Virus (5e Class)

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Virus[edit]

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class tends to be different from the regular mechanics of D&D 5e


The Virus[edit]

An elf sits there, hiding in the bushes carefully studying an orc of a tribe in the forest. Then a few minutes later, that same elf transforms into the orc and walks by the tribe unnoticed.


A detective gnome opens his spellbook and begins to say certain commands to the book asking it to search for a specific target. After a few seconds, the book presents to him his target and all the information about them.


A virus is an anomaly to the world, as in they were not meant to exist within this world and they see the entire world as code that can be edited and changed to their liking. They may have the ability to change the code of an item, object, or creature changing its properties and making it something even worse, greater, or whatever they please. A virus is rarely found within this world due to glitches in reality being a very rare and supernatural event to take place but it is still possible. A virus normally tends to have a very static look to them, looking as the name suggests... glitchy. In the beginning, when the realms and magic were being formed an error or mistake took place within its formation and when it tried to reform itself and fix this error, the error materialized into a very glitched and distorted-looking being. This being was the first Virus to ever be formed and afterward, many more viruses began to form throughout the realms. Even though a Virus may have been formed in this world through magical means of some kind, their abilities and magic themselves don't come from the weave but from a series of code, they have seen the world which they can copy, imitate, change, etc...

0bd5f2f2a35e5ff97c0b4441a2a4203d.jpg
A Virus/Glitch themself

Creating a Virus[edit]

How did your character become a virus? Were they an anomaly themselves and glitched within this world? How did they discover that they were a virus? What did they do about that discovery? What are they planning to do now with their known abilities?

Quick Build

You can make a Virus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background.

Class Features

As a Virus you gain the following class features.

Hit Points

Hit Dice: 1d6 per Virus level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Virus level after 1st

Proficiencies

Armor: None
Weapons: daggers, darts, slings, quarterstaffs, and light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 of any skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Quarterstaff or (b) Dagger
  • (a) an arcane focus or (b) Component pouch
  • (a) Scholar's Pack or (b) Explorer's Pack or (c) Dungeon's Pack
  • Code book

Table: The Virus

Level Proficiency
Bonus
Features Exploits Known Exploited Items Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Codebook, Coding Pattern 0 0 2 2
2nd +2 Exploits 4 2 2 3
3rd +2 Internet Surfing 4 2 2 4 2
4th +2 Ability Score Improvement 4 2 3 4 3
5th +3 4 2 3 4 3 2
6th +3 Coding Pattern Feature 6 3 3 4 3 3
7th +3 6 3 3 4 3 3 1
8th +3 Ability Score Improvement 6 3 3 4 3 3 2
9th +4 6 3 3 4 3 3 3 1
10th +4 8 4 4 4 3 3 3 2
11th +4 8 4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 4 4 4 3 3 3 2 1
13th +5 8 4 4 4 3 3 3 2 1 1
14th +5 Coding Pattern Feature 10 5 4 4 3 3 3 2 1 1
15th +5 10 5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 10 5 4 4 3 3 3 2 1 1 1
17th +6 System Crash 10 5 4 4 3 3 3 2 1 1 1 1
18th +6 Coding Pattern Feature 12 6 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 3 2 1 1 1
20th +6 Infect Actors 12 6 4 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You search through the database for the best spell list to learn, and you have a Codebook containing Spells that show the first glimmerings of your true power.

Unlike normal spellcasters, you do not use the weave to cast your magic. Instead, you use bits of magical code that mimic real magical spells.

Cantrips

At 1st Level, you know the Encode Thoughts cantrip along with two Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Virus table.

When you cast Encode Thoughts in this way it appears as a string or line of binary numbers and code.

Preparing and Casting Spells

The Virus table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Codebook equal to your Intelligence modifier + your Virus level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you're a 3rd-level Virus, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Codebook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Codebook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting ability for your Virus Spells since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Virus spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting

You can cast a Virus spell as a ritual if that spell has the ritual tag and you have the spell in your Codebook. You don't need to have the spell prepared.

Spellcasting Focus

You can use a Codebook as a Spellcasting focus for your Virus Spells.

Learning Spells of 1st Level and Higher

Each time you gain a Virus level, you can add two Wizard Spells of your choice to your Codebook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Virus table. On your Adventures, you might find other Spells that you can add to your Codebook (see “Your Spellbook”).

Codebook[edit]

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An example of the digital form of the codebook

At 1st level, you have a Codebook containing six 1st-level Wizard Spells of your choice. Your Codebook is the Repository of the Virus Spells you know including Cantrips. Wizards, Virus, and other classes cannot copy the cantrips but they can copy spell like normally.

Your Codebook has two forms, physical and digital, which you can switch between as an action.



  • In its physical form, it appears to be a normal spellbook that contains cantrips. In the last page of the "spellbook", it appears to be a blank page. To you and to creatures with true sight, it is a computer screen embedded into the page. The computer in your codebook works as a touch screen (only you can touch it) or voice command (only your voice).



  • In its digital form, it vanishes from view. You begin to see a hud similar to an augmented virtual reality computer. You can control this augmented virtual reality computer with your eyes, hands, or voice. You still have access to your spells in this form. You can choose to make your code books in digital form and computer visible to others but creatures with true sight will always see when it is used.



It is hard to lose your Codebook. Whenever you are unable to find your physical Codebook, you can use your action to transform Codebook into its digital form, regardless of where the Codebook is at. Once you transform it back to its physical form, it appears in your hand.

All spells and Virus features require a visual or verbal interaction with the Codebook to work.

Coding Pattern[edit]

At 1st level, you chose a coding pattern. Choose between Boot Up, Polymorphic, Worm, Hijacker, Cookie, Backdoor and Spyware, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 14th, and 18th.

Exploits[edit]

At 2nd level, you've gained the ability to alter the program of mundane items. With a few changes here and there in the code, you can turn mundane objects into magical items.

Exploits Known

When you gain this feature, pick four artificer infusions, now known as exploits, to learn. You learn additional exploits (infusions) of your choice when you reach certain levels in this class, as shown in the Exploits Known column of the Virus table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Exploiting an Item

Whenever you finish a long rest, you can touch a nonmagical object and reprogram it with one of your exploits, turning it into a magic item. An exploit works on only certain kinds of objects, as specified in the exploit's description. If the item requires attunement, you can attune yourself to it the instant you reprogram the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your exploits remain in an item indefinitely, but when you die, the exploit vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The exploit also vanishes if you replace your knowledge of the exploit.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Internet Surfing[edit]

At 3rd level, you can use a search engine to find important knowledge. After 10 minutes of internet searching, choose one skill or tool. For 1 hour, you have proficiency with the chosen skill or tool that uses Wisdom or Intelligence. Additionally, you may use Intelligence instead of Wisdom for the chosen skill or tool.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

Ability Score Improvement[edit]

When you reach 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.

System Crash[edit]

At 17th level, you generate so many errors that the entire reality or virtual reality crash must be rebooted. As an action, you can choose creatures up to your Intelligence modifier within a 60-foot radius from you to be affected by one of the following:

System Crash: They make a Constitution saving throw or receive 8d8 force damage and are stunned until the start of your next turn. On a success, creatures receive half damage and are not stunned.

System Reboot: They heal 8d8 hp and you are incapacitated until the end of your next turn.

After using either move, you suffer one level of exhaustion and cannot use it again until you finish a long rest.

Infect Actors[edit]

At 20th level, you finally reach the peak of reality corruption. When you make a humanoid fall below 0, you can override their code with your own. That humanoid soul automatically frees to the afterlife. Their body transforms into you. Your "copy" has the same memories as you at the point of creation. This copy has the same stats as you were at level 1. For all purposes and cases, this copy is a level 1 playable character that can level up. You cannot use this ability until after long rest.

Coding Pattern[edit]

Boot Up[edit]

You are a Virus that specializes in starting things strong and powerful.

Superior Boot Up

At 1st level, you are ready for the start of any possible encounters. Add your Intelligence modifier to your initiative.

Quick Booting Up

At 1st level, you "Boot Up" faster than anyone. All effects, regardless of the source, that has something triggered at the end of your turn, it now instead triggers at the start of your turn.

As a side effect, you are a light sleeper and are easy to wake up fully alerted.

Boot Up Murder.exe

At 6th level, you are the deadliest at the start of an encounter. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit from a cantrip or weapon attack you score against a surprised creature is a critical hit.

Boot Up Kill.exe

At 14th level, if murder.exe does not kill your targets, then kill.exe will finish the job. If you take the Attack action on your first turn, you can make one free weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Boot Up Error

At 18th level, not only do you improve your boot-up programming but you now can affect other creature's boot-up programming. Whenever you make a critical hit on your first turn, they make a Constitution saving throw vs your spell saving throw. On a fail, they are unable to do any action, bonus action, or movement until the end of their turn.

Polymorphic[edit]

You are a Virus that specializes in disguises and tricks.

I can be a master of disguises

At 1st level, you create a program in a disguise kit to improve its effectiveness. After short rest, you embed code into a disguise kit that you are touching. As long you are using this disguise kit, you gain expertise in disguise kits. Additionally, as an action, you can summon this disguise kit to your hand.

I can look like one of your friends

At 1st level, you learn to copy other creatures' code. After ten minutes of studying a creature of similar build as you, you can see and record that creature's code. As an action, you can use a creature's code that you are able to remember and use the Alter Self spell(without expending a spell slot or material components) to appear and sound like that creature. As an action, you can revert back to your normal self.

You can remember a creature's code up to a number of hours (rounded up) equal to your Virus levels divided by 5.

I can look like an animal

At 6th level, you learn to copy the code of beasts. You gain Wild Shape from the Druid class which only be used twice per long rest. Treat Virus levels as Druid levels for the purpose of this ability.

Unlike a real druid, you must have seen this beast in the last week to remember its code and be able to wild shape into.

I can do more than animals and people

At 14th level, you learn to copy the code of monsters. Choose a creature (with a CR that is equal to or less than your Virus level) within 120 ft that you can see. You cast Polymorph (without expending a spell slot or material components) on yourself to transform into that creature. You cannot use this ability again until after long rest.

Your turn!

At 18th level, you found a way to modify other creature's codes. Your I can look like one of your friends, I can look like an animal, and I can do more than animals and people can target a willing creature that you are touching.

Hijacker[edit]

You are a Virus that specializes in mind control and getting rides.

Extensive Research

At 1st level, you research charming spells through the web. Your spell book now has access to all spells from the Enchantment school of magic and you can prepare these spells as part of spells you would prepare over a long rest as long as you have the necessary spell slots for the level of the spell.

Additionally, you gain the Friends cantrip.

Gifted rider

At 1st level, you become more in tune with your mount. You can force an attack targeted at your mount to target you instead.

Additionally, you have advantage of Animal Handing to control your mount.

Gifted Tongue

At 6th level, You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Gifted Performance

At 6th level, you can change your performance with seductive, fey magic.

If you perform for at least 1 hour, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Gift of Power

At 14th level, you gain the ability to cloak yourself in fey magic that makes others want to serve you. As a bonus action, you can cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Gift of Control

At 18th level, your fey magic grows stronger. While Gift of Power is active, you can also cast Suggestion as an action on each of your turns, without expending a spell slot.

Cookie[edit]

You are a Virus that specializes in copying other creatures' abilities.

Find Cookie

At 1st level, you discover that you can read creature's special features which are stored in something called a cookie. As a bonus action, choose a creature within 30 ft of you. That creature makes a Wisdom saving throw vs your spell save DC. On a fail, the DM tells you one of that creature's known/prepared spells or special abilities (not legendary abilities).

At 14th level, this is increased to two instead of one. This can be used as two spells, two abilities, or a spell and an ability.

You can use this feature up to your Intelligence modifier and you regain all uses of this on a long rest.

Steal Cookie

At 1st level, you discover that those cookies can be collected by you to use. Make a melee spell attack against a creature with more than 0 hit points. On a hit, you steal one of their known/prepared spells or special abilities (not legendary abilities) that you found out by using Find Cookie or that you have observed in action and keep it as a cookie. As long you keep this digital cookie, you are able to use that spell or special ability. You cannot use it if it is physically impossible for you to do it.

  • If a creature's special ability uses a weapon of some kind, you digitally manifest that weapon when you use the cookie, temporarily having proficiency with the weapon. The weapon takes on any colors or looks of your liking but it must have a similar shape to its original weapon.
  • If it is a spell, then that spell must be of a level you can cast and uses your spell save DC. This spell takes on whatever color of your choice as well but must be similar in effects to its original spell.

You can only keep up two Cookies at a time. After you use a Cookie it is destroyed. You can use this feature twice regaining uses on a short or long rest.

Copy Magical Cookies

At 6th level, you begin to be able to read your cookies. You can copy a spell from a cookie as if the cookie is a spellbook at half of the normal price and time. You cannot copy cantrips this way. You can copy non-wizard spells this way.

Transfer Cookie

At 14th level, you gain the ability to transfer your cookies to an ally of your choice. If that ally does not have the weapon necessary to use the cookie, a digital weapon will manifest for the ally to use in which they are temporarily proficient in. If it is a spell, then the creature uses your spell save DC.

Legendary Cookie

At 18th level, you have managed to acquire the most powerful cookie in the world. You can now use legendary abilities from a cookie. All other cookies you hold are destroyed when holding the legendary cookie. Legendary cookies are destroyed after short or long rest.

Backdoor[edit]

You are a Virus that specializes in understanding and exploiting enemy weakness.

Professional Investigator

At 1st level, you become proficient in the Investigation ability check. If you are already proficient then you gain expertise in Investigation.


Investigate Creature's Stats

At 1st level, you discover that you can read a creature's code from a distance. As a bonus action, choose a creature within 30 ft of you to make a Wisdom saving throw against your spell save DC. On a success, nothing happens and you expend one use of this feature. On a failed save, call out one of the following to know more about the creature:

  • Ability Score - The DM tells you the modifier of a creature's ability score of your choice.
  • Skill or Tool - The DM tells if that creature is proficient in a Skill or Tool of your choice and what modifiers it has to that Skill or Tool.
  • AC - The DM tells you what the creature AC is
  • Language - The DM tells you if a creature knows one language of your choice
  • CR/character level - The DM tells you whether the creature CR is lesser than, equal to, or greater than your level
  • Creature Type - The DM tells you the creature type


At 11th level, your investigation skills improved providing you with more and better access to what you can investigate about a creature


  • Alignment - The DM tells you whether the creature is Lawful, Neutral, or Chaotic
  • Resistance - The DM tells you if that creature is resistant to one damage type of your choice, including magical and non-magical
  • Vulnerability - The DM tells you if that creature is vulnerable to one damage type of your choice, including magical and non-magical
  • Immunity - The DM tells you if that creature is immune to one damage type of your choice, including magical and non-magical
  • Saving throw - The DM tells you if that creature is proficient in a saving throw of your choice
  • HP - The DM tells you what is the creature's maximum hit points, its current hit points, or its temporary hit points (only if it has temporary hit points)


You can use this feature a number of times up to your Intelligence modifier and regain all uses on a long rest.


Exploit Creature's AC Stat

At 1st level, you can show others the weakness of a creature. As long you know the exact number for that creature's AC, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the ally can see or hear you.


Recode Creature

At 6th level, you are able to change the stats of a creature. As an action, pick a creature (not yourself) within 30 ft of you. They make a Wisdom saving throw vs your spell save DC. On a fail, you apply one of the following effects:

  • You subtract your proficiency bonus from one stat of your choice (except Constitution) - (you cannot reduce a creature's ability scores below 8 with this feature).
  • Switch one skill or tool proficiency
  • Swap out a resistance with a different resistance (Bludgeoning, piercing, and slashing are immune to this)
  • Swap out a vulnerability with a different vulnerability (Bludgeoning, piercing, and slashing are immune to this)

At 13th level, your ability to change the code of a creature has improved causing you to change more of a variety.

  • Swap out an immunity with a different immunity (Bludgeoning, piercing, and slashing are immune to this) (you cannot target status immunities)
  • Switch one saving throw proficiency (if any)

If you attempt to swap out something at does not exist, then nothing happens. If you attempt to swap something that it already has, then nothing happens either.

For example: swapping a creature's fire resistance for cold resistance when it already has cold resistance would not change anything

If you swap a creature's vulnerability for a damage type it is resistant to, it instead cancels out and that creature is no longer vulnerable or resistant to that damage type. If a creature is immune to that damage type, then nothing happens.

Treat this ability as if you are concentrating on a spell. These effects naturally last for 1 minute. You can use this feature once, after such you regain use of this feature on a short or long rest.

Resort Stats

At 14th level, you are able to resort to your own stats or a willing creature's stats. After a long rest, you may do one of the following of the list below. These changes last until your next long rest.

  • Change two saving throw proficiencies of your choice
  • Swap two stats of your choice
  • Gain Resistance to 2 damage types of your choice: Fire, Cold, Thunder, Lightning, Poison, Necrotic, Acid, Radiant, Force, Psychic, Slashing, Bludgeoning, Piercing
  • Gain expertise in two ability checks of your choice
Trade Stats

At 18th level, you are able to trade your own stats with another creature. As an action, pick a creature within 30 ft of you. They make a Constitution saving throw vs your spell save dc. On a fail, you apply one of the following effects:

  • Trade one of your ability scores with one of their ability scores
  • Trade one of your saving throw proficiency/expertise with one of their saving throw proficiency/expertise
  • Trade one of your skill or tool proficiency/expertise with one of their skill or tool proficiency/expertise
  • Trade one of your resistance with one of their resistance (Bludgeoning, piercing, and slashing are immune to this)
  • Trade one of your immunity with one of their immunity (Bludgeoning, piercing, and slashing is immune to this) (you cannot target status immunity)
  • Trade one of your vulnerability with one of their vulnerability (Bludgeoning, piercing, and slashing is immune to this)

If you attempt to trade something at does not exist (except for proficiency/ expertise), then nothing happens. These effects naturally last for a minute and can be used once, after such you regain usage on a short or long rest.

Worm[edit]

You are a Virus that specializes in creating weaker versions of itself.

Copy Image

At 1st level, you gain the Minor illusion cantrip.

Copy Me

At 1st level, you gain the ability to copy yourself. Sadly, you are unable to create a perfect copy. This copy is dumb and can only do simple tasks without your guidance. You can create a copy of yourself with the following differences:

  • Mini-me is one size smaller than you.
  • Mini-me is unable to cast spells.
  • Mini-me is unable to use class features and feats. Mini-me still can use race features.
  • Mini me Intelligence score is 13.
  • Mini me Strength score is 13.
  • Mini me Wisdom score is 13.
  • Mini me Constitution score is 13.
  • Mini me Dexterity score is 13.
  • Mini me Charisma score is 13.
  • Mini me gains proficiency in light, medium, and heavy armor.
  • Mini me gains proficiency with shields and one martial weapon of your choice.
  • Mini me hit points are equal to 5×(your level + your Intelligence modifier).
  • All other stats saving throws proficiency, skill proficiency, etc. are the same as yours.

The mini-me is unable to speak but it does understand languages you speak and know.

In combat, the mini-me acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mini-me to take the Attack action. If you give no commands to the mini-me, it will take the Dodge action.

When you reach levels where you can take ability score improvements, your mini-me also gets ability score improvements.

If the mini-me has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The mini-me returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can create a new mini-me for free. If you already have a mini-me from this feature, it vanishes when the new mini-me appears.

Copy Class Code

At 6th level, you found out multiple useful files from the core martial classes in which you can copy and input into your mini-me. Your mini-me can choose 2 features from the barbarian, fighter, monk, or rogue classes. These features must be of a level equal to your Virus level divided by 2.

  • Example: At level six you can give your mini-me 2 rogue features from the rogue class at level 3 or below, which could be Cunning Action and Sneak Attack or you can choose 1 from the rogue class and 1 from the fighter class which could be Cunning Action and a Fighting Style.

Each time you gain a level in this class you can switch one of the class features.

Whenever you get your next subclass feature at level 14th and again at 18th, you are able to select another feature from the following classes.

Copy Cantrip

At 14th level, you manage to copy cantrips into your mini-me. Your Mini Me is now able to cast cantrips.

Improved Copy

At 18th level, after multiple copies of yourself, you remove many of the glitchy copy mistakes. Your mini-me may be the same size as you. Mini Me is now a 3rd level Intelligence spellcaster. Mini Me has its own spell slots and knows all of your 1st and 2nd-level prepared spells. Additionally, you can now choose from the rest of the core classes within the game including Warlock, Paladin, Bard, Ranger, Cleric, Druid, Sorcerer, and Wizard.

Spyware[edit]

You are a Virus that specializes in gathering information.

Enhance Eye

At 1st level, you improve your vision (it's only a few lines of code to modify) to make it easier to detect minor details. You gain proficiency in perception and investigation. When you use your eye during a perception or investigation check, roll with adventage.

If you do not have darkvision, you gain 60 ft of Darkvision. This Darkvision only provides black, white, and green colors.

I Spy with My Little...

At 1st level, you are able to move your ability to sense things to a different location. After a short or long rest, you touch a Tiny nonmagical object and give it one of the following magical properties of your choice:

  • As an action, you can see through this object up to 50 ft away from the object for the next minute. You are blind during this.
  • As an action, you can hear through this object up to 50 ft away from the object for the next minute. You are deaf during this.
  • As an action, you can feel through this object for 10 minutes. You are numb and have disadvantage to dexterity saving throws during this.
  • As an action, you can smell through this object for 1 hour. You cannot smell during this.
  • As an action, you can taste through this object for 10 hours. Your tongue cannot taste anything during this.

The chosen property lasts indefinitely or until it has been used. As an action, you can touch the object and end the property early.

You can bestow this magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.


Download Languages

At 6th level, you understand and speak all languages. Not fluent, but skilled enough to allow other people to understand you. You are still unable to read and write in those new languages.

Additionally, with your enhanced eye, you are able to read the lips of humanoids.

The Eye in the Sky

At 14th level, you can create a floating eye that sees all. As an action, you create an invisible eye with a flying speed of 15, AC of 10, and HP of 1. As long the eye is active, you are blind but you can see through the eye. This eye sees through the darkness as if it is bright light. The Eye in the Sky has true sight of 10 ft and magical detection of 30 ft. You can cast spells through the eye of a level equal to your proficiency bonus or lower.

Who are you?

At 18th level, you now can easily see into a creature's code. You have true sight of 5 ft. Above every creature you see, there is a floating text box containing that creature's; age, chosen gender (if there is no gender, the box will say neutral), the race of that creature, and their full preferred name (not given or true name).

You can use Internet Surfing to research a creature by using its full preferred name. If you do this, make a History check. The results you find depend on the result of your roll and the GM. On a nat 1, you might trigger a security response or your target knows that you are searching for them. On a nat 20, additionally to all the great information you found, you might know the current, exact, location of that creature or something of similar value.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Virus class, you must meet these prerequisites: int 13

Proficiencies. When you multiclass into the Virus class, you gain the following proficiencies: daggers, darts, slings, quarterstaffs, and light crossbows

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