Alterant (5e Class)
From D&D Wiki
In the shadows of a dark cellar, a man writhes in agony as the transformation takes place. His skin darkens to a black and purple hue, growing rough scales upon his fleshy exterior. His mind, shattered forever from the dark powers he once encountered, leaks from his psyche as he screams out in horrible pain. He yells into the air, hoping for a savior, while his limbs and teeth extend, completing his shift into the beast of nightmares.
From a thick black branch of a tree, there hangs a woman, cloaked in darkness from the shade of the mighty oak. Her accusers stand around her, screaming horrid insults and cursing her name. As the woman hangs from the noose, a wicked smile crawls across her face as the local priest suddenly ignites, becoming enveloped in hellfire.
The clash of steel on steel echoes throughout the battlefield, as a woman shining in a bright golden light strikes down her longsword atop a horde of orcs, destroying them with divine vigilance. She looks at her downed comrade as her hand stretches out towards them. The soldiers' wounds close as they come back to consciousness and continue the fight, as they look upon their savior, an angel of warfare.
Throughout the ages of man, magical energies have surged through the bodies of all, both mortal and not. Whether it be a curse echoing through their bloodline, or a deity deeming them worthy to become a messenger of their divine will, Alterants are made by their innate magical abilities, and are defined by their exposure to the unknown.
Reverence in Damnation
There are those in this world who, disregarding their humanoid nature, take on the forms of otherworldly creatures. Regardless of the lives they had before the affliction gripped their souls, Alterants; once powerful enough, have the innate ability to transform themselves into a dangerous form. This is through the power of a curse, blessing, or mark of some kind. The influence seeds within a person and heightens their emotions and ambitions. Those who willingly delve into these savage arts usually become one by taking part in an ancient ritual, performed by a senior Alterant. Through rigorous training, one’s willpower can become attuned to the madness of the affliction. They who are now marked gain supernatural strength, resiliency, and abilities that no normal man could possibly be capable of.
Though civilization is mighty, sometimes the extraplanar travel of otherworldly entities sneaks under the noses of humanity's defenders. The material plane is vast, and occasionally visitors of other far off realms traverse the mundane world and spread their influence among the populous. Alterants, like sorcerers, are forced from a normal life into one much more complicated than any simple folk deserves. An Alterant’s powers are wild and untamed, though humanity fears the unknown. If an Alterant is discovered in a society, they’re seen as an inhuman horror, both shunned and feared by others of their kin.
Creating an Alterant
When creating an Alterant, the most important choice in the character’s creation is the source of their power. Through what conduit has your affliction been given to you? During the creation process of your Alterant you will choose an Eldritch Influence to act as the origin of your abilities. Do you have an ancient bloodline, where a curse was passed down to you from a long dead ancestor? Was there an extraordinary, or supernatural event that your character lived through, only to realize that they were forever marked by the encounter? What is your relationship between your character and the affliction? Do you embrace the raw energies the influence produces, or do you resent it, leaving it dormant within your body? Did you seek out the power of the unknown, or did it just happen to find you all on its own?
The influence grants the user epic power stemming from eldritch origins, and using it is a choice. Do you train with it every day of your life in hopes to become better suited to help those in need? Or do you rigorously hunt, and give into your primal bloodlust, so that you may crush all who oppose you? Remember though, ignoring the affliction is a valid choice, but based on how your DM interprets your Eldritch Influence, there may be repercussions to ignoring it.
- Quick Build
You can make an Alterant quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Haunted One or Hermit background.
As a Alterant you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Stealth, Nature, Religion, Perception, Survival and Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple melee weapons or (b) one martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- a shortbow and 20 arrows
- If you are using starting wealth, you have 1d4 x 10 in funds.
|1st||+2||Eldritch Influence, Unarmored Defense|
|4th||+2||Ability Score Improvement|
|6th||+3||Eldritch Influence Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Eldritch Influence Feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Eldritch Influence Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Eldritch Influence Feature|
|19th||+6||Ability Score Improvement|
Choose an Eldritch Influence, which describes the source of your innate supernatural talents: Ancient Bizarre, Daemon Soul, Eternal One, Fey-Touched, or Heavenly Body. All are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at 6th, 10th, 14th, and 18th level.
While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Once on each of your turns, when you damage a creature that is blinded, frightened, restrained, incapacitated, paralyzed, prone, stunned, or unconscious, you double the damage provided by your ability modifier.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When an ally within 5 feet of you makes an attack against a creature within your reach, you may use your reaction to give your ally a +2 on any of their attack rolls they make on that creature, for the entirety of that turn.
- Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Beginning at 3rd level, you learn to harness the power within you and to manifest your abilities to its full potential. As an action, you can transform your body into its Archaic form. This form lasts for 1 hour. You can speak, use equipment, cast spells and wear armor in this form. You can revert to your normal form early by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:
- You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
- You have advantage on Wisdom checks and saving throws.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can add your proficiency bonus to your unarmed strikes, and they now deal 1d4 slashing damage instead of bludgeoning. The damage die for the unarmed strikes increases when you reach 6th level (1d6), 10th level (1d8), 14th level (1d10), and 18th level (1d12).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, your speed and jump distance increases by 5 feet. Additionally while in your Archaic form, your unarmed strikes are considered magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Beginning at 9th level, you can now transform into your Archaic form a total of 3 times and with a bonus action. Additionally, the transformation now lasts up to an amount of hours equal to your Wisdom modifier.
Starting at 11th level, you learn to manipulate your body in ways to increase its natural healing rates. On your turn as a bonus action, you can regain hit points equal to 1d10 + half of your Alterant level (rounded down). Once you use this feature, you must finish a short or long rest before you can use it again.
At 13th level, your body grows to resist sickness. You are immune to disease, and you now have a resistance to a type of damage determined by your Eldritch Influence.
- Eldritch Influence - Resistance Gained
Ancient Bizarre - Psychic Damage Daemon Soul - Fire Damage Eternal One - Necrotic Damage Fey-Touched - Poison Damage Heavenly Body - Radiant Damage
At 18th level, if you already resist the type of damage listed under your Eldritch Influence from a racial trait, this resistance instead becomes an immunity.
Starting at 15th level, your supernatural talents increase. While you are in your Archaic form, once per turn you can add your Wisdom modifier to the damage made with any attack.
At 17th level, your quick, inhuman reaction time gives you advantage on your initiative rolls.
At 20th level, you now hold a mastery over your transformation. You control it with ease, and know its workings inside and out. You can now use your Archaic Transformation 4 times per short or long rest. Additionally, as a bonus action you can expend a use of your Archaic Transformation to gain a critical hit chance of 18-20 on any attack rolls. This effect lasts for 1 minute per expended use.
Those who are Ancient Bizarre’s shape themselves mind and body to overcome adversity. Controlled by an aberrant psyche, the only thing driving an alterant of this kind, is madness. Their psychotic abilities were born from a twisted mind never quite mended to what it used to be. Although some may call it crazy, others like you call it genius. Be it mild or not, the affliction of mania prickles through the brains of those with a shattered inhuman personality, able to shift their limbs into those of others. You seek the old wonders the ancients have left behind, guided by a thirst for knowledge, a hope to investigate the unknown, all while driven to the brink of insanity.
- Aberrant Connection
You can speak, read, and write Deep Speech. Additionally, whenever you make a Charisma check when interacting with Aberrations, your proficiency bonus is doubled for the check.
- Body Shifter
When you choose this archetype at 1st level, you can shift your limbs into that of other creatures.
Anatomy Warps. You select one anatomy warp of your choice which is detailed under “Anatomy Warps” below. These are modifications your body undergoes in a visceral and, for the most part, painful process. The anatomy warp grows upon / replaces a certain area of the body labeled in the ‘body parts’ section. Walking around settlements with replaced and added on limbs may cause the guards to attack you or make the townsfolk uneasy and frightened. This is in most times the case, so work with your DM if you want some of your anatomy warps only active while in your Archaic form. You choose two anatomy warps when you select this archetype at level one. You also gain one additional anatomy warp at 6th, 10th, 14th, and 18th level. Saving Throws. Some of the anatomy warps require a target to make a saving throw to resist the warp’s effects. The saving throw DC is calculated as follows:
Anatomy Warp save DC = 8 + your proficiency bonus + your Wisdom modifier
As an Ancient Bizarre you adopt another creature’s anatomy into your own body, as if it were your own. If an anatomy warp requires a level, you must be that level in this class to gain the warp.
Body Part: Head, Prerequisite: 6th level. You gain blindsight for 40 feet. Additionally at 10th level, you gain proficiency in Perception and your blindsight increases to 60 feet.
- AZER MANE
Body Part: Neck. As a bonus action on your turn, you can choose for your neck to ignite in flames, causing you to shed bright light in a 10 foot radius and dim light for an additional 10 feet. You can snuff out the flames with a bonus action on your turn. Additionally, at 10th level, both radius’ increase by another 10 feet.
- BAT FANGS
Body Part: Mouth. Once per turn whenever you make an unarmed strike, you can choose to bite using your teeth, dealing piercing damage. If the attack hits, you regain hit points equal to half of the damage dealt by the attack.
- BEHOLDER EYE STALK
Body Part: Head, Prerequisite: 14th Level. As an action, you can make a ranged attack with your beholder eye, in which you are proficient with. The eye shoots a ray at a creature within 60 feet, in which you roll a d4 and a random effect happens depending on the result of the d4.
Charm Ray: The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you or any allies harm the creature. Fear Ray: The targeted creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Slowing Ray: The targeted creature must succeed on a Dexterity saving throw or have its speed halved for 1 minute. Enervation Ray: The targeted creature must succeed on a Constitution saving throw or take 4d8 necrotic damage. This damage increases to 5d8 necrotic damage at 18th level.
- CLOVEN HOOVES
Body Part: Legs. Whenever you use your action to shove a creature, you can kick it giving you advantage on the Athletics check needed to succeed.
- CRAB CLAW
Body Part: Arm. Whenever you use your action to grapple a creature with your claw, you have advantage on the Athletics check needed to succeed.
- DEVIL HORNS
Body Part: Head. You gain expertise in Intimidation, (does not require proficiency prior).
- DRAGON SCALES
Body Part: Torso, Prerequisite: 10th Level. Whenever you are not wearing armor, your AC is increased by 1.
- ELEMENTAL CORE
Body Part: Torso. You can cast absorb elements an amount of times equal to half of your proficiency bonus (rounded down). You regain all expended uses after completing a short or long rest.
- EYES OF THE DARK
Body Part: Eyes. You gain darkvision for 120 feet. If you already have darkvision, then it increases by another 30 feet.
- FINS AND GILLS
Body Part: Neck / Feet / Hands. You gain a swimming speed of 30 feet, and you can breathe underwater.
- FLAIL SNAIL SHELL
Body Part: Back, Prerequisite: 6th level. As an action you can retreat into your shell, gaining a +5 bonus to AC. However you automatically fail all Strength and Dexterity checks while you are in the shell, and you also have disadvantage on all Strength and Dexterity saving throws while you have retreated into the shell. While within the shell you cannot attack and you can emerge from the shell as a bonus action on your turn. The shell is big enough for you to sleep in.
- FROG REGURGITATION
Body Part: Neck. You learn the poison spray cantrip. For you the range increases to 20 feet, you can cast it without requiring somatic components, and the spray comes from your mouth. If you have eaten anything in the last 8 hours, then the target has disadvantage on their saving throw (the saving throw used for this spell is your Anatomy Warp save DC).
- MEDUSA EYES
Body Part: Eyes, Prerequisite: 14th level. When a creature that can see you starts its turn within 10 feet of you, you can force the creature to make a Constitution saving throw if you are not incapacitated and you can see the creature. If the saving throw fails by 4 or more, the target is instantly petrified. If the creature succeeds on the saving throw, then there is no effect. The petrification lasts until the creature is freed by a greater restoration spell or other magic.
- MUMMY WRAPPED
Body Part: Anywhere. As an action, you can transform yourself into a whirlwind of sand until the beginning of your next turn. While transformed, your speed is doubled, you can dodge, disengage, and dash as a bonus action, and you are resistant to all non-magical damage. Once you use this feature, you cannot use it again until you finish a short or long rest.
- MYCONID DISTRESS SPORES
Body Part: Back, Prerequisite: 10th level. Whenever you take damage, all allies within 30 feet of you can sense that you are in pain. An ally cannot sense that you are in pain if they are unconscious or incapacitated.
- NIGHTMARE FLAMES
Body Part: Anywhere. Once per long rest, you can touch a creature and give it resistance to fire damage for 8 hours. At 18th level, this resistance becomes an immunity.
- NIGHTWALKER’S MAW
Body Part: Mouth, Prerequisite 18th level. Whenever you reduce a creature that is not an undead, construct, or celestial’s hit points to 0, you devour their soul. That creature cannot be revived by anything short of a Wish spell.
- ORC TUSKS
Body Part: Mouth, Prerequisite: 6th level. As a bonus action, you can move up to half of your speed (rounded down) towards a hostile creature.
- PARALYZING TONGUE
Body Part: Mouth, Prerequisite: 14th level. As an action, you can choose to lick a creature within 5 feet of you. The target must succeed on a Constitution saving throw or be incapacitated for 1 minute. At 18th level, if the target fails their saving throw, then they are instead paralyzed for the duration.
- POISONOUS CARAPACE
Body Part: Back, Prerequisite: 10th level. Whenever a creature within 5 feet of you hits you with a melee attack, they take poison damage equal to your Constitution modifier.
- SAHUAGIN SNUB NOSE
Body Part: Nose, Prerequisite: 18th level. You have advantage on any melee attacks made against creatures that do not have all of their hit points, and are within 5 feet of you.
- SCARECROW MASK
Body Part: Head, Prerequisite: 6th level. As an action, you can choose to look at a creature within 30 feet of you. If the target can see you, they must succeed on a Wisdom saving throw or be frightened of you for 1 minute. At 18th level, the frightened target becomes incapacitated.
- SCORPION TAIL
Body Part: Waist / Tail. Once per turn when you make an unarmed strike, you can choose to jab with your tail (piercing damage). The target must succeed on a Constitution saving throw or take poison damage and become poisoned for an amount equal to your Wisdom modifier (damage and time).
- SHARK JAWS
Body Part: Mouth, Prerequisite: 6th level. Whenever you make an unarmed strike you can choose to crunch down on your opponents (piercing damage). If you critically hit a creature with the use of your teeth, the target takes an extra 1d4 piercing damage (the extra dice provided by this feature also get doubled). This feature’s damage increases by 1d4 when you reach 10th level (2d4), 14th level (3d4), and 17th level (4d4).
- SLITHERING BODY
Body Part: Legs. Your walking speed increases by 5 feet, and you no longer suffer a movement penalty when walking over difficult terrain. At 10th level, your walking speed increases by another 5 feet.
- SPIDER LEGS
Body Part: Legs. You gain a climbing speed of 30 feet. Additionally, at 6th level you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- TARRASQUE ARMOR
Body Part: Back, Prerequisite: 18th level. Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, you are affected by the spell normally. On a 5, you are unaffected by the spell. On a 6, you are unaffected, and the attack is reflected back at the caster as though it originated from you, turning the caster into the target.
<!-Class Option 2->
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: