Biological Apex, Variant (5e Class)

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The Biological Apex[edit]

While you have made strides in magical or physical power, I hone biological power. The power within everyone, which they cast aside like it is unimportant!
I will make far better use of your adaptations than you ever did.

Forced Evolution[edit]

Through one way or another, when someone of a particular mindset of narcism gets caught up in an experiment gone wrong,va ritual done incorrectly, or anything of the sort, Biological Apex’s are created. Beings of pure biology, which can manipulate their very flesh at will, as well as the flesh of others. They are particularly fond of stealing traits and abilities from other creatures after killing them. Only the strongest survive, and the strongest know when to get creative.

Creating a Biological Apex[edit]

When creating a Biological Apex, do not think of it as purely just a class. To be the Apex of all things is a mindset, and in most circumstances, your character must’ve been heavily narcissistic to become one. How did your character become the Biological Apex? Did it happen through some unfortunate series of events, or did they want to become it? Does your character hate all life because they see themselves as better, or does your character love life, and see it as a sacred thing that they themselves can alter? Answer these questions as you make your character.

Quick Build

Due to the way the class functions, there is no way to make a quick build for it.

Class Features

As a Biological Apex you gain the following class features.

Hit Points

Hit Dice: 1d8 per Biological Apex level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Biological Apex level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: All
Saving Throws: Constitution, Strength
Skills: Choose four of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Clothes, Common.
  • If you are using starting wealth, you have 1d4 gp. in funds.

Table: The Biological Apex

Level Proficiency
Bonus
Features Predatory Evolution Limit
1st +2 Predatory Evolution 4
2nd +2 Armored Adaptation 4
3rd +2 5
4th +2 Ability Score Improvement 5
5th +3 Extra Attack 6
6th +3 Convergent Evolution, Abiotic Factor 6
7th +3 Hematophagic Mutation 7
8th +3 Ability Score Improvement 7
9th +4 Reactive Adaptation 8
10th +4 Metamorphosis 8
11th +4 Extra Attack 9
12th +4 Ability Score Improvement 9
13th +5 Echoes of Zenith 10
14th +5 Natural Adaptation 10
15th +5 Biomass Storage, Abiogenesis 11
16th +5 Ability Score Improvement, Extra Attack 11
17th +6 12
18th +6 Psychetophagic Mutation 12
19th +6 Ability Score Improvement 13
20th +6 Zenith 13

Predatory Evolution[edit]

At 1st level, you are able to analyze the racial traits of any creature (other than undead, aberrations, and constructs) after they have reached 0 hit points (and you make physical contact with them or a piece of them) and replicate them in your own body. Starting at 1st level you can acquire any traits or action that a creature has, adding to yourself a number equal to your Predatory Evolution Limit as listed in the Biological Apex table. Any traits acquired after hitting this limit must replace an already existing trait. You can’t take anything that isn’t biological, such as a sword or bow, but can take natural weapons such as claws. Additionally, you can’t take movement speeds, sense types, resistances, immunities, languages, or skills. For instance, if a frog was reduced to 0 hit points, you would be able to take its ability to breathe in air and water. You can choose to “turn off” any of these traits as a bonus action and reactivate them as a bonus action as well. If there is any confusion with this feature, default to the ruling of your DM. You can only take and/or replace one trait at a time, and cannot take a trait from a creature that's been dead for more than an hour.

Armored Adaptation[edit]

At 2nd level, you can add one ability modifier of your choice to your AC. You can change which modifier this is after a long rest.

Ability Score Increase[edit]

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.

Extra Attack[edit]

At 5th level, and again at 11th and 16th level, you gain an additional attack.

Convergent Evolution[edit]

At 6th level, your Predatory Evolution allows you to acquire movement and vision types, such as swimming speed and tremor sense. You can acquire up to 3 racial traits from a single creature instead of 1, and you can now steal traits from a creature that has been dead for no more than a day.

Abiotic Factor[edit]

Also at 6th level, you no longer have to eat, sleep, or breathe in order to survive. When taking a short or long rest, so long as you do not do any strenuous activities for the duration, you will get the full benefit of the rest. If your long rest is interrupted, it will count as a short rest.

Hematophagic Mutation[edit]

At 7th level, you can choose to heal an amount of hit points equal to half the damage you deal to a creature with an attack. You can use this feature a number of times equal to your proficiency bonus.

Reactive Adaptation[edit]

At 9th level, as a reaction to being hit by a damage type other than bludgeoning, piercing, or slashing, you can gain resistance to that damage type until the end of your next turn. This feature can be used a number of times equal to your proficiency bonus.

Metamorphosis[edit]

At 10th level, when using the Predatory Evolution feature, you can now acquire the last week of the creature's memories in place of a racial trait. Additionally, all of your attacks, even those gained from the Predatory Evolution feature, count as magical. You can now acquire traits from undead, aberrations, and constructs.

Echoes of Zenith[edit]

Starting at 13th level, you no longer age past your prime. If you were already past your prime, you revert to your prime. Additionally, when using the Predatory Evolution feature, you can now acquire the creature's size category (so long as it is only 1 above or below your own). You can now also acquire up to 4 traits from a creature instead of 3, and can acquire features from a creature that has been dead no longer than a week.

Natural Adaptation[edit]

At 14th level, you are now resistant to nonmagical bludgeoning, slashing and piercing damage.

Biomass Storage[edit]

At 15th level, any hit points recovered through the Hematophagic Mutation feature can instead be stored in a biomass pool. As an action you can touch a creature and heal them a number of hit points up to what is stored in your biomass pool.

Abiogenesis[edit]

Also at 15th level, you can instantly revive any creature that has died within the last week by sacrificing one of your traits and gaining a level of exhaustion. The revived creature cannot do anything other than move until it takes a long rest, and is revived with half of its total hit points.

Psychetophagic Mutation[edit]

At 18th level, your Hematophagic Mutation has mutated further, into something far, far greater. Now, you add an ability modifier of your choice to the amount you heal. Additionally, whenever you heal yourself or someone else, you also cure yourself or someone else of all ailments that you or they could possibly have, magical or nonmagical.

Zenith[edit]

At 20th level, you have reached peak biological potential. You are the absolute. The definitive and perfect being! You can steal up to 7 characteristics at a time, in addition, the Predatory Evolution Limit is increased by your constitution modifier.

Multiclassing[edit]

You cannot multiclass into or out of this class, as it is balanced around the fact that you can’t use weapons or armor.

5.00
(one vote)

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