Malborne (Edge of Humanity Supplement)
Malborne[edit]
Malborn are cursed beings, born from the corruption of Necrotic Flow. Once human or creature, they have succumbed to the influence of darkness, transforming into grotesque, monstrous forms. Driven by insatiable hunger for destruction, they now exist as twisted abominations. Though some retain fragments of their former selves, most have fully embraced their new, cursed existence. The Maleborn serve as harbingers of chaos, spreading fear and ruin wherever they roam, and are feared as enemies that even the most skilled warriors hesitate to face.
As you are a spawn of darkness you get to add +2 to one stat or +1 to two stats.
Class Features
As a Malborne you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Malborne level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Malborne level after 1st
- Proficiencies
Armor: none
Weapons: none
Tools: None
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose four from Athletics, Acrobatics, Perception, Stealth, Investigation, Insight and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Necrotic Flow |
---|---|---|---|
1st | +2 | Necrotic Flow, Mutated Form, Dark Infusion | 4 + con |
2nd | +2 | Adaptive Surge | 8 + con |
3rd | +2 | Necrotic Flow Paths, Ability Score Improvement, Subclass feature | 12 + con |
4th | +2 | Ability Score Improvement | 16 + con |
5th | +3 | Eternal Vigilance | 20 + con |
6th | +3 | Consumption of the Fallen, Subclass feature | 24 + con |
7th | +3 | — | 28 + con |
8th | +3 | Ability Score Improvement | 32 + con |
9th | +4 | — | 36 + con |
10th | +4 | Subclass feature | 40 + con |
11th | +4 | — | 44 + con |
12th | +4 | Ability Score Improvement | 48 + con |
13th | +5 | — | 52 + con |
14th | +5 | Subclass feature | 56 + con |
15th | +5 | — | 60 + con |
16th | +5 | Ability Score Improvement | 64 + con |
17th | +6 | — | 68 + con |
18th | +6 | — | 72 + con |
19th | +6 | Ability Score Improvement | 76 + con |
20th | +6 | — | 80 + con |
Necrotic Flow[edit]
Through the embrace of darkness, you’ve unlocked the sinister force known as Necrotic Flow. Unlike Positive Energy, this malevolent power thrives on corruption, decay, and destruction. It manifests as a dark, oppressive aura that harms those connected to light and life. While often wielded by those of malevolent intent, it is a power you now control, using it to inflict suffering and empower yourself. Necrotic Flow feeds on the souls of the living, and its presence is a harbinger of death and despair.
- Necrotic Flow Pool
With your mastery over Necrotic Flow, you can store this dark force within yourself, harnessing it for later use. You gain Necrotic Flow Points (NEP) equal to 4 + your Constitution modifier, with an additional 4 points gained at each level.
Mutated Form[edit]
At 1st level, your body is a blend of monstrous traits, granting you unique physical modifications. Select two mutations from the Mutation list.
Dark Infusion[edit]
At 1st level, as a bonus action, you can spend 2 NEP to infuse your attacks with Necrotic Flow, dealing an extra 1d6 necrotic damage on your next hit. Alternatively, you can infuse your body, increasing your movement speed by 10 feet. The effect lasts until the start of your next turn, and you can maintain it at the start of each subsequent turn by spending 1 NEP. The benefits end if the NEP is not spent to maintain the effect.
Adaptive Surge[edit]
Starting at 2nd level, you can channel Necrotic Flow to boost your physical prowess or resilience. As a reaction to something while not your turn, you can spend 2 NEP to gain one of the following benefits until the end of your next turn:
- Precision Boost: Increase your attack rolls by +2.
- Durability Boost: Gain temporary hit points equal to your level + your Constitution modifier.
- Speed Boost: Increase your movement speed by 15 feet.
Necrotic Flow Paths[edit]
Starting at 3rd level, choose one of the following schools: Path of the Mutant, Path of the Titan, Path of the Wraith. This choice determines how you develop further into a more monstrous beast.
Ability Score Improvement[edit]
When you reach 3rd level, and again at 4th, 6th, 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.
You may also gain a Malborne Feat that you meet the prerequisite of.
Eternal Vigilance[edit]
At 5th level gain one of the following abilities while spending 3 NEP to activate the ability:
- Extra Attack: Gain the ability to attack twice, instead of once, when you take the Attack action on your turn.
- Silent Command: Gain the ability to communicate telepathically with other Malborne within 30 feet. This communication is brief and can convey simple commands or concepts. This telepathic communication can be used a number of times equal to your Charisma modifier (minimum of once), and all uses are regained after a long rest.
- Unholy Reflex: Gain a special reaction that allows you to either move up to half your speed or make a melee attack with a -3 penalty.
Consumption of the Fallen[edit]
At 6th level, as an action and for 20 NEP, you can consume the remains of a fallen Malborne creature. Make a difficult Constitution saving throw (DC 18) without modifiers. On a success, you gain one of the following benefits:
- Mutation Assimilation: Choose one mutation the consumed creature had.
- Stat Increase: Gain a +1 bonus to a stat of your choice (Strength, Dexterity, or Constitution).
- Necrotic Flow Surge: Increase your maximum Necrotic Flow reserves by 4.
Necrotic Flow Schools[edit]
Path of the Mutant[edit]
Enhanced Mutations: At 3rd level, one of your mutations gains an enhancement here are the increases.
Mutation Overload: At 6th level, you gain access to two new mutations also enhancing one of the acquired mutations or previous mutations.
Here is the list of Mutations gaining access to a new level of mutation.
Path of the Titan[edit]
At 3rd level, you gain the following ability:
Brutal Resilience: gain resistance to bludgeoning, piercing, and slashing damage from non-magical and magical weapons. Additionally gain a damage threshold equal to your Constitution modifier.
At 6th level gain the following ability:
Titan’s Endurance: you gain a damage threshold equal to constitution + proficiency, reducing all incoming damage by constitution + proficiency (before resistance) once per long rest. Additionally, when you take damage, your next melee attack deals bonus damage equal to the damage taken (up to a maximum of your Constitution modifier).
Path of the Wraith[edit]
At 3rd level, you can channel the essence of Necrotic Flow into your strikes, increasing their potency and sapping vitality from your enemies.
Damage Increase: When you hit with a melee or ranged attack, you can spend 1 NEP to deal an additional 1d6 necrotic damage. If the target is below half their hit points, the necrotic damage increases to 1d8.
Vitality Siphon: When you deal necrotic damage in this way, you regain hit points equal to half the necrotic damage dealt.
At 6th level gain following ability:
Essence Drain: When you deal necrotic damage with your Necrotic Essence Strike, you can spend an additional 1 NEP to deal additional 1d6 necrotic damage upon landing you regain hit points equal to the full amount of necrotic damage dealt, and enemies hit by this strike have disadvantage on their next attack roll.