Infected (Blacklight Hybrid)

CREDIT: A class ideal created by Ric Boreland, based off the game Prototype tweaked by Reddit; D&D Wiki; & Facebook.

Backstory After much experimentation on the flesh of an ancient aberration, a group of alchemists managed to synthesize a new virus strain which they named Blacklight (DX-1118 c). Publicly, they were claiming it would cure diseases. However that goal was twisted by fiendish and nefarrious powers, and instead of a cure the sciencthey developed aberration virus that could copy and combine genetic traits to re-write living creatures. An aberration of sorts that could be weaponised, and seemed to share a psychic link between infected. Testing The alchemists were testing the virus on animals, noting that a large portion of the virus’ variants had deadly effects on the test subjects. Countless creatures were infected with this variant and in a large number of cases, subjects showed dramatic increases in metabolic rate, strength, and reaction times, as well as being a part of the hive mind network. However, due to the rapid changes caused by the virus, the infected individuals usually do not survive the transformations as they once were in life, often dying or becoming grotesque aberrant versions of their former selves.

Birthing the Infected In a mere 1% of all known cases of infection something incredible and rare occurs. In the event of one of these occurrences, the genetic rewrite provoked by the Blacklight virus causes the body to metabolise and bond with the virus on a cellular level. This results in an evolved viral-hybrid species with phenomenal abilities, completely disconnected from the hive and eventually becoming a free willed deadly shapeshifting being outside of the natural world -- of nearly limitless potential, power and destruction. They can fashion portions of their bodies into weapons and cause mass devastation to the environment with their incredible physical strength and durability. Newly enhanced musculature and strengthened epidermis and bodily tissue increases their strength, speed, reflexes, and agility by shifting their biomass to their limbs, allowing them to break the boundaries of human sprinting and jumping/climbing ability to perform amazing feats.

and you... are that 1%.

Welcome to chaos.

DM Notes: This class/pseudo-race represents a possible huge thematic shift for the world and campaign of the GM.

It's advisable that the GM read the class fully *and understand the impact of such a class/race/vector of infection in the world.

While it is a great plot development line, but its also very likely an apocalyptic event as well.*

Infection The virus is highly contagious and can infect organisms through a multitude of means, including physical contact, exposure, bodily fluid contact, or direct administration. (See Monster Templates: Aberrant Infected) Exposure: Coming into contact with an infected water source via ingestion, or proximity to a Hive can result in the infectious agents infecting nearby creatures. Infectious bodily fluids and materials are capable of transmitting infection through open wounds. Direct Administration: As intended, the virus can be spread via direct administration. Attacks to Humanoid creatures are potentially subject to If a non-infected creature is bitten or scratched by an infected creature, or a Hunter, the virus can spread directly to the victim resulting in their infection.

Treat this as a magically resistant disease; DC 18 Constitution save made at the first of each day; or take 4d8 MAX HP necrotic damage; damage cannot be prevented but immunity does reduce the damage by ½. If the save is fails the creature does not gain any restorative benefits from a long rest for the next 24 hours. An infected creature must make three successful saves to end the disease and become immune to future exposures. As the disease is magically resistant Cure Disease/Restorations only grant advantage on the carrier's next save. If the final save exceeds the DC by 5 or more, the creature is now a Hybrid, and only levels up in the Blacklight Mutator class moving forward.

Blacklight Mutator Level Proficiency Bonus Features Known Mutations Mutation Points Unarmored Movement 1st +2 Mutation, Mutate Weapon 1 (weapon only) - - 2nd +2 Danger Sense 3 2 +5ft 3rd +2 Absorb Shock, Fighting Style 4 3 +5ft 4th +2 Ability Score Improvement 5 4 +10ft 5th +3 Extra Attack(1) 6 5 +10ft 6th +3 Empowered Strike 7 6 +10ft 7th +3 Unarmored Movement (Vertical) 8 7 +10ft 8th +3 Ability Score Improvement 9 8 +15ft 9th +4 - 10 9 +15ft 10th +4 - 12 10 +15ft 11th +4 Extra Attack(2) 12 10 +15ft 12th +4 Ability Score Improvement 12 10 +20ft 13th +5 - 14 10 +20ft 14th +5 - 16 12 +20ft 15th +5 - 18 14 +20ft 16th +5 Ability Score Improvement 18 16 +25ft 17th +6 - 20 18 +25ft 18th +6 - 22 20 +25ft 19th +6 Ability Score Improvement 22 22 +25ft 20th +6 Apex Predator 24 30 +30ft



HIT POINTS Hit Dice: 1d10 per Infected level Hit Points at 1st Level: 12 + your Constitution modifer Hit Points at Higher Level: 2d6 (or 7) + your Constitution modifer per level after 1st PROFICIENCY Armor: None (except shields) Weapons: Improvised Weapons, Natural Weapondry Tools: None Saving Throws: Strength, Consitution Skills: Choose three from the following: Acrobatics, Athletics, Deception, Intimidation, Perception, Stealth or Survival.



EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: Traveller's Clothes only MULTICLASSING Prerequisties: To qualify for multiclassing into the class, you must be infected by the Blacklight Virus or an Aberrant/Abyssal Curse. Proficiencies Gained: When you multi-class into the Dirge class, you gain the following proficiencies : Unarmed, Natural Weaponry, Improvised Weapons.

CLASS FEATURES Biomass Blacklight Biomass encompasses the following features: Unarmored Defence

Consume

Magic Rejection

Unarmored Defense (Biomass) Due to the bulk of your internal biomass acting as an absorption layer, your Armour Class equals 8 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit, but you may not use any other type of armor and use the abilties of the class, as the mutations destroy such.

Consume: Consuming is the process by which you absorb the biomass or essence of other entities, copying and assimilating it into your own to heal, take on thier appearch or gain the specific abilities later unlocked by the Infected. After consuming, the left over body is an unidentifiable mass. As a reaction upon dealing the killing blow to a creature, or as an action otherwise, you can consume a creature as long as it is within 5ft and is either dead or at 0 hit points with 2 failed saves. While Consuming your are considered grappled until the start of your next turn.

Magic Item Rejection You may not attune magical items. You may carry them, touch them, but the magic in them and your now aberatant nature - do not mix, yet. While in possessions of a magical item they gain a level of exhaustion, for each such item you carry after a long or short rest.

Variant

While attempting to use magic items, your biomass contorts and reacts wildly as if trying to protect itself and reject the item. Whenever you attempt to use a magic weapon, magic armour or any form of magical wondrous item your body twists and bends out of shape wildly, giving you disadvantage on all attack rolls, ability checks and saving throws and half move until it is no longer worn or wielded. The effects of magical items will still work during attempt of use despite the negative effects. Variant (Hardcore) Magical potions (including healing) have no effect upon the infected.



CLASS FEATURES

Mutate Weapon At 1st level you can select your first mutation from the Weapon Mutations list. You are your weapons. Your choices are Claws, Blade, Hammerfist and Whipfist. You may form your selected weapon for a free object interaction during your turn just as any other character can draw a weapon. In order to change the form of your weapon more than once per round will require the use of your action. Biomass Mutations Starting at 2nd level, your biomass allows you to harness the versatility of even the biomass mutations. Your facility with this ability is represented by a number of mutation points you will have. The class table shows how many mutation points the infected has at their level. Various mutations will require you expend some of these points to fuel the various features. You start knowing two such Mutation Features (your choice) for which you meet the prerequisites. The maximum number of mutation points you can spend on a single mutation is equal to your current Blacklight Mutator level. When you spend a mutation point, it is gone until you finish a short or long rest, at the end of which you regenerate all of your mutation points. Some of your mutation features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Mutation save DC = 8 + your proficiency bonus + your Constitution modifier. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Unarmoured Movement Starting at 2nd level, your biomass increases the strength and speed of your legs. Your speed increases by 10 feet while you are not wearing armour or wielding a shield. This bonus increases when you reach certain blacklight levels, as shown in the blacklight table.

At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. Absorb Shock Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases again at 11th. Empowered Strikes Starting at 6th level, your natural attacks create their own supernatural signature and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Apex Predator At 20th level, you become an apex predator and your body reaches the pinnacle of genetic mutation. You may spend 4 points among your Strength, Dexterity and Constitution. Your maximum for those scores is now 24.

MUTATION LIST (Weapon)

Weapon Mutations Weapon mutations allow your biomass to create weapon-like forms in the place or your arms. You may only have 1 type of weapon mutation active at any time.

Mutate Claws Once learned, your biomass allows you to mutate and produce finesse claws. You gain the following benefits: You can roll a d4 for your claw damage. This die increases 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level. (slashing, light, finesse)

Special: When you use the Attack action with your claws on your turn, you can make one additional claw attack as a bonus action.







New Weapon Property BLEEDING

Bleeding, like Exhaustion, has levels. Attacks with Bleeding weapons deal impose the bleeding condition to its target



A Bleeding creature takes 1 point slashing damage per level of bleed at that start of their turn.



A bleeding creature can remove the condition by getting at least 1 pt of magical healing per level of Bleeding they have - each point of magical healing removes 1 level of bleeding.



Non magical healing requires a Medicine check, the DC of such increases by the level of Bleeding. Advanced Weapon Mutation Forms

Rend (Prerequisites: Claws) As a bonus action after you've hit with a successful attack with Claws, Claw attack action on your turn, you can spend 1 mutation point to make two additional claw attacks. If all hit target saves vs DC, failure reduces their AC by 1 until a short rest or magically healed.

Ground Spike (Prerequisites: Claws) As an action, you can spend 3 mutation points to channel your biomass into the ground and make it erupt under a targeted creature within 30ft. The eruption of spikes deals 2d8 piercing damage in a 10ft by 10ft area. Targets take half damage on a successful Dexterity save. For each additional mutation point, you spend, increase the range by 5ft and the damage by 1d8.

Ground Spike Graveyard (Prerequisites: Claws, Ground Spike) The biomass from your Claws is channeled into the ground and erupts all around you. As an action you can spend 3 mutation points to make shards of biomass claws erupt from the ground in a 5ft radius around you. all creatures inside that enter the affected are before the start of your next turn take 4d8+2 piercing damage. A successful Dexterity saving throw halves the damage damage. The area of effect is considered difficult terrain until the start of your next turn. For each additional mutation point you spend increases the radius by 5ft and the damage by 1d8+1.

Dig it! Gain a Digging move speed while the mutate weapon (Claws) is manifest of 1/2 your move (Climb checks gain advantage).

Serrated Edges The Claws Grow serrated edged and once a target is below 50% of its possible health, your attacks cause bleeding. Bleeding stacks 1 point per successful attack and deals 1 point slashing damage per point of bleed on the begining of the creature's round. (Constructs, Oozes are immune to bleed effects). Any healing removes the bleeding condition.

MUTATION LIST (Weapon)

Weapon Mutations Weapon mutations allow your biomass to create weapon-like forms in the place or your arms. You may only have 1 type of weapon mutation active at any time. To the right there are advanced mutations you may evolve(Purchase) specific to this particular weapon form.

Mutate Blade Once learned, your biomass allows you to mutate and produce a heavy blade. You gain the following benefits: You can roll 1d8 for your blade damage. The damage die increases to 1d10 at 5th level, and 2d6 at 17th level.(Slashing, Str)

Special: On your turn, when you score a critical hit with this weapon or reduce a creature to 0 hit points, you can make one melee weapon attack as a bonus action. Advanced Weapon Mutation Forms Air Slice (Prerequisites: Blade)

As an action for 1 mutation point you can perform an a single Hammerfist attack as aerial drop. You must jump/drop from at least 10ft down into your target's square, you use the momentum of your fall to empower the attack. Upon landing you automatically land on your feet and take any applicable falling damage yourself. In addition, you make an attack roll with Advantage against your target and for every 5ft you fall, your attack deals an extra 1d4 points of damage to the strike. Max 20d4. Blade Frenzy (Prerequisites: Blade)

When you take the Dash action, you can spend 2 or more mutation points to perform a Blade Frenzy. During your Dash action, you can make one melee weapon attack plus an additional melee weapon attack for every additional 2 mutation points beyond the first 2 spent at the beginning of your Dash action. These attacks can be on the same target or different targets, but you must move at least 10ft between each attack. Vorpal Blade (Prerequisites: Blade, Level 5)

Your blade’s ferocity increases and its edges sharpen. As a bonus action on your turn you can spend 2 mutation points to increase the critical hit range of your blade to 19-20 until the start of your next turn. At level 17th a roll of 20 on the attack roll using Vorpal blade cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. For each additional point, you can roll an extra d6 when determining the extra damage for critical hits.

At 5 additional points you can roll three extra d6 when determining the extra damage for critical hits and the critical hit range becomes 18-20. Great Blade (Prerequisites: Blade, Level 5)

You may spend 1 mutation point as a free object interraction to further mutate blade into a great sword. This blade deals 2d6+ 2x(Str Modifier) Slashing damage (Two handed, Heavy). However it can be TRULY monsterous in size depending upon your strength. On a critical strike, you Cleave and may make another attack against a different target within range Strength Reach/Range up to 16 5ft 17 - 18 10ft 19 - 20 15ft 21 + 20ft

MUTATION LIST (Weapon)

Weapon Mutations Weapon mutations allow your biomass to create weapon-like forms in the place or your arms. You may only have 1 type of weapon mutation active at any time. To the right there are advanced mutations you may evolve(Purchase) specific to this particular weapon form.

Mutate HammerFist Once learned, your biomass allows you to mutate and produce a heavy hammer-like mass. You gain the following benefits: You roll a 2d6 for your hammerfist damage. (Bludgeoning, Heavy, Str)

Special: When you roll a 1 on a damage die for an attack you make with your hammerfist, you can reroll the die and must use the new roll, even if the new roll is a 1.

Advanced Weapon Mutation Forms

Brutal Force (Prerequisites: Hammerfist, Level 2)

As an action on your turn for 1 mutation point you can begin charging extra mass into your hammerfist. On your next attack within 1 minute you release your charge and swing. If you hit your target, roll damage as normal and multiply the total result by 2, also knocking the target back 10ft. Having your hammerfist charged in this manner requires focus. If you take damage while charged you must make a Constitution save with a DC of 5 + the damage dealt or lose the charge. Power Slam (Prerequisites: Hammerfist)

The biomass from your Hammerfist is slammed into the ground and erupts the ground around you. As an action you can spend 2 mutation points to make your hammerfist deal normal weapon damage in a 10ft radius around you. All affected targets take normal weapon damage, or half on a successful Dexterity save. Enemies that fail the save are also knocked prone. The ground within a 10ft radius also becomes difficult terrain as it shatters. Each additional mutation point spent increases the radius of difficult terrain created by 5ft. (Maybe used with Brutal Force)

Critical Pain (Prerequisites: Hammerfist, Level 5)

As an action, you can spend 2 mutation points to violently launch the biomass of your hammerfist towards a target within 60ft. The target takes 2d6 + 10 Bludgeoning damage, or half on a successful Dexterity save. Each additional mutation point you spend increases the damage by 1d6 + 5.

Seismic Smash (Prerequisites: Hammerfist, Level 5)

As an action for 3 mutation point you can perform an a single Hammerfist attack as aerial drop. You must jump/drop from at least 10ft down into your target's square, you transfer the energy of your fall into extra attack damage. Upon landing you automatically land on your feet and take any applicable falling damage yourself. If applicable make an attack roll with Advantage against your target, and on a successful to hit, the target takes 8d6 bludgeoning damage, +2 damage for each addtional 10ft of fall to a max of an additional 20 points damage. If not targeted, the strike churns up a fountain of earth and stone in a 10-foot radius centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. For each additional 10ft of height the radius is increased by 5ft and DC increases by 1. Max Radius of 50ft.

MUTATION LIST (Weapon)

Weapon Mutations Weapon mutations allow your biomass to create weapon-like forms in the place or your arms. You may only have 1 type of weapon mutation active at any time. To the right there are advanced mutations you may evolve(Purchase) specific to this particular weapon form.

Mutate Whipfist Once learned, your biomass allows you to mutate and produce an extendable whipfist (light, reach). You gain the following benefits: You can roll a d4 for your whipfist damage. This die increases 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Special: This weapon it has a melee attack range of 20ft. Advanced Weapon Mutation Forms

Whiplash (Prerequisites: Whipfist) You can spend 2 mutation points as a bonus action to whip, shove and pull a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 piercing damage, plus an extra 1d10 piercing damage for each additional mutation point you spend, and you can either knock it prone or pull it up to 30 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. Street Sweeper (Prerequisites: Whipfist)

The street sweeper ability helps in dismembering multiple foes in front of you with a 90-degree swath. As an action you can spend 2 mutation points to sweep your whipfist out in front of you dealing 3d6 piercing damage to all targets within a 15ft cone, or for half damage if they succeed on a Dexterity save. For every additional mutation point you spend, increase the range by 5ft and the damage by 1d6. Tendril Barrage (Prerequisites: Whipfist) As an action you can spend 2 mutation points to shoot tendrils of biomass out in every direction. Every creature within a 30ft radius takes 2d4+2 points of piercing damage, or half on a successful dexterity save. For each additional mutation point you spend the damage increases by 1d4+1. These tendrils penetrate everything short of total cover. Bind (Prerequisites: Whipfist) After a successful strike with whipfist, you may use a free object interaction (or bonus action) spending 1 mutation point to wrap target creature in a biomass tendrils, attempting a grapple. You may have no more than your proficiency bonus number of creatures grappled simultaneously, and none may be more than 1 catategory larger than you.











Extended Reach (Prerequisites: Whipfist, Whiplash)

You may take this mutation multiple times. This extends the range of the whipfist basic form by 5ft, and the range of your whiplash technique by 10ft.

General Mutations

Access memories: (Prerequisites: Greater Consumption, Level 2) You receive random images and memories that represent part of the creature’s life immediately after consuming it. Only works if the target was a humanoid with 5 or more intelligence. If attempting to access thoughts specifically. You may as an action attempt to retrieve memories of your last consumption for up to 10 minutes. Use the mechanics for Detect Thoughts, or make an Investigation Check. Content (Example) Time DC Random non usefull tidbit (?) Action 8 Barely relevant information (if there are traps) Minute 12 Relevant Information, but vague (type of traps) 10 Minutes 16 Specific Applicable (how to bypass) 1 hour 20

Assume Form: (Prerequisites: Greater Consumption) Upon first consuming a corpse and accessing its memories, you can polymorph into the creature as a part of the same action if it is the same catagory of size of humanoid as you. At any time before consuming another corpse, you can use your action to polymorph into the same creature, or back into your true form. The change is only visual, your statistics are the same in each form. Your appearance is identical to the consumed creature, however social interactions with others that the creature knew in life will require a Charisma (Perform or Deception) check to avoid indicating that you are acting out of character. You revert to your true form if you die. At 5th Level you may polymorph into a humanoid or beast of your size or one catagory larger. At 11th level when you polymorph you gain the physical attributes of the form your are assuming, you retain your class abilites. You must expend mutation points equal to the form's CR to do this. polymorph into

Biomass Armour As a bonus action for spending 1 mutation point you can encase your body in solidified biomass, granting you resistance to bludgeoning, piercing, and slashing damage. This armour lasts for a number of rounds equal to your constitution modifier. While encased in armour, you lose your unarmoured movement speed bonus.

Feed the Beast (Prerequisites: Heal) When you consume a target you may choose to forgo healing by spending 2 mutations points to regain mutation points up to its CR. ½ CR returns 1 Mutation point, however lower CR return nothing.

Genetic Regeneration (Prerequisites: Heal, Level 3) You spend 3 mutation points, then over the course of 1 minute your biomass starts pulsating, which stimulates your natural healing ability. You regain 3d8 + Level hit points and any severed body parts (fingers, legs, and so on), if any, are completely regrown after 10 minutes. If you have the severed part and hold it to the stump, it causes the limb to instantly knit back onto the stump.

Glide (Prerequisites: Level 4) The glide ability is believed to be achieved via the lightening of the infected biomass. This is caused by shedding biomass, leaving a trail of mist streaming from the limbs. If you run at least 10ft and spend 2 mutation points, you can jump up 10ft and glide up for 60ft horizontal feet until the end of your turn. At the end of your turn you fall if you are still aloft. If you start your glide from a height, your glide distance increases by 10ft for every 10ft you are off the ground. While gliding, any actions will cancel the glide and cause you to drop from your current position. While gliding you can only maintain your current height or descend; you can never gain height.

Greater Consumption (Prerequisites: Consume & Level 3) When you consume a creature, you can spend 1 mutation point to: End one disease or one condition from the following choices: blinded, deafened, paralysed, or poisoned.

Restore d6 Hitpoints or regain one mutation point When you consume a creature, you can spend 3 mutation points and end any one of the following effects: The ‘charmed’ condition, one curse (including attunement to a cursed magic item), any reduction to one of your ability scores, or one effect that is reducing your hit point maximum.

Greater Regeneration (Prerequisites: Heal, Level 3) Over the course of 1 minute, you spend 3 mutation points and your biomass starts pulsating, which stimulates your natural healing ability. You regain 3d8 + 6 hit points and any severed body parts (fingers, legs, and so on), if any, are completely regrown after 2 minutes. If you have the severed part and hold it to the stump, it causes the limb to instantly knit back onto the stump. For each additional Mutation point spent you regain an additional 1d8+2 hit points.

Heal Upon consuming, you can choose spend 1 mutation point to metabolize part of the creature’s biomass and regain hit points equal to the creature's CR Hit Die (or number of Hit Die) -- Minimum restoration of 1 HP. Once you use this feature, you must finish a short or long rest before you can use it again.

Increase Mutation Pool (Prerequisites: Level 4) Your Maximum Mutation Pool increases by 2. This Mutation can be taken multiple times. Muscle Mass (Prerequisites: Level 2) As a bonus action you can spend 2 mutation points to significantly increase your muscle mass for 1 minute. During this time you have advantage on Strength checks and saving throws, and when you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. Additionally, as an action during the duration, you can pick up and throw an object. The total weight of the object thrown can be up to your unencumbered weight load. The object has a base range of 20 feet and a maximum range of 60 feet. Your attack bonus for all projectiles thrown is your proficiency bonus + your Strength modifier. The damage of any projectile you throw is shown on the table above + your Strength modifier. Improvised Projectile Size Damage (Bludgeoning) Tiny 2d4 Small 2d6 Medium 4d6 Large+ 8d6







Pack Leader (Prerequisites: Level 10) The Pack Leader ability allows you to mutate the corpses of nearby creatures. Biomass tendrils extend from you and into their bodies, pumping them with biomass, and using their genetic material to spawn brawlers. As an action, you can spend 4 mutation points to transform any two medium sized creatures that have died or are on 0 hit points. The biomass of each corpse mutates and contorts, changing from what they once were, into the foul alien-like monstrosities known as Brawlers. On each of your turns, you can use a bonus action to mentally command any brawlers you made with this mutation if the creatures are within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures continues to follow it until its task is complete. The creatures are under your control for 1 minute, after which they stop obeying any commands and self-destruct. The explosion from each brawler has a 5ft radius and deals 3d8 + 9 piercing damage, or half as much with a successful Dexterity save, as shrapnel from their corpses explode outward. For every additional mutation point spent, you can create 1 additional brawler, however each brawler must come from its own corpse.

Pounce (Prerequisites: Level 2) You can spend 1 mutation point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Primal Reflexes (Prerequisites: Level 4) When a creature misses you with a melee attack, you can use your reaction and spend one mutation point to make a melee weapon attack against the creature at lightning speed provided it is within range of your mutated weapon.

Shield (Prerequisites: None) As a reaction when you are hit by any form of targeted attack, you can spend 1 mutation point to shift your biomass into a shield granting +2 AC and absorbing a portion of the damage. The shield can absorb damage equal 1d10 + your Constitution modifier + your level. Any excess damage beyond the shield's limit are taken as normal. Thermal Vision You have the natural ability to see the heat signatures of all living and/or infected creatures within 30ft. As an action, you can adjust your vision to see such targets. Until the end of your next turn, you have the equivalent of blindsight and you see the locations of any living and/or infected creatures within 60 feet of you. This allows you to discern the exact location of targets who are invisible or behind any form of obscurement except Total Cover. You also know whether each creature is infected or not. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Trample (Prerequisites: Biomass Armour) When you take the Dash action, you can spend 1 mutation point to briefly encase your body in your biomass armour (see Mutate Armour) and potentially trample all creatures in your path. As you move through enemies (none of which may be greater than 1 size category larger than you) they must make a Strength save. If they fail, you knock them prone and keep running. When an enemy succeeds their save you are prevented from moving further. At the end of your turn, your biomass armour gets assimilated.

Beastiary

















Brawler Medium Aberration, Chaotic Evil Armor Class 13

13 Hit Points 22(3d8 + 9)

22(3d8 + 9) Speed 50ft, Climb 30ft. STR DEX CON INT WIS CHA 13 (+1) 10 (0) 16 (+3) 4 (-4) 6 (-2) 5 (-3) Condition Immunities poisoned

poisoned Damage Immunities poison

poison Senses passive Perception 8, Blind with Tremorsense 30ft (creatures that do not move are considered invisible)

passive Perception 8, Blind with Tremorsense 30ft (creatures that do not move are considered invisible) Languages None (Have telepathy with each other and their creator when within 60ft) Features Infected Stamina: If the Brawler takes damage that would reduce it to 0 HP, roll its death saving throw immediately, if it is successful, it instead has 1 HP. Unstable Mutation: If the Brawler fails its Death Save, it becomes unstable and explodes dealing 2d8 Thunder damage and 2d8+9 piercing damage (Dexterity save for Half Damage) to all creatures within 5 feet of it. Actions Multiattack: The Brawler makes 2 claw attacks to standing creatures.

Claw: Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) If a the Brawler hits with two attacks the creature must make Dexterity Check DC 14 or be knocked prone and become Grappled Mauling: Grapple +4, one prone target. At the start of its turn a Grappled Target is automatically mauled for d4+1 slashing and d4+1 piercing damage.





























Juggernaut Medium Aberration, Chaotic Evil Armor Class 16

16 Hit Points 44(6d8 + 9)

44(6d8 + 9) Speed 50ft, Climb 30ft. STR DEX CON INT WIS CHA 18 (+4) 9 (0) 18 (+4) 3 (-4) 5 (-3) 1 (-5) Condition Immunities poisoned

poisoned Damage Immunities poison

poison Damage Resistance Bludgeoning

Bludgeoning Senses passive Perception 12, Blind with Tremorsense 30ft (creatures that do not move are considered invisible)

passive Perception 12, Blind with Tremorsense 30ft (creatures that do not move are considered invisible) Languages None (Have telepathy with each other and their creator when within 60ft) Features Infected Stamina: If the Juggernaut takes damage that would reduce it to 0 HP, roll its death saving throw immediately, if it is successful, it instead has 1 HP.

Unstable Mutation: If the Juggernaut fails its Death Save, it becomes unstable and explodes dealing 3d8 Thunder damage and 3d8+9 piercing damage (Dexterity save for Half Damage) to all creatures within 10 feet of it. Actions Multiattack: The Juggernaut makes 2 claw attacks to standing creatures.

Slam: Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 (2d6 + 4) If a the Juggernaut hits with two attacks the creature must make Dexterity Check DC 16 or be knocked prone and become Grappled - one a save they are knocked away 15ft. Maul: Grapple +9. At the start of its turn a Grappled Target is automatically mauled for 3d4+3 slashing.

Changelog

9/18/2017 0.0.2 Added changelog

Posted to Reddit and Wikis for feedback/reviews

Modified the Mutation Point and Known Mutations advancement schedule to resolve pointed out higher level progression problems. Current Version: 0.0.2

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Where Credit is Due This work isn't unique or even very clever, as Piscaso said “Good artists copy, Great artists steal” While I absolutely won't say I created this content, I wish to give credit to those whose works it was built upon. Sources: ♦ Activision, Prototype

♦ Activision, Prototype2

♦ Ric Boreland, Blacklight Mutator Post**

Online Sources ♦ none

♦ none Art is Good I'm not asking for money for my publication, but... if you like this realize that its in no small part due to the 'feel' of its visual elements. Please consider supporting these artists on their Patreon accounts where possible, or through PayPal donations.

♦ Activision

