Prototype (5e Class)
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Prototype
As a bunch of guards surround what seems to be an ordinary human, he grins at the guards as his arms swell and transform into razor-sharp claws. As the man kills the guards, tendrils shoot forth from his body to all of the corpses, the bodies disappearing as their organic biomass is fed into the man.
An elf observes the dwarf encampment under the cover of darkness, keen on getting inside its walls. An opportunity is given to her when a lone dwarf patrolman is spotted roaming around the wall. The elf immediately transforms one of its arms into a long blade and eviscerates the unlucky dwarf. As tendrils shoot forth from the elf to consume the dwarf, the elf's form starts to shift, its biomass and form now of the unlucky dwarf. The 'dwarf' easily gets into the encampment with no problems.
An orc drops from the roof, the ground beneath it cracking from the force of the fall. His efforts were all for naught though as he is immediately surrounded by an army of men. Having no other choice, he wills his biomass into a devastating attack, as the ground shake as bony spikes erupt from the ground, men being impaled on top of these spikes.
These men and women are called Prototypes. Prototypes are those who have come to survive being infected by the Blacklight virus, the virus mutating and evolving their bodies, granting them superhuman abilities and the ability to wield and transform their own biomass as destructive weapons.
Blacklight
In an effort to achieve immortality in a shorter period of time and make it available to those they deemed worithy, an order of alchemists and wizards have made numerous experiments on an ancient aberration's flesh, the beast being known for its great durability and immortality. For all their efforts, they have somehow managed to create a serum that can grant them immortality, the serum being called Blacklight. However, what came out instead is a virus capable of killing anything that it infects through its mutations.
The Blacklight Virus is an evolutionary chimeric mutation-causing agent that can reproduce only inside the living cells of other biological organisms. Because of this, it results into several biological changes that can somehow recreate sentience within the infected creature's cellular makeup. However, most who get infected by the virus just die from massive organ failures or from the mutations within their bodies the virus has caused.
But those who've come to 'survive' the infection would wake up to find themselves as something else entirely, the virus taking control of their bodies, mimicking both the body and mind of its inhabitant. While most Prototypes would probably never know the truth, others would come to realize that they're both lesser and more than what they used to be.
Life as a Living Bioweapon
Prototypes are free to do whatever they want, whether it be good or bad. One thing for sure though is that their current state of being attracts a huge amount of attention, as a lot of people are horrified by the aberrations that Prototypes are, especially amongst the religious community. With that, a lot of them would try to blend in with the common rabble to avoid attention, using their powers sparingly unless necessary. Some though would make full use of their powers freely, as they are above such things as 'blending in'. They though would usually be the ones to be hunted and killed first by the Clerics and Paladins of various orders, with many of them viewing Prototypes as an abomination that must be destroyed, even if they have shown themselves to not be a threat to those around them.
Creating a Prototype
In creating a Prototype, keep in mind the following questions. How did you obtain this virus? Were you subjected to it by the very order that has created it or were you just an unlucky passerby who just got infected by it? How has this affected you that now you are a monster? Does your community know of your condition or do you act like a wolf hiding amongst the sheep? These are some of the things to consider when creating a Prototype.
A Prototype with his Crimson Blade out. Source [1]]. |
- Quick Build
You can make a Prototype quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Lastly, pick a background option that would suit the character's origin or backstory.
Class Features
As a Prototype you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Prototype level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Prototype level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Persuasion, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Burglar's Pack or (b) a Dungeoneer's Pack or (c) an Explorer's Pack
- If you are using starting wealth, you have 5d4 in funds.
Blacklight Mutation
At 1st Level, you have survived being infected with the Blacklight virus, irreversibly changing your genetic code. You are considered an aberration (shapechanger) in addition to your other creature types. Because of the chimeric nature of the virus and the fact that it has embedded into your own genetic code, you can't be 'cured' of this affliction by any means.
In an effort to protect its host, the mutations caused by the virus provide some natural resistances to both internal and external sources, giving you resistance to poison damage as well as advantage on saving throws against diseases and being poisoned. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. At 8th Level, this increases to immunity to poison damage, being poisoned, and being infected by other diseases, as well as advantage on saving throws against curses.
The nature of the virus also causes you to regenerate damaged tissue faster than normal. As a bonus action, you may expend one of your available hit die to regain hit points as you would during a short rest. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses when you finish a short or long rest.
To sustain the combined biomass of yourself and the virus, as well as the rapid regenerative and mutative qualities of your body, you must eat three times your daily ration each day as you normally would. The virus is capable of breaking down any organic matter to fuel its biomass, allowing you to eat anything organic as if it were food, including spoiled food, poisonous vegetation, toxic creatures, and similar hazardous materials. You may have to make a saving throw to resist any ill effects of eating such substances, at the DM's discretion.
Biological Weapons
Beginning at 1st level, you are your own arsenal of natural weapons called bioweapons, allowing you to mutate your arms into huge red growths of flesh, bone, and other organic materials that you can use to make unarmed strikes. As a bonus action, you can transform your arms into one of the following bioweapons, or back into regular arms. The damage of a bioweapon replaces the normal damage for an unarmed strike. You cannot have more than one bioweapon at a time, the sole exception being the Chitin Shield. As you gain levels, the effects of each bioweapon increase, as stated in the descriptions of each bioweapon.
Razor Claws. The hands on each of your arms swell and grow into massive razor-sharp claws. On a hit, they deal slashing damage equal to 1d6 + your Strength modifier and when you take the Attack action to attack with them on your turn, you can use a bonus action to make an additional attack with them. This bioweapon gains a +1 bonus to attack rolls at 5th level, has its damage die increased to 1d8 at 11th level, and you can attack with them three times, instead of twice, when you take the Attack action with them on your turn at 17th level.
Crimson Blade. One of your arms grows long and thin, replacing your hand and lower arm with a powerful red blade. On a hit, it deals slashing damage equal to 1d12 + your Strength modifier and it deals an additional 7 damage whenever you score a critical hit with it. This bioweapon scores a critical hit on a roll of 19 or 20 at 5th level, deals 2d6 damage instead at 11th level, and scores a critical hit on a roll of 18-20 instead at 17th level.
Hammerfists. Both of your arms grows thick and hard, becoming red-tinted bone clubs that replaces your hands and lower arms. On a hit, it deals bludgeoning damage equal to 1d10 + your Strength modifier and you may choose to push the target 5ft away from you. This bioweapon gains a +1 bonus to damage rolls at 5th level, the damage increasing to +2 bonus to damage rolls and you may now choose to push the target back 10 feet at 11th level, and the damage increasing to +3 bonus to damage rolls at 17th level.
Fibrous Whip. One of your arms replaces its bones with tough coiled ligaments, allowing it to stretch to a disturbing distance without breaking. You can attack creatures up to 15ft away with it, and on a hit it deals slashing damage equal to 1d4 + your Strength modifier. This bioweapon's reach increases by 10ft (25ft total) at 5th level, its damage die increases to 1d6 and its reach increases by another 15ft at 11th level (40ft total), and its reach increases by a further 20 feet at 17th level (60ft total).
Chitin Shield. One of your regular arms swiftly forms a large, shield-like plate that quickly reverts back to its previous form. As a reaction to a creature making an attack roll against you, you can use this bioweapon to gain a +2 bonus to your AC against that attack. You can use this bioweapon even when you already have a bioweapon equipped, the shield forming on either arm and reverting back afterwards. You can use this feature after the die is rolled, but before the outcome is determined.
Even when your arms aren't transformed into bioweapons, the nature of your mutation improves your combat capabilities with your regular form. Your unarmed strikes use a d4 for damage and you can make one unarmed strike as a bonus action if you take the Attack action with an unarmed strike without using your bioweapons.
Biomass Mutation
Starting at 2nd level, the energy from your increased biomass allows you to perform incredible feats of strength with your bioweapons. Your access to this energy is represented by a number of mutation points. Your prorotype level determines the number of points you have, as shown in the Prototype table.
You can use these points to fuel various mutation features. You start knowing five such features: Flurry of Claws, Air Slice, Blunt Force, Whiplash, and Blackguard. You learn more mutation features as you gain levels in this class.
When you spend a mutation point, it is unavailable until you finish a short or long rest, at the end of which you have digested enough organic material to replenish all of your mutation points. You must consume an additional day's worth of food during the rest to regain your mutation points.
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 Strength modifier
- Flurry of Claws
Immediately after you take the Attack action with your Razor Claws on your turn, you can expend one mutation point to make two attacks with them as a bonus action.
- Air Slice
While you have your Crimson Blade formed, as an action, you can expend one mutation point to make a standing high jump up to a number of feet equal to your speed without taking attacks of opportunity, after which you fall and make one attack with the blade against a creature or object you land next to. On a hit, you take no damage from the fall and do not fall prone, and the blade deals an additional 1d6 damage for every 10ft you fell. You may also make this special attack if you fall from a height greater than 10ft.
- Blunt Force
When making an attack against another creature or object with your Hammerfists, you can expend one mutation point to make a special attack as part of your attack action of which you begin gathering energy from your biomass into your arms and unleashing it on the target you hit, the creature or object taking an additional 1d10 damage and is pushed an additional 10ft on top of your normal Hammerfist damage and effect.
- Whiplash
While you have your Fibrous Whip formed, as an action, you can expend one mutation point to make a special attack with the whip against a creature or object within the whip's reach, choosing to either pierce it or swipe it when you use this feature. On a hit, the creature or object takes piercing damage equal to 2d4 + your Strength modifier and is pulled 5ft next to you (only applicable to creatures one sizes smaller and larger than you) or you are pulled 5ft next to it (only applicable to creatures of your size and larger) if you chose to pierce it, or that much slashing damage and is knocked prone if you chose to swipe it.
- Blackguard
When forming your Chitin Shield, you can expend 1 mutation point to form a much larger shield that lasts a little longer, giving you a +3 bonus to your AC until the start of your next turn instead.
Mutated Movement
Starting at 2nd Level, the virus causes mutations in your legs that allow you to pump extra energy into running faster. Your speed increases by 10ft while you are not wearing armor or wielding a shield. In addition, your jump distances are tripled and you don't suffer from fall damage from heights equal or lesser than your jump distance.
At 9th level, this increase in speed becomes 20ft, you gain the ability to move along vertical surfaces on your turn without falling during the move.
Mutated Senses
Starting at 3rd level, the virus has mutated your senses, allowing you to perceive things much more clearly. You gain proficiency with the Perception skill. If you were already proficient with Perception, you instead double your proficiency bonus for any ability check that uses the proficiency. In addition, you gain darkvision out to a range of 60ft. if you already had darkvision from another source, you instead increase the range of that darkvision by 30ft.
Virus Strain
Starting at 3rd level, the virus within you has started to mutate to its own unique strain, giving you new unique abilities for your use. You can choose these strains: Lethal, Assimilation, Resilient, and Warrior all detailed at the end of the class description. Your strain grants features at 3rd level and again at 6th, 10th, and 15th level.
Ability Score Improvement
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.
Falling Resistance
Starting at 4th level, your biomass can now act as an absorption layer that helps cushion your falls. If you were to take bludgeoning damage from falling, you can use your reaction to take half as much damage instead. This increases to no damage at 12th level, as your mutations have evolved your biomass to the point it can easily absorb and displace all the force of a fall.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Virus-Empowered Bioweapons
Starting at 5th level, the bioweapons you create can harm even the most durable of foes. Your bioweapons, unarmed strikes, and any mutation features that involves the attack and use of your bioweapons count as magical for the purpose of overcoming resistances and immunity to nonmagical damage.
Consume
Starting at 6th Level, you've learned how to use the biomass of others to fuel yours. As a reaction to when you reduce a creature sized Small and up to 0 hit points, or as an action on a creature sized Small and up that died within the last 24 hours, you consume the creature and gain temporary hit points equal to half your prototype level (rounded down) + your Constitution modifier, as crimson tendrils erupt from your body and rapidly break down the creature's body into biomass, absorbing it in the process. Your body converts the biomass of the consumed creature into fresh tissues and nutrients, allowing you to replace any limbs you may have lost as well as feeding you and quenching your thirst for a day. A consumed creature has its entire body, as well as every organic piece of equipment it was wearing, destroyed, as the materials are also absorbed into your body. Inorganic materials are harmlessly expunged from your body, unharmed by the process.
Any time after, you may use an action to take the appearance of the consumed creature if it was a humanoid of your size or one size smaller, or back into your regular form, altering your own genetic code to match the creature's while retaining the mutations of the virus. Your flesh also alters itself to match any clothing or armor destroyed by this feature that the creature was wearing. You can perfectly mimic the creature's voice, and you gain all of the creature's memories from the past 24 hours, allowing you to pass yourself off as that creature. You retain all of your features, ability scores, and proficiencies, and do not gain any of the consumed creature's. After 24 hours, or if you consume another creature, you lose the ability to take the appearance of the consumed creature.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
At 11th level, you now gain temporary hit points equal to your prototype level + your Constitution modifier when consuming a creature. In addition, you retain the ability to transform into a creature even if you consume another creature.
Advanced Biomass Mutation
Starting at 7th level, you can use the mutative energies of the blacklight virus to cause extremely rapid growths to extend from your body, temporarily converting energy into matter. You gain the following mutation features. Matter created in this way dissolves harmlessly into nothing at the end of your turn.
- Ground Spike
While you have your Razor Claws formed, as an action, you can expend two mutation points and channel your biomass into the ground, causing bony spikes to erupt underneath a creature or object within 40ft of you. The target and any other creature or object within 5 feet of it must succeed on a Dexterity saving throw or take piercing damage equal to 3d8 + your Strength modifier, or half as much damage on a successful save. You can expend additional mutation points when you use this feature, increasing the damage by 1d8 and range by 10ft for every two additional point expended.
- Blade Frenzy
When you take the Dash action while you have your Crimson Blade formed, you can expend one mutation point to perform a Blade Frenzy. You can make one attack with the Blade plus one additional attack for every two mutation points spent. These attacks can be on the same or different targets, but you must move at least 10ft between each attack. Until the end of your turn, moving does not provoke opportunity attacks against you.
- Power Slam
While you have your Hammerfists formed, as an action, you can expend two mutation points to slam your fists into the ground and cause the very earth to erupt around you. Each creature or object within 10ft of you makes a Dexterity saving throw, taking bludgeoning damage equal to 3d8 + your Strength modifier and getting knocked prone on a failed saving throw, or half as much damage on a successful save. The area also becomes difficult terrain as the ground shatters, which you are immune to until the end of your turn. You can expend additional mutation points when you use this feature, increasing the damage by 1d8 and the radius of the area by 5ft for every two additional points expended.
- Street Sweeper
While you have your Fibrous Whip formed, as an action, you can expend two mutation points to sweep the whip in a 20ft cone in front of you. Each creature or object in the area must make a Dexterity saving throw taking 2d8 slashing damage and being knocked prone on a failed saving throw, or half as much damage on a successful save. You can expend additional mutation points when you use this feature, increasing the damage by 1d8 and the range by 10ft for every two additional points expended.
Biomass Armor
Your mutation has evolved to such a degree, it can effectively mutate itself into effective armor for your use. Starting at 10th level, as an action, you can expend three mutation points to encase your body in solidified biomass, granting you resistance to bludgeoning, piercing, and slashing damage. This effect lasts for 8 hours. You can also end this effect early as a bonus action.
While encased in this armor, you lose the benefits of your Mutated Movement feature and you lose any proficiencies that you may have gained when using the Consume feature.
Devastator
You have gained such mastery over your mutation, that you are now able to unleash your biomass in one massive attack, devastating those caught in its wake. Starting at the 13th Level, you are now able to unleash Devastators, allowing you to use the following mutation features.
- Tendril Barrage
As an action, you can expend four mutation points to shoot tendrils of biomass out in every direction. Every creature or object within 30ft of you must make a Dexterity saving throw, taking piercing damage equal to 3d8 + your Strength modifier on a failed saving throw, or half as much damage on a successful save. You can expend additional mutation points when you use this feature, increasing the damage by 1d8 and the radius by 10ft for every two additional points expended.
- Groundspike Graveyard
As an action, you can expend four mutation points and channel you biomass into the ground, which then erupts in bony spikes in a huge area around you. Each creature or object within 15 feet of you must make a Dexterity saving throw, taking piercing damage equal to 4d10 + your Strength modifier and getting knocked prone on a failed saving throw, or half as much damage on a successful save. The area also becomes difficult terrain as the ground shatters, which you are immune to until the end of your turn. You can expend additional mutation points when you use this feature, increasing the damage by 1d10 and the radius by 5ft for every two additional points expended.
- Critical Pain
As an action, you can expend four mutation points to violently launch large amounts of biomass towards a single target within 60ft of you. The target must make a Dexterity saving throw, taking bludgeoning damage equal to 6d12 + your Strength modifier on a failed saving throw, or half as much damage on a successful save. You can expend additional mutation points when you use this feature, dealing an additional 1d12 damage for every additional point expended.
Vision of the Apex
The virus has mutated your senses even further, allowing you to detect things far more easily. Starting at 14th level, you have blindsight out to a radius of 30 feet, provided you aren't deafened. In addition, you can see in darkness within 60ft of you as though it were bright light, and your darkvision radius increases by 30ft.
Adaptive Evolution
The virus can now effectively mutate your body to adapt to any kind of situation possible and keep it at its peak condition, making you resilient to anything that might be thrown at you. At 15th level, you gain proficiency with all saving throws. Additionally, whenever you make a saving throw and fail, you can expend 1 mutation point to reroll it and take the second result. You also stop aging and cannot be magically aged by any means short of a wish spell or similar magic.
Evolutionary Marvel
At 18th level, the various mutations and evolutions your body has undergone have improved your ability to endure and recover from injury increases phenomenally, as well as your ability to transform your arms. Your Constitution score increases by 4. Your maximum for that score is now 24. Additionally, once during each of your turns, you may transform your arms into a bioweapon without using a bonus action.
Zeus
You have gained full mastery over your genetic code, and the manipulation of your own biomass is made easy with your will alone. Starting at 20th level, you regain three expended mutation points whenever you use your Consume feature. In addition, you are immune to being blinded, deafened, and being cursed.
Virus Strain
The Blacklight virus is chimeric in its nature, always mutating and evolving within the cells that it inhabits using the unused genetic code within all organic creatures. As those who has come to survive the virus and are now prototypes, the strain within them are unique by itself as they've come to evolve and mutate within their new hosts, granting them abilities that the others may not possess.
Lethal
The Blacklight virus is a lethal pathogen that could easily kill an infected creature in a matter of minutes. You’ve managed to somehow attain control of the virus itself and can now use its deadly effects for your own use. Those of the Lethal strain are truly the bane of every healer in their world, poisoning and infecting everyone they can touch with a virus that constantly baffles those who seek to cure it, only to find their methods useless against it.
- Poisoned Bioweapons
Starting at 3rd Level, your control of the virus has allowed you to coat your bioweapons with the virus itself. You can now spend 1 mutation point to deal an additional +1d4 Poison damage while attacking with your Bioweapons for ten minutes. The damage increases by one tier at the 6th (1d6), 10th (1d10), and 15th (1d12) Levels.
- Virus Injection
Starting at 6th Level, your control of the virus has increased, allowing you now to inject infected biomass into a target. While using a Bioweapon that deals slashing or piercing damage, you may spend two mutation points to make a special attack as an action, forcing the target to make a Constitution saving throw. On a failed save, it takes 2d6 poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned. The target may repeat the saving throw at the end of each of its turn, no longer Poisoned at a success. You may spend an additional mutation point to raise the DC save by 1.
- Chimeric Virus
Starting at 10th Level, the virus within you has effectively mutated itself to bypass whatever resistances the target may have against it. Attacks made with your Poisoned Bioweapons feature ignore resistances and Virus Injection also ignores resistances and its effects.
- Biobomb
Starting at 15th Level, your mastery of the virus has allowed you to discover a new aspect for the virus for you to exploit. While using a Bioweapon that deals slashing or piercing damage, you may spend four mutation points to implant a creature with a Biobomb. The creature is dealt 4d6 poison damage of which it cannot resist. In addition, every creature or object other than you within 20ft of the target must make a Dexterity saving throw or be dealt 3d6 piercing damage and be dragged 5ft next to the target as tendrils violently erupt from the target and recoil back, taking only half damage on a successful save. You can expend additional mutation points when you use this feature, increasing the poison damage dealt and the piercing damage dealt by 1d6 for every two additional points expended.
Assimilation
One curious aspect of the virus is the unexpected ability to not only fully copy the genetic traits of the consumed, but also its memories and experiences. The virus has now mutated in order for you to exploit these abilities to its fullest potential. Those of the Assimilation strain can easily rival the best infiltrators, shapeshifting into someone they consumed and easily answering whatever security detail they'll encounter with the memories of the consumed. Add that to them being able to somehow mind control people and you'll have someone that can easily wreak havoc in a community.
- Transformation
Starting at 3rd Level, the virus has expanded its ability to replicate and recall. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait, but your flesh can alter itself to match any clothing or armor that you've seen, any clothing you're wearing being absorbed into you for the moment. You stay in the new form until you use an action to revert to your original form or until you die.
In addition, you can now accurately recall anything you have seen or heard within the past month.
- Full Replication
Starting at 6th Level, the virus has diverged to fully replicate a consumed creatures' skills and experiences, both mental and physical. When using the Consume feature, you gain two of the proficiencies or languages of a creature you consume for as long as you can take the appearance of that creature. Anytime thereafter, while you retain the ability to take the appearance of that creature, you can expend a mutation point to gain another of its proficiencies or languages for the same duration.
In addition, when using the Consume feature, you now gain all of the creature’s memories from the past month and also certain important memories in its life such as relationships, locations, etc.
- Mental Hijack
Starting at 10th Level, the virus is now capable of changing the mental structure of a humanoid, allowing you to gain some control of a creature. While using a Bioweapon that deals slashing or piercing damage, you may spend three mutation points to make a special attack as an action, forcing the target to make a Constitution saving throw.
On a failed save, the target is charmed by you for an hour as the virus rearranges the target’s mental structure. The charmed target must use its action before moving on each of its turns to make a an attack against a creature other than itself that you mentally choose.
The target neither moves nor takes no actions on its turn if you choose no creature or if none are within its reach. The target can make a Constitution saving throw at the end of each of its turns. On a success, the effect ends.
- Full Submission
Starting at 15th Level, the virus can now completely take control of a humanoid creature. You can now spend four mutation points to make a special action of which you touch a humanoid, forcing the target to make a Constitution saving throw at disadvantage. On a success, the target is immune to this effect for 24 hours.
On a failed save, that creature is then charmed by you until you want it to end, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically through the virus with the charmed creature as long as the two of you are on the same plane of existence. The maximum number of creatures you can keep under your control with this feature is equal to half your proficiency modifier (rounded up).
Resilient
For a virus to survive, it must continue to evolve and change to the environment and the threats it faces. To keep its host alive, the Blacklight virus has mutated you to be tougher than ever, allowing you to survive whatever encounters you may face. Those of the Resilient strain can be seen as almost invincible, able to withstand an amount of physical punishment most would find ludicrous. If it survives long enough, a host of this strain will find that even legions of soldiers and the most dangerous of monsters cannot harm it in a meaningful way.
- Organic Bioplant
Starting at 3rd level, the virus has mutated your body to be more efficient in its energy usage and toughening up your flesh and bones. Your hit point maximum increases by an amount equal to twice your level and it increases by 2 every time you gain a level. In addition, you are considered to have one less level of exhaustion when determining the effects of exhaustion and you now only need to eat your normal amount of daily ration to sustain yourself.
- Bioorganic Adaptation
Starting at 6th level, the energy saved by the virus has now mutated to allow you survive more easily in dangerous environments and conditions. You can now breathe underwater and gain a swim speed equal to your movement, you ignore the effects of extreme weather, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Advanced Biomass Armor
Your mutation has not only mutated your body, but also your armor as well, making it much more durable when compared to those of others. Starting at 10th level, when using your Biomass Armor feature, it instead grants you resistance to all damage types except psychic.
- Auto-Regeneration
Starting at 15th level, the virus has started to stockpile ‘emergency biomass’ of which it would automatically use to heal the body’s injuries. At the start of each of your turns, you regain hit points equal to 2 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Warrior
The virus would always adapt to the needs of its host and for some of them, these adaptations would come in the evolution of their bioweapons lethality and ability. Those of the Warrior strain would boast having mastery of their mutated form, able to pull of feats with their bioweapons that few can match among their kind, even lesser for those not among them. From having unique abilities to even possessing new forms of organic weaponry, they're unmatched on the battlefield and are a terror to those who are unfortunate enough to face them.
- Evolved Bioweapons
Starting at 3rd level, the virus has mutated your bioweapons, giving you access to new abilities. You gain the following abilities:
- Lunging Claw
As an action and while your Razor Claws are formed, you can spend 1 mutation point to lunge at a target within 30ft of you and make an attack against it, on a hit dealing slashing damage equal to 2d6 + your Strength modifier.
- Tornado Blade
While you have your Crimson Blade formed, as an action, you can expend one mutation point to spin your Crimson Blade around you. All creatures within 5ft of you must make a Dexterity saving throw, dealing 1d12 + your Strength modifier on a fail, taking only half damage on a successful save.
- Hammertoss
As an action and while your Hammerfists are formed, you can spend 1 mutation point to toss yourself to a point within 100ft of you. On impact, all creatures within 5ft of you must make a Dexterity saving throw, dealing bludgeoning damage equal to 2d4 + your Strength modifier on a fail, taking only half damage on a successful save.
- Whip Throw
While you have your Fibrous Whip formed, as an action, you can expend one mutation point to make a special attack with the whip against a creature or object within the whip's reach. On a hit, the creature or object takes piercing damage equal to 1d4 + your Strength modifier and is thrown to a point within 45ft of you. The target must then make a Dexterity saving throw, dealing bludgeoning damage equal to 1d6 and be knocked prone on a fail, taking only half damage on a successful save. If the target is thrown to another creature, it takes the same amount of bludgeoning damage dealt on the second phase to the flung target.
- Battering Ram
As an action, you form your Chitin Shield and start dashing 30ft in a straight line, with all creatures or objects along the path must make a Strength saving throw, dealing bludgeoning damage equal to 1d4 + your Strength modifier and be knocked prone on a failed save, taking only half damage on a successful save.
- Mutated Arsenal
Starting at 6th level, the virus has mutated to expand your arsenal of bioweapons. You may select two of the following bioweapons from the list below:
Bone Pike. One your arms gets encased in hardened bone, forming a long spear-like protrusion at the tip. It has a reach of 10ft and on a hit, it deals piercing damage equal to 1d8 + your Strength modifier and has a +1 bonus to attack rolls. In addition, when a creature comes within your range, you may use your reaction to make an opportunity attack against it, reducing the creature's movement to 0ft on a hit. This bioweapon has its damage die increased to 1d10 at 11th level and at the 17th level, any creature that comes or exit within your range, you may use your reaction to make an opportunity attack against it, reducing the creature's movement to 0ft on a hit.
Enlarged Muscle Mass. Your arms and legs gets enlarged and enhanced, granting them enormous strength. On a hit, it deals bludgeoning damage equal to 1d6 + your Strength modifier and has a +1 bonus to damage rolls. In addition, while this bioweapon is formed, you have advantage on any Strength check and can lift and throw a weight equal or less than 3000 lbs. This bioweapon gains a +2 bonus to damage rolls at 11th level, increasing to +3 bonus to damage rolls at 17th level.
Bone Bow. One of your hands form a crescent shaped bone with a bowstring made of tendrils while the other becomes an organic quil, forming arrows made out of hardened bone. You may use your Strength instead of Dexterity when making ranged attacks with this bioweapon, dealing piercing damage equal to 1d1d0 + your Strength modifier, has a range of 150/600ft, and has a +1 bonus to attack rolls. This bioweapon has its damage die increased to 1d12 and its range increased to 300/750ft at 11th level, and at the 17th level, it gains an increased +2 bonus to attack rolls.
Bile Spewer. The virus develops multiple chambers inside your abdomen for the mixing and firing of a highly corrosive and boiling acid, of which is excreted by controlled chemical explosions through the hands in the form of holes in the palms or through the mouth. You may use your Strength instead of Dexterity when making ranged attacks with this bioweapon, dealing acid damage equal to 1d6 + your Strength modifier, has a range of 30/60ft, and has a +1 bonus to damage rolls. This bioweapon has its damage die increased to 1d8 and its range increased to 60/100ft at 11th level, and at the 17th level, it gains a further +2 bonus to damage rolls.
In addition, you gain the following mutation features for the chosen bioweapons from the list below:
- Bone Driver
As an action and while your Bone Pike is formed, you can spend two mutation points to enlarge and harden your Bone Pike and to make a special attack against a target of your choosing within 20ft of you. When making this attack, you ignore any non-magical effects of cover and armor, dealing 2d8 + your Strength modifier on a hit and reducing the target's movement speed to 0ft on a hit. You can expend additional mutation points when you use this feature, increasing the damage by 1d8 for every two additional points expended.
- Mass Buster
As an action and while your Enlarged Muscle Mass is formed, you can spend 1 mutation point to make a special attack against a creature within 5ft of you. On a hit, you immediately grapple it and deal bludgeoning damage equal to 2d6 + your Strength modifier. Until the grapple ends, you can use your action on each of your subsequent turns to cause this damage again. You can expend additional mutation points when you use this feature, increasing the damage by 1d6 for every two additional points expended.
- Oversized Arrow
As an action and while your Bone Bow is formed, you can spend two mutation points to create a massive bone arrow and to make a special attack against a target within the range of your Bone Bow. On a hit, you deal piercing damage equal to 2d8 + your Strength modifier to the target and to any creature that is standing within 15ft directly behind the target. You can expend additional mutation points when you use this feature, increasing the damage by 1d8 for every two additional points expended.
- Bile Cannon
As an action and while your Bile Spewer is formed, you can expend one mutation point to shoot out a massive blob of boiling acid to a point within 60ft of you. Each creature within a 20ft radius centered on the point of impact must make a Dexterity saving throw. On a fail, a target is dealt 3d6 acid damage and its AC is reduced by -1, taking only half damage on a success. You can expend additional mutation points when you use this feature, increasing the damage by 1d6 and increasing the radius by 10ft for every two additionals point expended.
- Rapid Mutation
The virus has evolved, now capable of mutating rapidly to allow you to unleash your bioweapons at a moment's notice. Starting at 10th level, when using any feature that involves an action and has a base requirement of spending 2 mutation points or less, you can spend an additional mutation point to shift into the required bioweapon and allow you to use that feature as a bonus action, instead of an action. Do note that when using a feature in this way, you cannot spend any additional mutation points if the feature allows it.
- Biological Terror
Starting at 15th level, the virus has now fully evolved to maximize the power of your bioweapons. When using any feature that involves spending a mutation point and requires an attack roll or a target making a saving throw, it automatically gains an additional damage die of an equivalent size to its damage rolls (i.e. 1d4 -> 2d4).
Multiclassing
Prerequisites. To qualify for multiclassing, you must meet these prerequisites: Strength 13 and Constitution 13. Must also be an organic race and be infected by the Blacklight Virus or an Aberrant/Abyssal Curse.
Proficiencies. When you multiclass into Prototype, you do not gain additional proficiencies.
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