Blacklight Virus (5e Class)
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The BlackLight Aberration
The Blacklight virus is a variant of the Redlight virus created to make super soldiers. However, 99.99% of people who catch the Blacklight virus die from massive organ failure. But 0.01% of the Infected gained extraordinary abilities and genetic prowess. These people can genetically alter themselves, allowing them to mutate their body into weapons and shields which allow them to crush their enemies.
How did you obtain this virus? Is it a gift? Or, a curse? How has it affected your life? For better? Or for worse? These are things to consider when creating a BlackLight Abberation.
|Alex Mercer from the game Prototype [from Imgur]|
As a BlackLight Aberration you gain the following class features.
- Hit Points
Hit Dice: 1d10 per BlackLight Aberration level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per BlackLight Aberration level after 1st
Weapons: Biological Weapons.
Saving Throws: Strength and Dexterity or Constitution.
Skills: Choose two: Acrobatics, Athletics, Stealth, Survival,Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- Common Clothing
|Biological Weapons Damage||Unarmoured Movement||Features|
|1st||+2||1d4||+0ft||Unarmoured Defence, Biological Weapons|
|2nd||+2||1d4||+10ft||Mutations, Unarmoured Movement|
|3rd||+2||1d4||+10ft||Hunters Vision, Consume|
|4th||+2||1d4||+10ft||Ability Score Improvement, Slow Fall|
|5th||+3||1d6||+15ft||Invert Biomass, Extra Attack|
|6th||+3||1d6||+15ft||Empowered Strikes, Mutate Blade|
|7th||+3||1d6||+15ft||Stillness of Mind, Evasion|
|8th||+3||1d6||+15ft||Ability Score Improvement|
|11th||+4||1d8||+20ft||Ground Spike Graveyard|
|12th||+4||1d8||+20ft||Ability Score Improvement|
|16th||+5||1d8||+25ft||Ability Score Improvement|
|19th||+6||1d10||+30ft||Ability Score Improvement|
Starting at 1st level, the Virus has toughened your skin to like armour. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
You are your own arsenal. You can mutate your arms into weapons which can be used to devastate your enemies. Bioarms are considered natural weapons and you can use your Constitution modifier or your Strength modifier for attack rolls (you can only have one bio weapon at a time). You are considered proficient with all Biological Weapons. The damage each weapon does scales according to the table. You can add your Strength modifier to the damage of each weapon (Claws can be wielded as Finesse weapons). Starting at 1st level, with a bonus action you can change your arm's shape in these ways:
- Mutate Claws: When you use the attack action with your claws on your turn, you can make one additional claw attack as a bonus action. These can be used as Finesse weapons.
- Mutate Whipfist: This weapon it has a melee attack range of 30ft
- Mutate Shield: Can use the reaction to summon the shield. After being used in that reaction, you automatically mutate back to whatever weapon (if any) you had before the reaction.
- Mutate Hammerfist: When you attack with the Hammerfist, each creature within 10ft of you must make a Dexterity check against a DC equal to 8 + your Strength modifier + your proficiency bonus, dealing full damage on a fail, or half damage on a success.
Your DNA allows you to move much faster than members of your normal race. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armour. This bonus increases when you reach certain levels.
Starting at 2nd level, you are able to push your mutations beyond their normal ability. You have number of mutation points equal to your level, you can spend these points to perform the following actions. (Regained after a short / long rest):
- Flurry of Blows
Immediately after you take the Attack action with Mutate Claws on your turn, you can spend 1 mutation point to make two Mutate Claw attacks as a bonus action.
- Long Shot
You can spend 1 point to triple range of the Mutate Whipfist.
- Step of the Wind
You can spend 1 point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
You've learnt that you can use the Biomass of your enemies to fuel your mutations. Starting at level 3, when you reduce a creature to 0 hit points, or if the creature had died within the last 24 hours, you can choose to Consume a creature. When you do, you gain temporary hit points equal to your Constitution modifier + your level (minimum of 1) and regain 1 mutation points. The temporary hit points can stack, however can not exceed a total of your Constitution modifier + your level (minimum of 1) doubled. When you Consume someone, you can attempt to take on their form (only works if your target is a humanoid). To do so, you must pass a Constitution check of a DC of 15. If you succeed, you take on their body shape and appear to be dressed in the clothes they were in when you consumed them. These clothes are your Common clothes, but disguised as their clothes. If you fail, you cannot attempt to take their form. When you consume them, you gain their memories of the last 24 hours before they died, regardless of if you are able to take their form. You can return to your true form as a bonus action, and are able to switch between your true form and the form of the person you consumed as a bonus action. If you consume another person, you can no longer take the form of the previous person you consumed, regardless of if you passed the check to take on the form of the newly consumed person.
Starting at level 3, your eyes have been mutated alongside your limbs. You can see normally in darkness to a distance of 120 feet and gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Ability Score Increase
When you reach the 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.
Your mutated limbs have great resilience against falling. Starting at 4th 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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, the ability to mutate allows for great versatility. With an action you can exchange your Strength modifier with your Dexterity modifier and vice versa.
Empowered Bioweapon Strikes
Starting at 6th level, even the most resilient of foes feel the strength of your attacks. Your bioweapon strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can mutate your arm into a long, sharp blade. Starting at 6th level, you can spend 2 mutation points for the Mutate Blade, that has 2d10+Biological Weapons Damage. However this blade is very heavy and the use of an attack requires 5 feet of movement to get enough momentum to lift off the ground (can be used with the Mutate Shield). The blade disappears after the attack has landed and dealt damage.
Stillness of Mind
Starting at 7th level, you steady your mind and focus. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Your Dexterity has evolved to allow you to avoid even the deadliest of attacks. Starting at 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 9th Level, you gain the ability to climb vertical surfaces using your movement speed and move on the surface of liquids using your movement speed on your turn without falling during the move or requiring any checks.
Starting at 10th level, the Virus pulsing through all your veins, making you immune to disease and poison. In addition, you no longer need to eat food or drink water in order to survive.
Ground Spike Graveyard
You slam into the ground, creating mutated spikes to pierce into anyone around you. Starting at 11th level, as an action you can spend 6 mutation points to make biomass spikes 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 8d10 points of piercing damage. A successful Dexterity saving throw halves the damage. The area of effect is considered difficult terrain until the start of your next turn. Save DC = 8 + your proficiency bonus + your Constitution modifier.
You can connect with people's minds to gain an understanding of them. Starting at 13th level, you can touch a creature and understand its language and speak to it.
You have evolved to become far more advanced than your average humanoid. Starting at 13th level, add you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 point to reroll it and take the second result.
Like any predator, your senses have become immensely strong. Starting at 15th level, you gain Truesight up to 30ft.
You erupt tendrils in all directions, akin to an explosion. Starting at 17th level, as an action you can spend 7 mutation points to shoot tendrils of biomass out in every direction. Every creature within a 30ft radius takes 12d10 points of piercing damage, or half on a successful dexterity save. Save DC = 8 + your proficiency bonus + your Constitution modifier.
Starting at 18th level, you can use your action to spend 5 points for encase your body in solidified biomass, for 1 minute. During that time, you have resistance to all damage except psychic damage.
Starting at 20th level, when you roll for initiative, if you have no mutation points remaining, you regain 10 points.