Homebrew Evolved-Blacklight Species Details
The Blacklight virus, dubbed now as the Mercer Virus by the general public, is an evolutionary chimeric mutation-causing infectious agent that can reproduce only inside the living cells of other biological organisms. It is a strain of Redlight virus. It was extracted and synthesized by Gentek, using a sample of Elizabeth Greene's blood, which had been infected with the Redlight virus years previously. Evolved are humans that mutated with the Mercer virus and bonded with it creating a speciese far stronger than man.
Evolved-Blacklight Traits
Unarmoured Defence Starting at 1st level, the Virus has toughened your skin to like armour. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Biological Weapons You are your own arsenal. You can mutate your arms into weapons which can be used to devastate your enemies. Bioarms are considered natural weapons and you can use your Constitution modifier or your Strength modifier for attack rolls (you can only have one bio weapon at a time). You are considered proficient with all Biological Weapons. The damage each weapon does scales according to the table. You can add your Strength modifier to the damage of each weapon (Claws can be wielded as Finesse weapons). Starting at 1st level, with a bonus action you can change your arm's shape in these ways: Mutate Claws: When you use the attack action with your claws on your turn, you can make one additional claw attack as a bonus action. These can be used as Finesse weapons.Unarmoured Defence
Starting at 1st level, the Virus has toughened your skin to like armour. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Biological Weapons
You can mutate your arms into weapons which can be used to devastate your enemies. Bioarms are considered natural weapons and you can use your Constitution modifier or your Strength modifier for attack rolls (you can only have one bio weapon at a time). You are considered proficient with all Biological Weapons. The damage each weapon does scales according to the table. You can add your Strength modifier to the damage of each weapon (Claws can be wielded as Finesse weapons). Starting at 1st level, with a bonus action you can change your arm's shape in these ways:
Mutate Claws: When you use the attack action with your claws on your turn, you can make one additional claw attack as a bonus action. These can be used as Finesse weapons.
Mutate Whipfist: This weapon it has a melee attack range of 30ft
Mutate Shield: Can use the reaction to summon the shield. After being used in that reaction, you automatically mutate back to whatever weapon (if any) you had before the reaction.
Mutate Hammerfist: When you attack with the Hammerfist, each creature within 10ft of you must make a Dexterity check against a DC equal to 8 + your Strength modifier + your proficiency bonus, dealing full damage on a fail, or half damage on a success.
Unarmoured Movement
Your DNA allows you to move much faster than members of your normal race. Starting at 2nd level, your speed increases by 30 feet while you are not wearing armour. This bonus increases when you reach certain levels.
Mutations
Starting at 2nd level, you are able to push your mutations beyond their normal ability. You have number of mutation points equal to your level, you can spend these points to perform the following actions. (Regained after a short / long rest).
Hunter's Vision
Starting at level 3, your eyes have been mutated alongside your limbs. You can see normally in darkness to a distance of 120 feet and gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Slow Fall
Your mutated limbs have great resilience against falling. Starting at 4th 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.
Invert Biomass
Starting at 5th level, the ability to mutate allows for great versatility. With an action you can exchange your Strength modifier with your Dexterity modifier and vice versa.
Empowered Bioweapon Strikes
Starting at 6th level, even the most resilient of foes feel the strength of your attacks. Your bioweapon strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Stillness of Mind
Starting at 7th level, you steady your mind and focus. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Evasion
Your Dexterity has evolved to allow you to avoid even the deadliest of attacks. Starting at 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Perfect Body
Starting at 10th level, the Virus pulsing through all your veins, making you immune to disease and poison. In addition, you no longer need to eat food or drink water in order to survive.
Multi-Lingual
You can connect with people's minds to gain an understanding of them. Starting at 13th level, you can touch a creature and understand its language and speak to it.
Evolution
You have evolved to become far more advanced than your average humanoid. Starting at 13th level, add you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 point to reroll it and take the second result.
Biovison
Like any predator, your senses have become immensely strong. Starting at 15th level, you gain Truesight up to 30ft.
Biomass Armour
Starting at 18th level, you can use your action to spend 5 points for encase your body in solidified biomass, for 1 minute. During that time, you have resistance to all damage except psychic damage.
Apex Predator
Starting at 20th level, when you roll for initiative, if you have no mutation points remaining, you regain 10 points.
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