Maleborne (Edge of Humanity Supplement)

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Maleborne[edit]

Maleborn are cursed beings, born from the corruption of negative energy. 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 Maleborne you gain the following class features.

Hit Points

Hit Dice: 1d12 per Maleborne level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Maleborne 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 Maleborne

Level Proficiency
Bonus
Features Negative Energy
1st +2 Negative Energy, Mutated Form, Dark Infusion 4 + con
2nd +2 Adaptive Surge, Ability Score Improvement 8 + con
3rd +2 Negative Energy Paths, Ability Score Improvement 12 + con
4th +2 Ability Score Improvement 16 + con
5th +3 20 + con
6th +3 24 + con
7th +3 28 + con
8th +3 Ability Score Improvement 32 + con
9th +4 36 + con
10th +4 40 + con
11th +4 44 + con
12th +4 Ability Score Improvement 48 + con
13th +5 52 + con
14th +5 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

Negative Energy[edit]

Through the embrace of darkness, you’ve unlocked the sinister force known as Negative Energy. 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. Negative Energy feeds on the souls of the living, and its presence is a harbinger of death and despair.

Negative Energy Pool

With your mastery over Negative Energy, you can store this dark force within yourself, harnessing it for later use. You gain Negative Energy 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 Negative Energy, 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 Negative Energy to boost your physical prowess or resilience. As a reaction to something while not your turn, you can spend 1 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.

You can spend additional NEP, up to your proficiency bonus, to increase the effect's potency proportionally.

Ability Score Improvement[edit]

When you reach 2nd level, and again at 3rd, 6th, 9th, 12th, 15th, and 18th 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 ignore this increase to instead gain a Maleborne Feat that you meet the prerequisite of.

Negative Energy Paths[edit]

Path of the Mutant[edit]

Enhanced Mutations: At 3rd level, each of your mutations gains an enhancement here are the increases.

Enhanced Claws
The damage die increases from 1d8 to 2d8, and on a critical hit, the claws can deal an additional 1d8 slashing damage.
Ferocious Bite
The bite damage increases from 1d10 to 2d10, and on a crit restore hit points equal to half the damage dealt.
Hardened Hide
In addition to the +2 AC, you gain an additional +1 AC, and you also gain resistance to one damage type of your choice: bludgeoning, piercing, or slashing.
Swift Wings
Your flying speed increases by 30 feet, and when you take the Dash action while flying, you can take a bonus action to make a melee attack.
Venomous Projectile
The spit deals 2d6 poison damage instead of 1d6, and targets hit by the spit must make a Constitution saving throw or be poisoned for 1 minute.
Tentacle Reach
The tentacles’ range increases to 15 feet, and on a hit, the target must succeed on a Strength saving throw or be restrained for 1 turn. Also makes climbing easier add your proficiency to your climbing roll.
Accelerated Healing
Regeneration now heals 4 hit points at the start of each of your turns, and you can use a bonus action to immediately heal for an additional 1d6 hit points once per short rest.
Enhanced Sight
The range of darkvision increases to 120 feet, and you gain the ability to see invisible creatures within your darkvision range.
Tail Mastery
Your tail grows longer now deals 1d10 bludgeoning damage, and you can use it to interact with objects or creatures up to 20 feet away.

Path of the Titan[edit]

Brutal Resilience: At 3rd level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical and magical weapons. Additionally gain a damage threshold equal to your Constitution modifier.

Path of the Wraith[edit]

Negative Essence Strike: At 3rd level, you can channel the essence of Negative Energy into your strikes, increasing their potency and sapping vitality from your enemies.

Damage Increase
When you hit with a melee weapon 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, up to a maximum of your Constitution modifier (minimum of 1).