Malborne (Edge of Humanity Supplement)

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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.

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:

Table: The Malborne

Level Proficiency
Bonus
Features Necrotic Flow
1st +2 Necrotic Flow, Mutated Form, Dark Infusion 4 + con
2nd +2 Adaptive Surge, Consumption of the Fallen 8 + con
3rd +2 Necrotic Flow Paths, Ability Score Improvement, Subclass feature 12 + con
4th +2 Ability Score Improvement 16 + con
5th +3 Combat Focus 20 + con
6th +3 Adaptive Physique, Ability Score Improvement, Subclass feature 24 + con
7th +3 Resistant 28 + con
8th +3 Ability Score Improvement, Biological Augmentation 32 + con
9th +4 Rebirth of the Forsaken 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 (NF) 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 NF 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 NF. The benefits end if the NF 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 a harmful action of a creature, you can spend 2 NF 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.

Consumption of the Fallen[edit]

At 2nd level, as an action, you can consume the remains of a fallen Malborne creature. Make a Constitution check DC 18. 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 the score of a stat of your choice.
  • Necrotic Flow Surge: Increase your maximum Necrotic Flow by 4.

You can only select a number of options up to your proficiency. After that you have to have a long rest in order to be able to be able to pick from the options again. Think of it like giving your body time to adapt to the new power. Now in the case that its a regular creature and not a Malborne you will gain Necrotic Flow if the creatures CR is above half of your level and if it is you will gain 2 Necrotic Flow.

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, Path of the Shapeshifter or Path of the Infested Domain. 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 also gain a Malborne Feat that you meet the prerequisite of.

Combat Focus[edit]

At 5th level gain one of the following abilities:

  • Extra Attack: Gain the ability to attack twice, instead of once, when you take the Attack action on your turn.
  • Precise Strike: Your focus on precision allows you to land hits with deadly accuracy. When you take the Attack action, you gain a +2 bonus to your attack rolls. This bonus increases to +3 if you attack a creature below half of its hit points.
  • Savage Impact: Your strikes become even more devastating. When you're attack lands, you deal an additional 1d8 necrotic damage. Additionally, if the target is below half its hit points, the necrotic damage increases to 2d8.

Adaptive Physique[edit]

At 6th level, your body undergoes further monstrous evolution, specializing in speed, defense, or resilience. Choose one of the following adaptations:

  • Hardened Exoskeleton: Your natural defenses strengthen, increasing your Armor Class. Your AC equals 10 + your Strength or Dexterity modifier + your Constitution modifier.
  • Hypermobile Frame: Your body becomes more agile, increasing your movement speed by 15 feet. Which further increase by an additional 15 feet every 3 levels after 6th.
  • Reactive Muscles: Your body instinctively shifts in response to danger. When an attack roll is made against you, you can use your reaction to impose disadvantage on the attack. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses after a long rest.
  • Resilient Core: Your body fortifies itself against harmful forces. You gain advantage on saving throws against being poisoned, blinded, stunned, Deafened or paralyzed.

Resistant[edit]

At 7th level, your strength as a malborne allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom

You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except Charisma are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Biological Augmentation[edit]

At 8th level, you gain the ability to permanently enhance one aspect of your biology through Necrotic Flow. During a long rest, you can spend 30 Necrotic Flow (NF) to permanently increase the maximum of one of your ability scores. Choose one of the following benefits:

  • Titan's Might: Your Strength score maximum increases by 4.
  • Evasive Reflexes: Your Dexterity score maximum increases by 4.
  • Unyielding Vitality: Your Constitution score maximum increases by 4.
  • Arcane Acumen: Your Intelligence score maximum increases by 4.
  • Keen Insight: Your Wisdom score maximum increases by 4.
  • Commanding Presence: Your Charisma score maximum increases by 4

Rebirth of the Forsaken[edit]

At 9th level, you gain the ability to undergo a rebirth. You must have consumed either 10 Malborne creatures or creatures that total half your Necrotic Flow capacity (if consuming normal creatures), each having a CR of at least 1. Once you meet the pre-requisite, you must spend your maximum Necrotic Flow to fuel the rebirth process. After a long rest, the rebirth will be complete, granting you half your Necrotic Flow back and one of the following options:

Essence of the Devourer

Your body becomes an avatar of death itself, empowering your ability to consume life force.

  • Regeneration: You gain regeneration, healing you for an amount equal to your Constitution modifier at the start of each of your turns, unless you’ve taken radiant damage since the start of your last turn.
  • Consume Soul: Once per turn, when you reduce a creature to 0 hit points, you can choose to absorb its life force. You heal an amount equal to the creature’s hit points when this happens (up to your Necrotic Flow maximum).
Necrotic Mastery

Your command over Necrotic Flow becomes unparalleled, and your attacks channel this destructive power to its fullest.

  • Soul Infusion: When you hit a target with a melee weapon attack, you deal an additional 2d6 necrotic damage, and your attacks count as magical for the purpose of overcoming resistance or immunity to nonmagical attacks.
  • Essence Manipulation: As a bonus action, you can spend 1 NF to grant yourself temporary resistance to necrotic, poison, or slashing damage for 1 minute. You may do this once per short rest.
Mutated Ascension

Your body undergoes a profound transformation, integrating the essence of the creatures you've consumed. This grants you a permanent mutation that enhances your physical or mental capabilities.

  • Mutation Infusion: You gain an additional mutation from the mutation list.
  • Malborne Herald: Your body becomes more resilient. As a bonus action, you can spend 2 NF You gain temporary hit points equal to your Constitution modifier at the start of each of your turns for 1 hour. During this time, you gain resistance to necrotic and poison damage.

Necrotic Flow Schools[edit]

Path of the Mutant[edit]

Enhanced Mutations

At 3rd level, you gain an additional mutation and two of your mutations gains an enhancement here are the increases.

Mutation Overload

At 6th level, your body has become more attuned to the creatures you consume, allowing you to further enhance your mutations. When you consume a Malborne, the DC to gain a mutation from that creature is reduced, making it easier to adapt and acquire their traits.

  • Consumption of the Fallen: When you consume a Malborne, the DC to gain a mutation from that creature is reduced by 5. If you wish to gain other benefits from the creature, such as gaining its power, use the original DC.
  • Mutation Mastery: Additionally, you gain one more mutation from the mutation list, which becomes a permanent part of your physiology.
Evolutionary Apex

At 10th level, your body has adapted to its mutations, allowing you to gain two new mutations from the mutation list, and enhance one of your existing mutations even further. Your understanding and mastery of your mutations grow, unlocking even more potential.

  • New Mutations: You gain two new mutations from the mutation list, which become a permanent part of your physiology. You can also choose to create new mutations with DM approval, provided they align with the overall theme of your character's evolution.
  • Mutation Enhancement: Choose one of your existing mutations. It gains an additional enhancement, further improving its capabilities. These enhancements are listed below:

Path of the Titan[edit]

Brutal Resilience

At 3rd level, you gain the following ability:

Gain resistance to bludgeoning, piercing, and slashing damage from non-magical. Additionally gain a damage reduction equal to your Constitution modifier.

Titan’s Endurance

At 6th level gain the following ability:

  • You gain resistance to bludgeoning, piercing, and slashing damage from magical and non-magical attacks.

You're damage reduction improves. you gain a damage reduction equal to constitution modifier * 2. Additionally, when you take damage, your next attack deals bonus damage equal to the damage taken (up to a maximum of your Constitution modifier).

Unstoppable Fury

At 10th level, you can activate the Unstoppable Fury ability up to your proficiency bonus times per long rest. As a bonus action and for 5 NF (Necrotic Flow), you can enter a state of unrelenting fury that lasts indefinitely, as long as you continue to pay the upkeep cost of 2 NF at the start of each of your turns. During this state, you gain the following benefits:

  • You have resistance to all damage types except for force and psychic damage.
  • Any creature that hits you with a melee attack takes necrotic damage equal to your Constitution modifier.
  • AC increases by 2.
  • The damage bonus maximum from the titan's endurance is increased to a maximum equal to your Constitution modifier * 2
  • Your movement speed is reduced by 10 feet.

Path of the Wraith[edit]

Wraithborn Strikes

At 3rd level, you can channel the essence of Necrotic Flow into your strikes, increasing their potency and sapping vitality from your enemies.

  • Necrotic Essence Strike: When you hit with a melee or ranged attack, you can spend 1 NF 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.
Soul Siphon

At 6th level, you gain the ability to leech the very essence of your enemies, turning their life force into your own strength.

  • Soul Siphon: When you deal necrotic damage with your Necrotic Essence Strike, you can spend an additional 1 NF to deal an extra 1d6 necrotic damage, which increases to 1d8 if the target is below half their maximum hit points. You regain hit points equal to the total necrotic damage dealt, and enemies hit by this strike have disadvantage on their next attack roll.
Spectral Mastery

At 10th level, your mastery over Necrotic Flow allows you to fully embrace your wraith-like nature, blending death and shadow into a terrifying force on the battlefield.

You gain the following benefits:

  • Soul Rip: When you deal necrotic damage to a creature, you can choose to rip a portion of its essence. After spending 3 NF, the target must make a Constitution saving throw against your Necrotic Flow DC (calculated as 8 + proficiency bonus + Constitution modifier). On a failed save, the target takes additional necrotic damage equal to your Constitution modifier * 2. On a successful save, they take half damage. You can activate this ability once per turn
  • Ethereal Step: You can use your action and 5 NF to briefly shift into the Ethereal Plane, becoming intangible for a moment. You can move up to 45 feet without provoking opportunity attacks. After this movement, you return to the material plane. You can use this ability a number of times equal to your proficiency bonus per long rest.

Path of the Shapeshifter[edit]

Faceless Adaptation

Shifting Flesh: At 3rd level, Your mastery over your biology allows you to adapt your form to that of creatures you observe. By carefully studying a creature, you can temporarily alter your body to mimic its traits.

Studying a Creature: You can attempt to analyze a creature’s biology by getting within 20 feet and making an Investigation check (DC = 12 + double the creature’s CR).
  • If you are farther than 20 feet, you make this check at disadvantage.
  • If you fail, you cannot attempt this check again on that creature until you finish a long rest.
  • You can investigate a corpse of a creature with a DC 5 Investigation check instead.

Shapeshifting: Upon succeeding, as an action for 4 NF, you can alter your body to mimic the creature for 1 hour, gaining three of the following traits based on the creature's abilities:

Natural Weapons – You mimic one of the creature’s primary natural weapon (such as claws, bite, or tail):
  • Attack Bonus: If the creature's attack bonus is lower than yours, you may choose to use its attack bonus instead. If the creature's attack bonus is higher, you must spend 1 NF for each point above your own to match it.
  • Damage Dice: If the creature's damage dice are lower than yours, you use its damage dice and damage bonus. If the creature's damage dice are higher, you can spend 1 NF per tier above your current damage die to match it, following this progression:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d4 → 2d6 → 2d8 → 2d10 → 2d12.
Attack Adaptation - You can integrate special properties from a creature’s natural attacks into your own.
  • You can spend 3 NF to gain an additional effect tied to one of its natural attacks (e.g., a bite that allows you to swallow creatures, claws that cause bleeding, or a tail slam that knocks foes prone).
Stat Adaptation
  • You can increase one of your ability scores up to the creature's natural score.
  • Each increase of 2 points costs 1 NF.
Size Adaptation
  • You can increase your size category (Small → Medium → Large → Huge, etc.) by spending 2 NF per size category above your own.
  • You can also reduce your size freely without any cost.
Movement Adaptation
  • Gain one of the creature’s movement types (flight, swim speed, climb speed, burrow) equal to your base movement speed.
  • If the creature's movement speed is higher than yours, you must spend 1 NF for every 10 feet above your own to match its movement. If the creature’s movement speed is lower, you can use its movement as-is.
Resistance Adaptation
  • Gain one of the creature’s damage resistances for the duration. You must spend 2 NF to gain the resistance.
  • Vulnerability Adaptation: If the creature has a vulnerability, you can choose to gain that vulnerability as well. Spend 1 NF to gain the creature's vulnerability for the duration.
Senses Adaptation
  • Gain one of the creature’s special senses (such as darkvision, tremorsense, or blindsight) for the duration. For each sense the creature has that you do not possess, you must spend 1 NF to gain that sense.
Veil of the Hidden

While shapeshifted, you generate Veil Points by remaining unnoticed in your shapeshifted form.

  • At the start of your turn, if you remain undetected, you gain Veil Points equal to the number of intelligent creatures (Intelligence 8 or higher) present in combat maximum amount of veil points equals twice your constitution modifier.
  • The DC to identify your true form is 8 + your proficiency bonus + your Intelligence modifier.

When you revert to your true form (either voluntarily or by being discovered), you can spend Veil Points as a free action once per turn to:

  • Empowered Strike: Spend 1 Veil Points to add your attack’s ability modifier an additional time to damage.
  • Phantom Step: Spend 1 Veil Points to gain +20 feet of movement and do not provoke opportunity attacks until the end of your next turn.
  • Adaptive Resilience: Spend 2 Veil Points to gain temporary hit points equal to twice your level.
Veil of the Hidden Mastery

At 6th level, your mastery over concealment and adaptability improves, allowing you to enhance your shapeshifting further.

  • When shapeshifting, you can now pick an additional option.
  • Veil Points Maximum: Your maximum Veil Points increases to twice your Constitution modifier + twice your intelligence modifier.

Additional Veil Point Uses:

  • Predator’s Edge: Spend 2 Veil Points to increase your attack's damage die by an amount equal to your proficiency bonus. This effect lasts until the start of your next turn.
  • Survival Instincts: Spend 3 Veil Points to reduce all damage taken by twice your Constitution modifier for a number of rounds equal to your proficiency bonus.
  • Adaptive Fortitude: Spend 3 Veil Points to end a negative status effect affecting you, such as poisoned, stunned, or blinded. This does not remove conditions like grappled or restrained.
  • Overclocked Reflexes: Spend 1 Veil Point before making an ability check to add your ability modifier again to the roll.
Near Perfected Mimicry

At 10th level, your ability to replicate creatures has reached near perfection, allowing you to take on multiple aspects at once and reactively change your adaptations. You gain the following benefits:

Dual Adaptation
  • When you Shapeshift, you can now select six different traits instead of three. (For example, you could take two of the creature’s natural weapons, The creature flying speed and one of its resistance at the same time.)
Fluid Form:
  • You can now change one of your chosen adaptations as a bonus action by spending 2 Veil Points.
  • If you are not in combat, you can do this without spending Veil Points (up to a number of times equal to your Proficiency Bonus per long rest).
Perfect Disguise:
  • When using Veil of the Hidden, creatures now have disadvantage on checks made to see through your disguise.
  • If you successfully deceive someone with your assumed form, you can regain 1 Veil Point (up to your maximum).

Path of the Infested Domain[edit]

Plagued Domain

At 3rd level you can do the following:

As an action, you infect the terrain within a 15-foot radius around you, creating your Plagued Domain for 1 minute. The area becomes filled with toxic and corrosive energies, and a central "core" forms at your location, acting as the heart of the domain. This core connects all the plants within the domain, including those created by you.

  • You're infected terrains range increase at the following levels: 6th (20 feet), 10th (25 feet), and 14th (30 feet) level.
  • This area becomes difficult terrain for enemies but does not hinder you.
  • You can have a number of Infected Terrain zones equal to your Constitution modifier. Each zone can contain up to a number of plants equal to your proficiency bonus.

Infested Flora:

  • As a free action, you can create up to a number of Infested Plants within your Virulent Domain equal to your proficiency bonus each turn. You can maintain a number of plants at any given time equal to your Constitution modifier (minimum of 1).
  • These plants last until the core of your domain is destroyed or until they are individually destroyed. Each plant has an AC of 10 + your proficiency bonus and hit points equal to twice your Constitution modifier.
  • The core of your Virulent Domain has an AC of 12 + your proficiency bonus and hit points equal to 3 times your Constitution modifier. While the core remains intact, your plants remain under your control. If the core is destroyed, your plants dissipate and the connected terrain dissipates also.

Choose one of the following when you create it:

Plagueborn Vitality

At 6th level, Your plants and core gain the following improvements:

  • You can add your Constitution modifier an additional time when determining the hit points of both your Infested Plants and the core of your Virulent Domain.

Virulent Resilience While inside your Plagued Domain, you benefit from the following:

  • You have resistance to necrotic damage.
  • While within your plagued domain you gain 15 additional movement speed
  • You can add your proficiency an additional time when you make attack rolls and damage rolls
Pestilence Overgrowth

At 10th level, your Plagued Domain becomes an even more oppressive and hazardous environment. Whenever a creature takes damage inside your domain, they must make a Constitution saving throw against your save DC (8 + proficiency + con mod). On a failed save, they are affected by a random toxic effect, either chosen by you or rolled by the DM (depending on your preference). On a successful save, the creature avoids the effect. The toxic effects are as follows:

  • Poisoned: The creature gains the poisoned condition until the start of their next turn, and any attack rolls against them have advantage while they are poisoned.
  • Weakened: The creature has disadvantage on Strength, Dexterity, and Constitution saving throws until the end of their next turn, and they take an additional 1d4 necrotic damage at the start of their next turn.
  • Sickened: The creature is unable to regain hit points until the end of their next turn. Additionally, the creature suffers disadvantage on attack rolls and ability checks while affected.
  • Rotten Limbs: The creature's limbs become stiff with rot. Until the start of their next turn, the creature’s movement speed is reduced by 10 feet and they cannot take reactions.

Rejuvenation of the Domain

  • Vigorous Growth: The AC of all plants you create within the domain is increased by 2.
  • Regenerative Resilience: Plants within your domain heal at the start of your turn for an amount equal to your Constitution modifier.
  • Viral Regrowth: When a plant is destroyed within your domain, it reverts back to a partially healed state at the start of your turn (or after 1 round) with hit points equal to your Constitution modifier, Regardless of the damage that killed it unless it was purely radiant damage, it is outright destroyed. This regrowth only happens once per long rest per plant.