Biological Apex (5e Class)
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.
- If you are using starting wealth, you have 2d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Predatory Evolution Limit |
---|---|---|---|
1st | +2 | Biological Template, Predatory Evolution, Biological Adaptation | 4 |
2nd | +2 | Armored Adaptation, Biological Adaptation | 5 |
3rd | +2 | Biological Adaptation, Metamorphosis | 6 |
4th | +2 | Ability Score Improvement | 6 |
5th | +3 | Extra Attack | 7 |
6th | +3 | Convergent Evolution, Abiotic Factor, Biological Adaptation | 8 |
7th | +3 | Hematophagic Mutation | 8 |
8th | +3 | Ability Score Improvement, Biological Adaptation | 9 |
9th | +4 | Reactive Adaptation, Biological Adaptation | 10 |
10th | +4 | Metamorphosis | 10 |
11th | +4 | Extra Attack | 11 |
12th | +4 | Ability Score Improvement, Biological Adaptation | 12 |
13th | +5 | Echoes of Zenith | 12 |
14th | +5 | Natural Adaptation | 13 |
15th | +5 | Biomass Storage, Abiogenesis, Biological Adaptation | 14 |
16th | +5 | Ability Score Improvement, Extra Attack | 14 |
17th | +6 | — | 15 |
18th | +6 | Psychetophagic Mutation | 16 |
19th | +6 | Ability Score Improvement, Biological Adaptation | 16 |
20th | +6 | Zenith | 17 |
Biological Template[edit]
At 1st level, due to your transformation into the Biological Apex, your stats have equaled out in order to keep your new body stable. Add all of your ability scores together and then divide by 5 (rounded up). That is the new score for ALL of your ability scores, however, the new score cannot be lower than 10. Additionally, the cap for each of your ability scores is 22 rather than 20. This equalization occurs again each time you gain an ability score increase
Predatory Evolution[edit]
Also at 1st level, you are able to take and/or replace the racial traits of any creatures (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 give them to yourself. Traits at this level are considered any racial trait or action that a creature can take. 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 or vision types. 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 a day. (Predatory Evolution Limit = the number on the chart for your level + an ability score of your choice).
Biological Adaptation[edit]
When you reach 1st level, and again at 3rd, 6th, 8th, 9th, 12th, 15th, 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. You can increase the ability score past 20 thanks to the Biological Template.
Armored Adaptation[edit]
At 2nd level, you can add one ability modifier of your choice to your AC. You can change which ability modifier this is after a long rest.
Metamorphosis[edit]
At 3rd level, when using the Predatory Evolution feature, you can now steal other creatures' ability scores, and switch one of your ability scores with another after a long rest. Additionally, all of your attacks, even ones gained from the Predatory Evolution feature, count as magical. You can now take traits from undead, aberrations, and constructs. The cap on your ability scores is now 24 rather than 22
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 take movement and vision types, such as swimming speeds and tremorsense. You can steal up to 3 traits from a single creature rather than 1, and can now steal traits from a creature that’s been dead for no longer than a year. The cap on your ability scores is now 26 rather than 24.
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, you simply cannot do any strenuous activity for said amount of time, and you will get the full benefit. If your long rest is interrupted, it will count as a short rest.
Hematophagic Mutation[edit]
At 7th level, you heal an amount equal to half the damage you do to a creature. Any healing that would usually be lost due to you reaching maximum health becomes temporary HP.
Reactive Adaptation[edit]
At 9th level, as a reaction to being hit with a damage type that is not bludgeoning, piercing, or slashing, you gain resistance to that damage type. This lasts until the start of your next turn
Echoes of Zenith[edit]
At 13th level, you no longer age past your prime. If you were already past your prime, you revert to your prime. All of your ability scores get a +1 (this +1 carries over even if you take another creature's ability score). Additionally, when using Predatory Evolution, you can now take size categories (so long as it is only 1 above or below your own) as well as being able to absorb traits from a creature no matter how long they’ve been dead. You can now also absorb up to 5 traits from one creature rather than 3.
Natural Adaptation[edit]
At 14th level, you are now resistant to all nonmagical bludgeoning, piercing, and slashing damage.
Biomass Storage[edit]
At 15th level, any hit points you regain through the Hematophagic Mutation feature can be stored for an indefinite amount of time until you need them. You can either release the biomass as a reaction to reaching 0 hit points (this can only be used once per long rest) or give them to your allies upon physical contact. The cap on your ability scores is now 28.
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 2 levels 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. You can also use this feature in order to cure an undead of their undeath, even if they’ve been dead for longer than a week. the creature revived in this way has an effect similar to Dominate Person, with the difference that overpass charm immunity and the effect only ends when it dies again.
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’ve reached the peak of biological potential. You are the absolute. The ultimate, perfect being! You can steal up to 7 traits at a time and gain another +1 to all of your ability scores. Additionally, the cap on your ability scores is now 30.
Multiclassing[edit]
You cannot multicalss into or out of this class, as it is balanced around the fact that you can’t use weapons or armor.
Back to Main Page → 5e Homebrew → Classes