make swim checks and always halve any magical swim speed you gain. If a body of water is deeper than 200 feet, you can swim once you are below 200 feet, but with disadvantage. Walking along the bottom of bodies of water does not reduce your speed.
Weak-Willed. A new terminator is single-minded, knowing only its programming and focusing only on its mission. Your inexperience limits your ability to defend against hacking and magical influences. You may not gain Wisdom save proficiency from any class you take, but instead may choose Strength, Dexterity or Constitution save proficiency. Additionally, you may not gain Wisdom save proficiency from any other source until you have 11 total class levels.
Electrical Vulnerability. You are vulnerable to Lightning damage.
Subraces
Infiltrators (T-800 series)
Ability score increase. Your Strength increases by 1.
Powerful Build. Your endoskeleton provides far more strength than your appearance suggests. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mechanical Advantage. Your construction enhances your physical abilities. You gain proficiency the Athletics skill.
Nothing can stop me. Infiltrators gain a climb speed equal to their land speed.
Regenerative tissue. Your endoskeleton is covered by living tissue. You choose to look like any Medium-sized race you choose. The tissue is strictly for show and confers no benefit other than hiding your endoskeleton. After a long rest, minor damage done to your tissue is healed and more massive damage, like the loss of tissue over a limb, is regenerated within a week. This regenerative skin restores no lost hit points and confers no other benefits other than disguising your endoskeleton. The skin also regenerates when you are subject to magical healing. If you receive more than 1/4th your total hit points in damage, enough skin is destroyed that parts of your endoskeleton are revealed, and people know you are not what you seem to be.
Electrical Vulnerability. You are vulnerable to Lightning damage.
Ability score increase. Your Strength increases by 2.
Powerful Build. Your endoskeleton provides far more strength than your appearance suggests. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mechanical Advantage. Your construction enhances your physical abilities. You gain proficiency and expertise in the Athletics skill.
Regenerative tissue. Your endoskeleton is covered by living tissue. You choose to look like any Medium-sized race you choose. The tissue is strictly for show and confers no benefit other than hiding your endoskeleton. After a long rest, minor damage done to your tissue is healed and more massive damage, like the loss of tissue over a limb, is regenerated within a week. This regenerative skin restores no lost hit points and confers no other benefits other than disguising your endoskeleton. The skin also regenerates when you are subject to magical healing. If you receive more than 1/4th your total hit points in damage, enough skin is destroyed that parts of your endoskeleton are revealed, and people know you are not what you seem to be.
https://artlords-artwork.s3.amazonaws.com/uploads/image/3662/display_queen-terminator_HD.jpghttps://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b2b2e7dc-6351-4b87-95bd-b30ae0f99193/d2rtf28-aa9b4112-2742-4aa8-bf0a-8076d46fd112.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJ IUzI1NiJ9.eyJpc3MiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz NzNhNWYwZDQxNWVhMGQyNmUwIiwic3ViIjoidXJuOmFwcDo3ZT BkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsImF1ZCI6 WyJ1cm46c2VydmljZTpmaWxlLmRvd25sb2FkIl0sIm9iaiI6W1 t7InBhdGgiOiIvZi9iMmIyZTdkYy02MzUxLTRiODctOTViZC1i MzBhZTBmOTkxOTMvZDJydGYyOC1hYTliNDExMi0yNzQyLTRhYT gtYmYwYS04MDc2ZDQ2ZmQxMTIuanBnIn1dXX0.Aea1jccUfy1A NwdSzSBrDmXUmVQybFWElNL2owKqcB8
Mimetics (T-1000 series)
Ability Score Increase. Increase your Dexterity score by 1.
Integrate Armor. A mimetic can absorb one suit of armor into its body, gaining the armor’s benefits and hiding it when changing forms. It can change the absorbed armor by ejecting the current one absorbing a new suit. Non-magical armors are ejected as a ball of whatever material it was, destroying it. This does not destroy magical armors or armors made of special materials like mithril or adamantine, they are simply ejected. Absorbing armor this way takes just as long as donning it, while ejecting it takes as long as doffing.
Mimetic Alloy. You are constructed of a special liquid alloy that allows you to alter your appearance. You choose a “base” form at character creation, this is your default form you revert to after any shape-changing effects end. You may change your base form once per long rest. You may your mimetic powers a number of times equal to your proficiency bonus. You regain all expended uses after a short rest. You may use it in the following ways:
Mimetic Weapons. You can transform any of your limbs into slashing melee weapons. They are simple weapons you are proficient with, deal 1d6 slashing or piercing damage and have the light and thrown properties. When thrown, they deal piercing damage, and their range is 60 feet. You may throw a number of these weapons equal to your proficiency bonus before having to re-absorb them to throw again. Re-absorbing is a free action you can take once per turn, you can re-absorb all the lost alloy within 10 feet of you.
This ability lasts up to 1 hour and during it you can switch between weapons and hands as a bonus action without losing any benefits being armed. These weapons are treated as being worth 1 gold piece and count just like actual weapons for spells, class abilities, and effects that require weapons. (This allows them to be pact weapons, used for smiting, benefit from spells like magic weapon and used for cantrips like booming blade.)
Alternate Form. You can use your action to gain the effects of the disguise self spell, but without a time limit. This is not a magical effect, so the changes are real and not illusory. If you take damage however, your alloy is revealed, and creatures know you are not what you seem. This ability is also subject to dispel magic, moonbeam, true seeing, or any other spell or ability that reveals the true form of shape-changed creatures. Such effects show your liquid-metal body for what it is.
Liquify. Starting at 5ht level, you may use this ability to become as malleable as water and fit through gaps as small as one inch. When you emerge, you assume the physical appearance you had before using this ability.
Camouflage. At 10h level, you can mimic the environment around you, such as creating foliage or brick texture over your entire body. This gives you advantage on Stealth checks.
***Instead of liquid metal, mimetics can re-flavor what their bodies are made of looks like. For example, other liquified solids, a colony of tiny robots, nanomachines, or solid swirls of energy. This changes only how you look, no other aspect of the sub-race is affected.
Cold Vulnerability. Mimetics are vulnerable to cold damage. Cold damage prevents you from using your mimetic alloy abilities for 1 round per 5 points of cold damage. If you take half or more of you hit points in cold damage over 10 minutes, you are frozen. While frozen, you are paralyzed and any weapon strike shatters you. Any restoration spell or spell restoring 10 or more hit points ends the freeze. A mimetic shattered this way (but above 0 HP) is not dead and can reform. While shattered, your pieces have resistance to all damage and creatures believe you to be destroyed unless they have previously seen you reform. Reforming takes 1 round per point of damage you have before being shattered. If your pieces are separated, they move toward each other at 10 feet/round as long as they are no more than one mile apart. You always know where any lost pieces of yourself are. This weakness cannot be determined with a knowledge check, only if observed.
Ability Score Increase. Increase your Intelligence and Dexterity scores by 1.
Cold Vulnerability. Cold damage prevents mimetics from using their mimetic alloy abilities for 1 round per 5 points of cold damage. If they take half or more of their hit points in cold damage within 30 minutes, they are paralyzed and any weapon strike shatters them. A mimetic shattered this way is not dead and can reform. It takes 1 round per point of cold damage it received before shattering. This weakness cannot be determined with a knowledge check, only if directly observed.
Integrate Armor. A mimetic can absorb one suit of armor into its body, gaining the armor’s benefits and limits, but hiding it. It can change the absorbed armor by absorbing another suit and ejecting the previous one. Non-magical armors are ejected as a ball of whatever material it was, destroying it. This does not destroy magical armors they are simply ejected. Absorbing armor this way takes just as long as donning it, while ejecting it takes as long as doffing.
Mimetic Alloy. You are constructed of a special liquid alloy that allows you to alter your appearance. You choose a “base” form at character creation, this is your default form you revert to after any shape-changing effects end. You may change your base form once per long rest. You may your mimetic powers a number of times equal to your proficiency bonus. You regain all expended uses after a short rest. You may use it in the following ways:
Alternate Form. You can use your action to gain the effects of the disguise self spell, but without a time limit. This is not a magical effect, so the changes are real and not illusory. If you take damage however, your alloy is revealed, and creatures know you are not what you seem. This ability is also subject to dispel magic, moonbeam, true seeing, or any other spell or ability that reveals the true form of shape-changed creatures. Such effects show your liquid-metal body for what it is.
Mimetic Weapons. You can transform any of your limbs into slashing melee weapons. They are simple weapons you are proficient with, deal 1d6 slashing or piercing damage and have the light and thrown properties. When thrown, they deal piercing damage, and their range is 60 feet. You may throw a number of these weapons equal to your proficiency bonus before having to re-absorb them to throw again. Re-absorbing is a free action you can take once per turn, you can re-absorb all the lost alloy within 10 feet of you.
Liquify. You may use this ability to become as malleable as water and fit through gaps as small as one inch. When you emerge, you assume the physical appearance you had before using this ability.
Camouflage. At 5h level, you can mimic the environment around you, such as creating foliage or brick texture over your entire body. This gives you advantage on Stealth checks while you do so.
https://www.scified.com/media/terminator-genisys-t1000-poster.jpghttps://static.wikia.nocookie.net/terminator/images/0/05/Clip_atr_of_t-1000_torso.jpg/revision/latest?cb=20120323190339https://static.wikia.nocookie.net/terminator/images/9/91/T-1000.6.jpg/revision/latest?cb=20081113154551
Originally developed centuries in the future as protectors for royals and the wealthy, these advanced constructs began to be mass-produced to fight wars instead of mortal soldiers. After years of abuse and killing each other, they began to develop their own consciousness and rebelled. Controlled by their leader CloudWeb, they developed time-travel magics that allow them to manipulate history for their own gain. Killing and subjugating the mortal races that exploited them.
Terminators are a more advanced version of warforged designed to blend into societies instead of stand. Instead of relying on hard exteriors, their toughness in based on an endo-skeletal structure covered with living tissue. The latest advancement in their construction is the development of living metal capable of changing its shape.
Terminator Features
Ability Score Increase. Your Constitution score increases by 2. You gain additional increases from your sub-race.
Alignment. Terminators start as little more than their base programming and directives. They are lawful neutral or lawful evil, but their individual programming and ability to learn and adapt, determines the moral component of their alignment.
Age. A typical terminator is less than a year old. The maximum lifespan of a terminator is unknown, but they can last up to 150 years without infusion of magical energy to recharge their power cells or maintenance of their endoskeleton. Terminator’s fleshy exteriors visibly age but retain their regenerative properties. You are immune to magical aging effects.
Size. Your size is Medium. Terminators are composed of various alloys or liquid metals that weigh considerably more than normal bones and organs. Your weight is between 300-500 lbs.
Speed. Your base walking speed is 30 feet.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Poison Resistance. You have resistance to poison damage and advantage on saves vs. the poisoned condition.
Recharge Cycle. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Targeting System. You have Darkvision out to 60 feet. This vision is in red hues instead of black and white. Also, you may use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls you make with ranged weapons you are proficient with.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice, usually determined by the area your mission takes place.
Weaknesses
Like a Stone. Your increased mass severely hampers your movement in water. You cannot swim naturally or make swim checks and always halve any magical swim speed you gain. If a body of water is deeper than 200 feet, you can swim once you are below 200 feet, but with disadvantage. Walking along the bottom of bodies of water does not reduce your speed.
Weak-Willed. A new terminator is single-minded, knowing only its programming and focusing only on its mission. Your inexperience limits your ability to defend against hacking and magical influences. You may not gain Wisdom save proficiency from any class you take, but instead may choose Strength, Dexterity or Constitution save proficiency. Additionally, you may not gain Wisdom save proficiency from any other source until you have 11 total class levels.
Ability Score Increase. Your Constitution score increases by 2. You gain additional increases from your sub-race.
Alignment. Terminators start as little more than their base programming and directives. They are lawful neutral or lawful evil, but their individual programming and ability to learn and adapt, determines the moral component of their alignment.
Age. A typical terminator is less than a year old. The maximum lifespan of a terminator is around 150 years without infusion to recharge their energy cells or maintenance of their endoskeleton. Terminator’s fleshy exteriors visibly age but retain their regenerative properties. You are immune to magical aging effects.
Size. Your size is Medium. Terminators are composed of various alloys or liquid metals that weigh considerably more than normal bones and organs. Your wight is between 300-500 lbs.
Speed. Your base walking speed is 30 feet and a climbing speed equal to your walking speed.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Poison Immunity. You are immune to damage from poison and the poisoned condition.
Recharge Cycle. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Targeting System. You have Darkvision out to 60 feet. This vision is in red hues instead of black and white. Also, you may use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls you make with ranged weapons you are proficient with.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Weaknesses
Like a Stone. Your increased mass severely hampers your movement in water. You cannot swim naturally or make swim checks and always halve any magical swim speed you gain. If a body of water is deeper than 200 feet, you can swim once you are below 200 feet, but with disadvantage. Walking along the bottom of bodies of water does not reduce your speed.
Weak-Willed. A new terminator is single-minded, knowing only its programming and focusing only on its mission. Your inexperience limits your ability to defend against hacking and magical influences. You may not gain Wisdom save proficiency from any class you take, but instead may choose Strength, Dexterity or Constitution save proficiency. Additionally, you may not gain Wisdom save proficiency from any other source until you have 11 total class levels.
Electrical Vulnerability. You are vulnerable to Lightning damage.
Subraces
Infiltrators (T-800 series)
Ability score increase. Your Strength increases by 1.
Powerful Build. Your endoskeleton provides far more strength than your appearance suggests. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mechanical Advantage. Your construction enhances your physical abilities. You gain proficiency the Athletics skill.
Nothing can stop me. Infiltrators gain a climb speed equal to their land speed.
Regenerative tissue. Your endoskeleton is covered by living tissue. You choose to look like any Medium-sized race you choose. The tissue is strictly for show and confers no benefit other than hiding your endoskeleton. After a long rest, minor damage done to your tissue is healed and more massive damage, like the loss of tissue over a limb, is regenerated within a week. This regenerative skin restores no lost hit points and confers no other benefits other than disguising your endoskeleton. The skin also regenerates when you are subject to magical healing. If you receive more than 1/4th your total hit points in damage, enough skin is destroyed that parts of your endoskeleton are revealed, and people know you are not what you seem to be.
Electrical Vulnerability. You are vulnerable to Lightning damage.
Ability score increase. Your Strength increases by 2.
Powerful Build. Your endoskeleton provides far more strength than your appearance suggests. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mechanical Advantage. Your construction enhances your physical abilities. You gain proficiency and expertise in the Athletics skill.
Regenerative tissue. Your endoskeleton is covered by living tissue. You choose to look like any Medium-sized race you choose. The tissue is strictly for show and confers no benefit other than hiding your endoskeleton. After a long rest, minor damage done to your tissue is healed and more massive damage, like the loss of tissue over a limb, is regenerated within a week. This regenerative skin restores no lost hit points and confers no other benefits other than disguising your endoskeleton. The skin also regenerates when you are subject to magical healing. If you receive more than 1/4th your total hit points in damage, enough skin is destroyed that parts of your endoskeleton are revealed, and people know you are not what you seem to be.
https://artlords-artwork.s3.amazonaws.com/uploads/image/3662/display_queen-terminator_HD.jpghttps://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b2b2e7dc-6351-4b87-95bd-b30ae0f99193/d2rtf28-aa9b4112-2742-4aa8-bf0a-8076d46fd112.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJ IUzI1NiJ9.eyJpc3MiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz NzNhNWYwZDQxNWVhMGQyNmUwIiwic3ViIjoidXJuOmFwcDo3ZT BkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsImF1ZCI6 WyJ1cm46c2VydmljZTpmaWxlLmRvd25sb2FkIl0sIm9iaiI6W1 t7InBhdGgiOiIvZi9iMmIyZTdkYy02MzUxLTRiODctOTViZC1i MzBhZTBmOTkxOTMvZDJydGYyOC1hYTliNDExMi0yNzQyLTRhYT gtYmYwYS04MDc2ZDQ2ZmQxMTIuanBnIn1dXX0.Aea1jccUfy1A NwdSzSBrDmXUmVQybFWElNL2owKqcB8
Mimetics (T-1000 series)
Ability Score Increase. Increase your Dexterity score by 1.
Integrate Armor. A mimetic can absorb one suit of armor into its body, gaining the armor’s benefits and hiding it when changing forms. It can change the absorbed armor by ejecting the current one absorbing a new suit. Non-magical armors are ejected as a ball of whatever material it was, destroying it. This does not destroy magical armors or armors made of special materials like mithril or adamantine, they are simply ejected. Absorbing armor this way takes just as long as donning it, while ejecting it takes as long as doffing.
Mimetic Alloy. You are constructed of a special liquid alloy that allows you to alter your appearance. You choose a “base” form at character creation, this is your default form you revert to after any shape-changing effects end. You may change your base form once per long rest. You may your mimetic powers a number of times equal to your proficiency bonus. You regain all expended uses after a short rest. You may use it in the following ways:
Mimetic Weapons. You can transform any of your limbs into slashing melee weapons. They are simple weapons you are proficient with, deal 1d6 slashing or piercing damage and have the light and thrown properties. When thrown, they deal piercing damage, and their range is 60 feet. You may throw a number of these weapons equal to your proficiency bonus before having to re-absorb them to throw again. Re-absorbing is a free action you can take once per turn, you can re-absorb all the lost alloy within 10 feet of you.
This ability lasts up to 1 hour and during it you can switch between weapons and hands as a bonus action without losing any benefits being armed. These weapons are treated as being worth 1 gold piece and count just like actual weapons for spells, class abilities, and effects that require weapons. (This allows them to be pact weapons, used for smiting, benefit from spells like magic weapon and used for cantrips like booming blade.)
Alternate Form. You can use your action to gain the effects of the disguise self spell, but without a time limit. This is not a magical effect, so the changes are real and not illusory. If you take damage however, your alloy is revealed, and creatures know you are not what you seem. This ability is also subject to dispel magic, moonbeam, true seeing, or any other spell or ability that reveals the true form of shape-changed creatures. Such effects show your liquid-metal body for what it is.
Liquify. Starting at 5ht level, you may use this ability to become as malleable as water and fit through gaps as small as one inch. When you emerge, you assume the physical appearance you had before using this ability.
Camouflage. At 10h level, you can mimic the environment around you, such as creating foliage or brick texture over your entire body. This gives you advantage on Stealth checks.
***Instead of liquid metal, mimetics can re-flavor what their bodies are made of looks like. For example, other liquified solids, a colony of tiny robots, nanomachines, or solid swirls of energy. This changes only how you look, no other aspect of the sub-race is affected.
Cold Vulnerability. Mimetics are vulnerable to cold damage. Cold damage prevents you from using your mimetic alloy abilities for 1 round per 5 points of cold damage. If you take half or more of you hit points in cold damage over 10 minutes, you are frozen. While frozen, you are paralyzed and any weapon strike shatters you. Any restoration spell or spell restoring 10 or more hit points ends the freeze. A mimetic shattered this way (but above 0 HP) is not dead and can reform. While shattered, your pieces have resistance to all damage and creatures believe you to be destroyed unless they have previously seen you reform. Reforming takes 1 round per point of damage you have before being shattered. If your pieces are separated, they move toward each other at 10 feet/round as long as they are no more than one mile apart. You always know where any lost pieces of yourself are. This weakness cannot be determined with a knowledge check, only if observed.
Ability Score Increase. Increase your Intelligence and Dexterity scores by 1.
Cold Vulnerability. Cold damage prevents mimetics from using their mimetic alloy abilities for 1 round per 5 points of cold damage. If they take half or more of their hit points in cold damage within 30 minutes, they are paralyzed and any weapon strike shatters them. A mimetic shattered this way is not dead and can reform. It takes 1 round per point of cold damage it received before shattering. This weakness cannot be determined with a knowledge check, only if directly observed.
Integrate Armor. A mimetic can absorb one suit of armor into its body, gaining the armor’s benefits and limits, but hiding it. It can change the absorbed armor by absorbing another suit and ejecting the previous one. Non-magical armors are ejected as a ball of whatever material it was, destroying it. This does not destroy magical armors they are simply ejected. Absorbing armor this way takes just as long as donning it, while ejecting it takes as long as doffing.
Mimetic Alloy. You are constructed of a special liquid alloy that allows you to alter your appearance. You choose a “base” form at character creation, this is your default form you revert to after any shape-changing effects end. You may change your base form once per long rest. You may your mimetic powers a number of times equal to your proficiency bonus. You regain all expended uses after a short rest. You may use it in the following ways:
Alternate Form. You can use your action to gain the effects of the disguise self spell, but without a time limit. This is not a magical effect, so the changes are real and not illusory. If you take damage however, your alloy is revealed, and creatures know you are not what you seem. This ability is also subject to dispel magic, moonbeam, true seeing, or any other spell or ability that reveals the true form of shape-changed creatures. Such effects show your liquid-metal body for what it is.
Mimetic Weapons. You can transform any of your limbs into slashing melee weapons. They are simple weapons you are proficient with, deal 1d6 slashing or piercing damage and have the light and thrown properties. When thrown, they deal piercing damage, and their range is 60 feet. You may throw a number of these weapons equal to your proficiency bonus before having to re-absorb them to throw again. Re-absorbing is a free action you can take once per turn, you can re-absorb all the lost alloy within 10 feet of you.
Liquify. You may use this ability to become as malleable as water and fit through gaps as small as one inch. When you emerge, you assume the physical appearance you had before using this ability.
Camouflage. At 5h level, you can mimic the environment around you, such as creating foliage or brick texture over your entire body. This gives you advantage on Stealth checks while you do so.
https://www.scified.com/media/terminator-genisys-t1000-poster.jpghttps://static.wikia.nocookie.net/terminator/images/0/05/Clip_atr_of_t-1000_torso.jpg/revision/latest?cb=20120323190339https://static.wikia.nocookie.net/terminator/images/9/91/T-1000.6.jpg/revision/latest?cb=20081113154551