Blacklight Mutator (5e Class)
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Infected (Blacklight Hybrid)
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, and instead they 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.
This class/pseudo-race represents a possible huge thematic shift for the world and campaign of the GM.
Its advisable that the GM read the document fully and understand the impact of such a class/race/vector of infection in the world. It is a great plot development line, but its also very likely an apocalyptic event as well
- 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 Template: Aberrant Infected)
- 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.
- Coming into contact with an infected water source via ingestion, or proximity to a Hive can result in the infectious agents infecting nearby creatures.
Bodily Fluid Contact:
- Infectious bodily fluids and materials are capable of transmitting infection through open wounds.
- As intended, the virus can be spread via direct administration.
Birthing the Infected
|Enters the Fray. Image from the game Prototype|
Bonding 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.
As a Infected you gain the following class features.
- Hit Points
Armor: None (except shields)
Weapons: natural weapons
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Deception, Intimidation, Perception, Stealth and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Traveller's Clothes only
|Mutation Points||Unarmored Movement||Features|
|2nd||+2||2||+10ft||Blacklight Biomass, Mutate Weapon|
|4th||+2||4||+10ft||Ability Score Improvement, Biomass Mutation, Danger Sense|
|6th||+3||6||+15ft||Bonus Mutation,Absorb Shock|
|8th||+3||8||+15ft||Ability Score Improvement|
|10th||+4||10||+20ft||Bonus Mutation,Extra Attack|
|12th||+4||10||+20ft||Ability Score Improvement, Bonus Mutation,Empowered Strike|
|16th||+5||17||+25ft||Ability Score Improvement|
|19th||+6||22||+30ft||Ability Score Improvement|
Blacklight Biomass encompasses the following four features:
- Unarmored Defense
- Magic Rejection and
- Unarmoured Movement.
Unarmored Defense (Biomass)
Due to the bulk of your internal biomass acting as an absorption layer, your Armour Class equals 10 + your strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Consuming is the process by which you absorb the biomass and DNA or essence of other entities, copying and assimilating it into your own in order to gain the entity's genetic memories. After consuming, the left over body is an unidentifiable mess. As a bonus action 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 on 0 hit points. Upon doing so, the following events happen: You gain 1d6 stackable temp Hp. This HP goes away at the end of a long rest. Only able to do this as many times as your constitution modifier + proficiency. Regaining after a short or long rest
Magic Item Rejection
You may not attune magical items. You may carry them, touch them, but the magic in them and the nature of you - just do not mix.
- 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 until it is no longer worn or wielded. The effects of magical items will still work during attempt of use despite the negative effects.
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. 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.
At 1st level you can select your first weapon mutation from the Bonus Mutations list. it become your weapons. Your choices are Claws, Blade, Hammerfist or Whipfist. You may form your selected weapon for free during your move or action just as any other character can draw or sheathe a weapon. In order to change the form of your weapon more than once per round will require the use of your action.
Starting at 2nd level, your biomass allows you to harness the versatility of biomass mutation. Your access to this ability is represented by a number of mutation points. You can expend these points to fuel the various mutation features. You start knowing three such Mutation Features (your choice) for which you meet the prerequisites.
Whenever you gain the Bonus Mutation class feature, you may select a new mutation (see below). The maximum number of mutation points you can spend on a single mutation is equal to your proficiency bonus. 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 expended biomass back into yourself. 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
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.
Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to three 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.
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 level.
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. Your attacks ignore resistance to bludgeoning, piercing, and slashing damage. IF the target is immune, they instead, become resistant.
At 20th level, you become an apex predator and your body reaches the pinnacle of genetic mutation. Your Strength or dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.
BONUS MUTATION LIST
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.
|Claw [from Prototype]|
Once learned, your biomass allows you to mutate and produce finesse claws. You gain the following benefits:
- • You can roll a d4for your claw damage. This die increases 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level. (slashing, 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.
Advanced Claw Mutations: Rend – (Prerequisites: Claws)
Immediately after you take the Attack action on your turn, you can spend 1 mutation point to make two claw attacks as a bonus action.
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 to your target and all other creatures within 5ft. Targets take half damage on a successful Dexterity save. For each additional mutation point, you spend, increase the range by 10ft and the damage by 1d8.
Ground Spike Graveyard – (Prerequisites: Claws)
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 your claws erupt in a 5ft radius around you. All affected targets take 2d8+2 piercing damage, or half on a successful Dexterity save. Enemies that fail the save are also knocked prone. Each additional mutation point you spend increases the radius by 5ft and the damage by 1d8+1.
|Blade [from Prototype]|
Once learned, your biomass allows you to mutate and produce a heavy blade. You gain the following benefits:
- • You can roll 2d6 for your blade damage. (Slashing, Heavy, 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 Blade Mutations Air Slice – (Prerequisites: Blade)
As an action for 1 mutation point you can perform an aerial drop attack. Jumping from a height above your target, 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. 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.
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 two mutation points beyond the first two 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. Also enemies cannot take a opportunity attack against you.
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 1 mutation points to increase the critical hit range of your blade to 19-20 for 1 minute.
- For 1 additional point, you can roll an extra d6 when determining the extra damage for critical hits.
- For 2 additional points, you can roll two extra d6 when determining the extra damage for critical hits.
- For 3 additional points you can roll three extra d6 when determining the extra damage for critical hits and the critical hit range becomes 18-20.
- For 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. In addition, a roll of 20 on the attack roll 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.
|Hammer Fist [from Prototype]|
Once learned, your biomass allows you to mutate and produce a heavy hammer-like mass. You gain the following benefits:
- • You roll a d10 for your hammerfist damage. (Bludgeoning, Heavy, Str)
- • Special: When you roll a 1 or 2 on the 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 or a 2.
Advanced Hammerfist Mutations Blunt Force – (Prerequisites: Hammerfist)
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.
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.
|Whipfist [from Prototype]|
Once learned, your biomass allows you to mutate and produce an extendable whipfist (ranged) But you can use Str. 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 30ft.
Advanced Whipfist Mutations 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 25 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.
|TendrilBarrage [from Prototype]|
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.
|Biomass Armour [from Prototype]|
Biomass Armour – (Prerequisites: None)
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 as long as you want. While encased in armour, you lose your unarmoured movement speed bonus.
Genetic Regeneration - (Prerequisites: Level 5)
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 + 8 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.
Glide – (Prerequisites: Level 5)
The glide ability is believed to be achieved via the lightening of the Blacklight’s cells. 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 for 60ft 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: 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
At level 9 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.
|Shield [from Prototype]|
Mutate 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 and absorb damage. The shield can absorb damage equal 1d10 + your Constitution modifier + your level. Any excess damage beyond the shield's limit is taken as normal.
Muscle Mass – (Prerequisites: None)
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 and attack rolls. 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.
Pounce – (Prerequisites: None)
You can 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: None)
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.
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.
Upon consuming, you can choose to metabolize part of the creature’s biomass and regain hit points equal to one of the creature’s Hit Die + the creature’s level (or number of Hit Die). Once you use this feature, you must finish a short or long rest before you can use it again.
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 3 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.
Infected Thermal Vision
You have the natural ability to see the heat signatures of all living and/or infected creatures within 60ft. 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.
|Brawler [from Prototype]|
Pack Leader – (Prerequisites: Level 11)
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. Additionally you can spend a extra one mutation point for another brawler, however each brawler must come from its own corpse.
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Be infected by the Blacklight Virus or an Aberrant/Abyssal Curse.
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Unarmed, Natural Weaponry, Improvised Weapons