Fighter
Base Class: Fighter

You have been infected by the blacklight virus. It has attacked every cell in your body devouring and replicating your cells into a new form, killing you in the process and turning you "undead". You are now an intelligent hive mind capable of consuming and reforming biomass to whatever your needs may be such as; useful items, weapons, armor, boons to allies, brutal attacks, or even viral minions.

You are counted as undead for any purpose except reviving.

Biokinetic Virus

The blacklight virus that has rewritten your body is fueled by biomass which consists of any biological material you can absorb and can be used to alter your being and surroundings to devastating effect. You can obtain "Biomass Charges" from absorbing corpses or body parts of biological nature, siphoning biomass while long resting or short resting, or storing biomass charges in solid form to use later. You start with 10 + CON modifier charges at level 3 and gain 1 charge per level into Blacklight Biokinetic. You may use the consume action to regain biomass.

Rapid Mutation

You can use your absorbed Biomass to mutate your body and use special abilities, these abilities are potent and many have drawbacks. You can change out one of these abilities at a long rest.

you can choose mutations at levels 3,5,7,9,11,15, and 20

Acidic Rending

Convert biomass into an acidic substance akin to extremely strong stomach acid and cover your weapon in it as you make an attack. If hit the enemy will be additionally blasted with 1d8 acid damage and all attacks against them until your next turn have advantage.

Level 10: 2d8

Level 15: 3d8

BIOMASS COST: 3

Bio Armor

BODY: As a bonus action you push out biomass to harden around your body creating a tough and heavy natural armor. You have advantage on CON saving throws, you are resistant to all physical damage, and you gain temp hit points equal to your PROF and CON bonus at the start of every turn this is active and an additional +2 AC. Your movement speed is halved, jump distance halved, and you have disadvantage on DEX saving throws. lasts 5 turns or until you deactivate it or replace it with another body augment. BIOMASS COST: 6

Bio-Blade

Concentrate biomass into one of your arms to create a large flesh like blade and strike out with it in an area around you. roll a weapon attack for every target in a10ft range 180 degrees in any direction dealing an additional 1d8 slashing damage to any target hit by your attack. BIOMASS COST: 3

Brutal Assimilation

Ready biomass into your hand and lunge towards any enemy within 10ft and punch it directly into them transferring it as microscopic blacklight insects that eat away at the surface of the enemy's body dealing necrotic damage. After the feast, they return to you and you heal 1d12 +CON and PROF modifier.

Calcification

As a free action, route biomass to harden around your weapons. For the next weapon attack made, add 1d8 slashing, piercing, or bludgeoning to the attack. Cannot be used next turn.

Level 10 in this class: 1d10

Level 15 in this class: 1d12

BIOMASS COST: 4

Chemical Propulsion

You are able to use your biomass to create small localized sources of propulsion around your body. Doubles jump distance and you can change direction mid air for the remainder of movement, effectively letting you jump around corners or jump over tricky obstacles. Also increases base movement speed by 10 and you can utilize a slow falling glide at any time negating all fall damage.

Consume

As an action, extend viral tendrils from your person and absorb selected biomass into your body, this can be anything that has any organic material in it. (DM discretion for items unsure on). Items include; food or drink (1 biomass per food or drink item at least 2 pounds), Passive absorb at long rest(Half of biomass, unless area has no flora or fauna biomass, ect.), corpses or enemies near death(corpses; 2 for tiny, 4 for small, 8 for medium, 14 for large, and anything above is full restore. Near death enemies need to make a con save and are same per size + PROF bonus, but "near death" is DM discretion.

Hammer Fists

Concentrate a large amount of biomass into your arms and sprint into a self-throw putting all of your weight and strength into a large AOE attack. Launch up to 60 ft in any direction and make a large explosion in a 15ft radius causing any targets in range to make a Dexterity saving throw, taking 3d8 + Con modifier bludgeoning damage and are knocked prone, half as much damage on a successful save. BIOMASS COST: 4

Immunological Retort

When an enemy makes a melee attack against you, you can choose to lash out with bladed tendons automatically at the opponent the moment they are most committed to the strike dealing 1d10 +2 slashing damage. This never misses.

BIOMASS COST: 6

Level 10: 2d10 +4

Level 15: 3d10 +8

Infected Vision

Bonus action or action. Concentrate some your biomass to enhance your sight granting you 120 ft of thermal vision this lets you determine if a creature is undead and can see any target as long as they are warm blooded or have anything on them that generates heat. You also get advantage on Insight checks as you can see if a person or creature's heart beat is speeding up or if they are being dishonest or aggressive. This lasts 8 hours. As a bonus action,  you can end infected vision to focus your sight on a single target changing it into Hunter vision to look for their weaknesses and deal an additional 1d6 damage per attack, Hunter vision lasts until the target is dead, you change targets, or disable it. BIOMASS COST: 1

Musclemass

BODY - All muscles in the body are reinforced with extremely dense biomass for a short duration, especially that of the arms and shoulders, and this has multiple benefits. You gain 5 strength, movement speed is doubled, jump distance is doubled, you gain 1 additional weapon attack per turn and all melee weapon attacks and throwing attacks deal an additional 1d8 of their primary damage. You also have disadvantage on all wisdom, charisma, and intelligence saving throws. This effect lasts 2 turns or until you deactivate it.    BIOMASS COST: 6

 

The 1d8 additional damage changes to 1d12 at lv 10.

Quickened Devouring

You have perfected the art of absorbing biomass. You can expend your reaction instantly after killing an enemy you can consume, and absorb the fallen foe and gain the biomass you would normally from consuming a corpse of that size.

Reactive shield

As a reaction when hit with any single target attack you create a hardened shield of Biomass to reduce the damage you take. You can counter if the target is in melee range rolling a weapon attack against them.

When you activate Reactive shield you take 2d6+CON modifier less damage from the attack and can roll an attack against the target if they are within melee range.

Ricochet Lance

Accumulate a moderate amount of biomass into your forearm and hurl it as short spiked lance at a single enemy dealing piercing damage. If there are any enemies within 20ft of the enemy that was hit, it will bounce to the closest target, and then a new target if they are in range up to 3 total enemies hit or it misses an enemy. If there are no enemies in range of the first target hit, it bounces back to you and you regain half the biomass used to throw it. BIOMASS COST: 6

Salutaris

You focus on reinforcing cell structure and density in your body in an effort to passively improve your sturdiness. Gain 2 hit points per level and +1 permanent ac.

Spider Climbing

You have spider climbing.

Viral Claws

When activated the biomass of the arms shifts the hands into knife-like talons, shredding the enemy on contact. You may add this damage to a primary attack if it lands costing just the biomass cost. Alternatively, you may expend a bonus action, and double biomass cost, to roll Viral Claws damage twice on the attack. BIOMASS COST: 2

Whipfist

ATTACK - Reform your arm(you choose which) into a spiked whip of flesh and bone and make an attack on an enemy at range. If this arm was holding a melee weapon and it is capable of 1 handed attacks, roll the weapon's damage as if you were making a regular attack(only on a successful hit). BIOMASS COST: 2

Change Form

You've adapted, you can use biomass to transform into things you've assimilated into your body as long as their CR is below your level. you assume their stats, hit points and abilities. You can also change into any humanoid form you've seen using a bit of biomass as well.

As an action you can use one BIOMASS to change into any humanoid form you've seen and if its a humanoid creature you've absorbed you can access their memories

As an action you can use BIOMASS to change into a creature you've absorbed. you can only store one creature form to change into at a time if you want to change into something else you have to absorb and store that form. BIOMASS cost 1 for tiny, small and medium creatures. 4 for large creatures, 10 for huge creatures and 20 for gargantuan creatures.

Critical Mass

You are now able to store biomass above your conventional limit causing you to glow a faint dark red and enables you to use devastator abilities. When you absorb biomass that would put you above your limit your body goes into critical mass, during this period you are able to use any of the devastator abilities you have as a free action consuming all biomass accumulated. If you use another ability that uses biomass instead of a devastator, that ability will consume the critical mass charge, leaving you at full biomass. Critical mass can only be reached once per long rest.

Tendril storm

When critical Mass is active you may spend a free action, or a reaction upon being attacked and hit, to spend the rest of the time until your next turn pushing biomass to every surface of your body. At the beginning of your next turn, unleash a myriad of hardened spiked tendrils in every direction delivering massive piercing damage to all it hits ignoring physical resistances. You may control the tendrils which allows you to attack only those you wish to. BIOMASS COST: Critical mass + All biomass. If this kills an enemy you may auto consume 1 of your choosing using the tendril if they can be consumed. This will expend your bonus action for that turn.

Regenerative Flesh

As the Blacklight Virus has grown within you it has begun rapidly expanding anytime you are harmed allowing you to regenerate passively. You now get back 1d8 + CON modifier while in combat and slowly regenerate health outside combat, a quarter of your hit points for every hour outside combat.

18

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