Spellscared (5e Class)
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- 1 Spellscarred
- 2 Birthing the Spellscarred
- 3 Class Features
- 3.1 Table: The Spellscarred
- 3.2 Blight Body
- 3.3 Unarmoured Movement
- 3.4 Mutate Weapon
- 3.5 Blight Mutations
- 3.6 Danger Sense
- 3.7 Absorb Shock
- 3.8 Ability Score Increase
- 3.9 Extra Attack
- 3.10 Empowered Strikes
- 3.11 Apex Predator
- 4 Blight Mutations List
- 5 Multiclassing
Backstory At the death of the Goddess of Magic, a violent eldritch disease spread across the mortal world, a plague known as the Spellblight....Everything touched by this arcanic infection begun to mutate, and every one became a perfect engine of eldritch destruction and mutation of limitless power. As a dreadful cost, nearly no one could maintain a sentient mind. But a few managed to keep their sanity.
Birthing the Spellscarred
In a mere 1% of all known cases of infection something incredible and rare occurs. In the event of one of these occurrences, the eldritch rewrite provoked by the Spellblight causes the body to metabolise and subdue the corruption. This results in an individual controlling the Blight Mutations with phenomenal abilities, a free willed deadly shapeshifting being outside of the natural world -- of nearly limitless potential, power and destruction. They can fashion portions of their bodies into weapons and cause mass devastation to the environment with their incredible physical strength and durability. Newly enhanced musculature and strengthened epidermis and bodily tissue increases their strength, speed, reflexes, and agility by shifting their biomass to their limbs, allowing them to break the boundaries of human sprinting and jumping/climbing ability to perform amazing feats.
and you... are that 1%.
As a Spellscarred you gain the following class features.
- Hit Points
Armor: None (except shields)
Weapons: natural weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Stealth and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Traveller's Clothes only
|Blight Points||Unarmored Movement||Features|
|1st||+2||1+CON||-||Spellblight Body, Mutate Weapon, Blight Mutation|
|2nd||+2||2+CON||+10ft||Blight Mutation, Danger Sense|
|3rd||+2||3+CON||+10ft||Blight Mutation,Absorb Shock|
|4th||+2||4+CON||+10ft||Ability Score Improvement, Blight Mutation|
|5th||+3||5+CON||+10ft||Blight Mutation,Extra Attack|
|6th||+3||6+CON||+15ft||Blight Mutation,Empowered Strike|
|8th||+3||8+CON||+15ft||Ability Score Improvement, Blight Mutation|
|11th||+4||10+CON||+20ft||Extra Attack (2)|
|12th||+4||10+CON||+20ft||Ability Score Improvement, Blight Mutation|
|16th||+5||17+CON||+25ft||Ability Score Improvement, Blight Mutation|
|19th||+6||22+CON||+30ft||Ability Score Improvement, Blight Mutation|
Blight Body encompasses the following four features:
- Unarmored Defence
- Magic Rejection
- Unarmoured Movement.
Unarmored Defense (Biomass)
Due to the bulk of your Blight biomass acting as an absorption layer, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Consuming is the process by which you absorb the flesh or essence of other entities. After consuming, the left over body is an unidentifiable mess. As a free action upon dealing the killing blow to a creature, or as an action otherwise, you can consume a creature as long as it is within 5ft and is either dead or on 0 hit points. Upon doing so, the following events happen: You gain 1 Mutation point or 1d6 temp Hp per Creature Hit dice. This HP goes away at the end of a long rest.
Magic Item Rejection
You may not attune magical items. You may carry them, touch them, but the magic in them and the nature of you - just do not mix.
Starting at 2nd level, your biomass increases the strength and speed of your legs. Your speed increases by 10 feet while you are not wearing armour or wielding a shield. This bonus increases when you reach certain Spellscarred levels, as shown in the Spellscarred table.
At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move.
At 1st level you can select your first weapon mutation from the Blight Mutations list. You become your weapons. Your choices are Claws, Blade, Hammerfist or Whipfist. You may form your selected weapon for free during your move or action just as any other character can draw or sheathe a weapon. In order to change the form of your weapon more than once per round will require the use of a free action.
Starting at 1st level, your blight mastery allows you to harness the versatility of Blight mutations. Your access to this ability is represented by a number of mutation points. You can expend these points to fuel the various mutation features. You start knowing three such Mutation Features (your choice) at lvl 1 for which you meet the prerequisites.
Whenever you gain the Blight Mutation class feature, you may select a new mutation (see below). The maximum number of mutation points you can spend on a single mutation is equal to your proficiency bonus + you CON modifier. When you spend a mutation point, it is gone until you finish a short or long rest, at the end of which you regenerate all of your expended biomass back into yourself. 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 Constitution modifier
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Beginning at 3rd 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.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases again at 11th level.
Starting at 6th level, your natural attacks create their own supernatural signature and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your attacks ignore resistance to bludeoning, piercing, and slashing damage. IF the target is immune, they instead, become resistant. You deal +1d8 Necrotic damage at level 6, +2d8 at level 12, +3d8 at level 18
At 20th level, you become an apex predator and your body reaches the pinnacle of genetic mutation. Your Strength or dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24. You generate CON modifier Mutation points each turn.
Blight Mutations List
Weapon mutations allow your biomass to create weapon-like forms in the place or your arms. You may only have 1 type of weapon mutation active at any time.
Once learned, your biomass allows you to mutate and produce finesse claws. You gain the following benefits:
- • You can roll a d4for your claw damage. This die increases 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level. (slashing, finesse)
- • Special: When you use the Attack action with your claws on your turn, you can make one additional claw attack as a bonus action.
Advanced Claw Mutations: Rend – (Prerequisites: Claws)
Immediately after you take the Attack action on your turn, you can spend 1 mutation point to make two claw attacks as a free action.
Ground Spike – (Prerequisites: Claws)
As an action, you can spend 3 mutation points to channel your biomass into the ground and make it erupt under a targeted creature within 30ft. The eruption of spikes deals 2d8 piercing damage to your target and all other creatures within 5ft. Targets take half damage on a successful Dexterity save. For each additional mutation point, you spend, increase the range by 10ft and the damage by 1d8.
Ground Spike Graveyard – (Prerequisites: Claws)
The biomass from your Claws is channeled into the ground and erupts all around you. As an action you can spend 3 mutation points to make your claws erupt in a 5ft radius around you. All affected targets take 2d8+2 piercing damage, or half on a successful Dexterity save. Enemies that fail the save are also knocked prone. Each additional mutation point you spend increases the radius by 5ft and the damage by 1d8+1.
Once learned, your biomass allows you to mutate and produce a heavy blade. You gain the following benefits:
- • You can roll 2d8 for your blade damage. (Slashing, Heavy, Str)
- • Special: On your turn, when you score a critical hit with this weapon or reduce a creature to 0 hit points, you can make one melee weapon attack as a bonus action.
Advanced Blade Mutations Air Slice – (Prerequisites: Blade)
As an action for 1 mutation point you can perform an aerial drop attack. Jumping from a height above your target, you transfer the energy of your fall into extra attack damage. Upon landing you automatically land on your feet and take any applicable falling damage yourself. In addition, you make an attack roll with Advantage against your target and for every 5ft you fall, your attack deals an extra 1d8 points of damage.
Blade Frenzy – (Prerequisites: Blade)
You can spend 2 or more mutation points to perform a Blade Frenzy. You can make one melee weapon attack plus an additional melee weapon attack for every 2 additional mutation points beyond the first two spent. These attacks can be on the same target or different targets, you have 10 feet reach for this power.
Vorpal Blade – (Prerequisites: Blade, Level 5)
Your blade’s ferocity increases and its edges sharpen. As a free action on your turn you can spend 1 mutation points to increase the critical hit range of your blade to 18-20 for 1 minute.
- For 1 additional point, you can roll an extra d6 when determining the extra damage for critical hits.
- For 2 additional points, you can roll two extra d6 when determining the extra damage for critical hits.
- For 3 additional points you can roll three extra d6 when determining the extra damage for critical hits and the critical hit range becomes 17-20.
- For 5 additional points you can roll three extra d6 when determining the extra damage for critical hits and the critical hit range becomes 17-20. In addition, a roll of 20 on the attack roll cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Once learned, your biomass allows you to mutate and produce a heavy hammer-like mass. You gain the following benefits:
- • You roll a 2d12 for your hammerfist damage. (Bludgeoning, Heavy, Str)
- • Special: When you roll a 1 or 2 on the damage die for an attack you make with your hammerfist, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Advanced Hammerfist Mutations Blunt Force – (Prerequisites: Hammerfist)
As an action on your turn for 1 mutation point you can begin charging extra mass into your hammerfist. On your next attack within 1 minute you release your charge and swing. If you hit your target, roll damage as normal and multiply the total result by 2, also knocking the target back 10ft. Having your hammerfist charged in this manner requires focus. If you take damage while charged you must make a Constitution save with a DC of 5 + the damage dealt or lose the charge.
Power Slam – (Prerequisites: Hammerfist)
The biomass from your Hammerfist is slammed into the ground and erupts the ground around you. As an action you can spend 2 mutation points to make your hammerfist deal normal weapon damage in a 10ft radius around you. All affected targets take normal weapon damage, or half on a successful Dexterity save. Enemies that fail the save are also knocked prone. The ground within a 10ft radius also becomes difficult terrain as it shatters. Each additional mutation point spent increases the radius of difficult terrain created by 5ft.
Critical Pain – (Prerequisites: Hammerfist, Level 5)
As an action, you can spend 2 mutation points to violently launch the biomass of your hammerfist towards a target within 60ft. The target takes 3d12 + 10 Bludgeoning damage, or half on a successful Dexterity save. Each additional mutation point you spend increases the damage by 1d12 + 5.
Once learned, your biomass allows you to mutate and produce an extendable whipfist (ranged). You gain the following benefits:
- • You can roll a d6 for your whipfist damage. This die increases 2d6 at 5th level, 2d8 at 11th level and 2d10 at 17th level.
- •Special: This weapon it has a melee attack range of 30ft.
Advanced Whipfist Mutations Whiplash – (Prerequisites: Whipfist)
You can spend 2 mutation points as a bonus action to whip, shove and pull a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 piercing damage, plus an extra 1d10 piercing damage for each additional mutation point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Street Sweeper – (Prerequisites: Whipfist)
The street sweeper ability helps in dismembering multiple foes in front of you with a 90-degree swath. As an action you can spend 2 mutation points to sweep your whipfist out in front of you dealing 3d6 piercing damage to all targets within a 15ft cone, or for half damage if they succeed on a Dexterity save. For every additional mutation point you spend, increase the range by 5ft and the damage by 1d6.
Tendril Barrage – (Prerequisites: Whipfist)
As an action you can spend 2 mutation points to shoot tendrils of biomass out in every direction. Every creature within a 30ft radius takes 2d4+2 points of piercing damage, or half on a successful dexterity save. For each additional mutation point you spend the damage increases by 1d4+1. These tendrils penetrate everything short of total cover.
Biomass Armour – (Prerequisites: None)
As a bonus action for spending 1 mutation point you can encase your body in solidified biomass, granting you resistance to bludgeoning, piercing, and slashing damage. This armour lasts for a number of rounds equal to your constitution modifier. While encased in armour, you lose your unarmoured movement speed bonus. You gain your proficiency bonus in CA bonus.
Blight Regeneration - (Prerequisites: Level 5)
You spend 3 mutation points and your biomass starts pulsating, which stimulates your natural healing ability. You regain 2d8 + 8 hit points and any severed body parts (fingers, legs, and so on), if any, are completely regrown after 2 minutes. If you have the severed part and hold it to the stump, it causes the limb to instantly knit back onto the stump.
Eldritch Blast – (Prerequisites: Level 5)
You harness the arcanic side o the Spellplague, you gain the Eldritch Blast cantrip. You add you CON modifier to damage.
Greater Consumption – (Prerequisites: Level 3)
When you consume a creature, you can :
- End one disease or one condition from the following choices: blinded, deafened, paralysed, or poisoned.
- Restore 2d6 Hitpoints per Creature Hit Die or regain 2 mutation points. Hitpoints in excess become Temporary Hitpoints, fading the next turn.
At level 9 when you consume a creature, you can end any one of the following effects: The ‘charmed’ condition, one curse (including attunement to a cursed magic item), any reduction to one of your ability scores, or one effect that is reducing your hit point maximum. Or restore 3d6 Hitpoints per creature Hit Die or regain 3 mutation points.
Mutate Shield – (Prerequisites: None)
As a reaction when you are hit by any form of targeted attack, you can spend 1 mutation point as a free action to shift your biomass into a shield and absorb damage. The shield can absorb damage equal 2d10 + your Constitution modifier + your level. Any excess damage beyond the shield's limit is taken as normal.
Muscle Mass – (Prerequisites: None)
As a bonus action you can spend 2 mutation points to significantly increase your muscle mass for 1 minute. During this time you have advantage on Strength checks and saving throws, and attacks, and when you make a attack using Strength, you gain a +2 bonus to the damage roll. Additionally, as an action during the duration, you can pick up and throw an object. The total weight of the object thrown can be up to your unencumbered weight load. The object has a base range of 20 feet and a maximum range of 60 feet. Your attack bonus for all projectiles thrown is your proficiency bonus + your Strength modifier. The damage of any projectile you throw is shown on the table above + your Strength modifier.
Pounce – (Prerequisites: None)
You can spend 1 mutation point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance and speed are doubled for the turn.
Primal Reflexes – (Prerequisites: None)
When a creature misses you with a melee attack, you can use your reaction and spend one mutation point to make a melee weapon attack against the creature at lightning speed.
Blight control – (Prerequisites: Biomass Armour)
You extend the reach of your spellplague mastery to the point you can control your near environnement, you can snuff the Spellplague effects to protect your companions in a Level*Con modifier radius.
By spending 3 mutation points, you can use your Eldritch Blast mutation in a Con + For modifier radius each turn as a free action.
By spending 3 mutation points, you cover your body in a myriad of deadly spikes and sharped tentacles, for the next minute, each time you are attacked, you counter attack as a free action with your proficiency modifier bonus in d8
You have the natural ability to see the heat signatures of all living and/or infected creatures within 60ft. As an action, you can adjust your vision to see such targets. Until the end of your next turn, you have the equivalent of blindsight and you see the locations of any living and/or infected creatures within 120 feet of you. This allows you to discern the exact location of targets who are invisible or behind any form of obscurement except Total Cover. You also know whether each creature is infected or not.
Pack Leader – (Prerequisites: Level 11)
The Pack Leader ability allows you to mutate the corpses of nearby creatures. Biomass tendrils extend from you and into their bodies, pumping them with biomass, and using their genetic material to spawn brawlers. As an action, you can spend 4 mutation points to transform any two medium sized creatures that have died or are on 0 hit points. The biomass of each corpse mutates and contorts, changing from what they once were, into the foul alien-like monstrosities known as Brawlers. On each of your turns, you can use a bonus action to mentally command any brawlers you made with this mutation if the creatures are within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures continues to follow it until its task is complete. The creatures are under your control for 1 minute, after which they stop obeying any commands and self-destruct. The explosion from each brawler has a 5ft radius and deals 3d8 + 9 piercing damage, or half as much with a successful Dexterity save, as shrapnel from their corpses explode outward. For every additional mutation point spent, you can create 1 additional brawler, however each brawler must come from its own corpse.
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Be infected by the Blacklight Virus or an Aberrant/Abyssal Curse.
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Unarmed, Natural Weaponry, Improvised Weapons