Xenomorph Paragon (5e Subclass)
From D&D Wiki
Xenomorph Paragon[edit]
Barbarian, Fighter, and Ranger Subclass
Xenomorph XX121, commonly referred to as simply the Xenomorph and known colloquially as the Alien, is a highly aggressive endoparasitoid extraterrestrial species. The Xenomorphs are vicious predatory creatures with no higher goals than the propagation of their species and the destruction of any life that could pose a threat to them. Like wasps or bees, Xenomorphs are eusocial, with a fertile Queen breeding a host of subordinate castes. The creatures are known for their potent acidic blood and their pharyngeal jaws, although their biological life cycle, in which their offspring are implanted inside living hosts before erupting violently from their chests, is in many ways their signature aspect.
This subclass is based on the mechanics introduced on the UA 79 - Strixhaven
Restriction: Xenomorph Only
For obvious reasons, only Xenomorphs can become Xenomorph paragons, since this represents an evolution of their natural alien traits. However, the features are designed in such way to allow members of other races to use the features shown below.
Your DM can lift this description to fit your campaign. If it does so, refer to the Xenomorph traits, described in that race article, for the benefits that require specific racial traits.
- Improved Exoskeleton
Level 3 + Xenomorph Paragon Feature
Your Unique Exoskeleton give you an AC equal 10 + your proficiency bonus + your Constitution modifier, when you are not wearing armor.
- Dark Stalker
Level 3 + Xenomorph Paragon Feature
Your dark carapace make you blend with the shadows. When you start your turn in dim light or darkness and don't move until the end of the turn, you are invisible.
You also gain advantage on all Dexterity (Stealth) checks made on areas of dim light or darkness, and you can take the Hide action as a bonus action, even when clearly seen, in these light conditions.
Finally, you don't rely in sight to hunt your prey. You gain blindsight up to a range of 10 feet. This increases to 30 feet on an area of darkness.
- Enhanced Weapons
Level 6 + Xenomorph Paragon Feature
Your natural weapons are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.
In addition, when you take the Attack action and attack with your Natural Weapons, you can use your bonus action to attack with your bite or claw.
- Advanced Traits
Level 10 + Xenomorph Paragon Feature
When you choose this archetype, you manifest additional traits, related to your Xenomorph nature. You are immune to the effects of extreme cold, have resistance to cold damage and you don't need to breathe.
Finally, you have a climb and swim speed equal to your movement speed.
- Acidic Fluids
Level 14 + Xenomorph Paragon Feature
Your body constant produces your caustic blood. You can use your Acidic Blood reaction at will. In addition, you can forgo one of your attacks on your turn to hurl an acidic spit on a creature within 30 feet, forcing that creature to make a saving throw against your acidic blood feature, or suffer its effects.
Finally, you are immune to acid damage.
- Superior Exoskeleton
Level 18 + Xenomorph Paragon Feature
You are resistant to slashing, piercing and bludgeoning damage from non-magical sources. In addition, your size becomes Large, if it is lower.
Back to Main Page → 5e Homebrew → Character Options → Subclasses