Base Class: Fighter
The Nightmare Incarnate is a force for the resolute, obsessed, or possibly insane beings who desire to master the forces of eldritch or organic horror for their own desires. As a result of accident, experimentation, or other causes, they are a fusion of mortal and unnatural who are able to adapt to any fight while being equally difficult to kill. These fighters leave a trail of carnage in their wake, the mutilation of corpses of foes alongside the clear loss of organic matter evident of their abilities. Desiring to become something not of this world, yet maintaining their humanity, they seek to turn their bodies into the ultimate personification of nightmarish biology. They mask their otherworldly nature from others, as so many would view them as monsters just from looks alone. But to them, no being is sacred, for their transformation into a creature of unique, unmatched power will triumph, the limits of their flesh nothing to the organic perfection they seek.
Level 3: Organic Arsenal
You channel the sinister mutation within you, transforming your limbs into various weapons and tools. Whenever you take the Attack action or make an Opportunity Attack with an Unarmed Strike, you can reshape the limb into one of the following organic weapons: Osseus Blade, Shrapnel Flesh, Sinew Bludgeon, or Stinger Spear. Your limb immediately returns to its previous form after your Organic Arsenal hits or misses its target. In addition, you may use this ability as a bonus action to gain Tentacular Force or a Reaction to create a Wicked Aegis shield. Whenever you attack with an Organic Arsenal weapon, add your Strength modifier to the attack and damage rolls when you attack with it.
Organic Arsenal
The Organic Arsenal feature gives you 4 Attack actions, 1 Bonus Action, and 1 Reaction which are presented here in alphabetical order;
Level 3: Predatory Organism
3rd-Level Nightmare Incarnate Feature
Indulging your abominable desires, you can consume the organic matter of foes you slay and the mostly intact corpses near you to gain the following actions;
Organic Consume. After you reduce a creature to 0 Hit Points or while you stand within 5 feet of a mostly intact corpse of a creature that has died in less than 1 week, you can use a Bonus Action to use your aberration body to devour it horrifically. You regain a number of Temporary Hit Points equal to the consumed creature’s CR (minimum of 0, rounded down). At level 10, you immediately learn whether the consumed creature has any damage immunities, resistances, or vulnerabilities.
You cannot consume creatures with a Challenge Rating higher than your Fighter level, creatures greater than one size larger than you, constructs, or undead. Creatures consumed this way cannot be resurrected by nonmagical means.
Biomatter. After you use Organic Consume, you regain 1 charge of Biomatter, the organic matter of the consumed creature. For the next hour from when the creature was consumed, you may use a Bonus Action to expend this charge to gain one of the following benefits;
- Distort. Your Speed increases by 10 feet, and when you make a melee attack on your turn, your reach for it is 5 feet greater than normal. At level 10, you may instead gain the “enlarge” effect of the Enlarge/Reduce spell for 1 minute (no Concentration required).
- Transform. Shape-shift into that consumed creature, though none of your game statistics change. You can stay in the new form until the end of the hour since it was consumed, until you use a Utilize action to revert to your true form, or until you die. At level 10, you can access the memories of this creature from the last 24 hours before its death.
You may only carry the Biomatter charge of one creature at a time. After 1 hour from when you gained a Biomatter charge, expend the charge of Biomatter as your body passively absorbs it.
Level 7: Biometal Manifestation
You forever lose proficiency with shields and heavy armor, for you have learned how to manipulate your body to simulate their protective abilities alongside replicating metallic materials for your Organic Arsenal. While you are not wearing any armor, your Armor Class equals 13 plus your Dexterity and Constitution modifiers.
In addition, your Organic Arsenal weapons gain weapon mastery properties, as noted in their descriptions.
Level 10: Mutation Ascension
Your biomastery powers give you access to powers mortals can only dream of. Your Predatory Organism improves, as noted in its description. Your eldritch body can now devour rare or lower-level magical items to gain their properties. Once per long rest, you can devour the following types of magic items, absorbing their properties to improve each of your Organic Arsenal weapons:
Any melee weapon that deals slashing damage; its properties are added to your Osseus Blade.Any weapon that deals acid damage; its properties are added to Shrapnel Flesh.Any melee weapon that deals bludgeoning damage; its properties are added to your Sinew Bludgeon.Any melee weapon that deals piercing damage; its properties are added to your Stinger Spear.A shield; its properties are added to your Wicked Aegis.
If you absorb another magical item of the same type, the previous magic item of that type is destroyed.
In addition, you gain the Fleshtorn Wings Bonus Action detailed below.
Fleshtorn Wings. You grow a pair of eldritch wings, giving yourself a Fly Speed of 30 feet for 1 minute. You can use this Bonus Action a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a Short Rest or Long Rest.
Level 15: Weaponized Entity
You have achieved a lethal mastery of your form, gaining the power to decimate all who stand in your way. Once on each of your turns, you can overexert your body to perform one of the Nightmare Onslaught actions as a Magic action, listed below in alphabetical order;
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and can’t do so again until you finish a Long Rest.
Level 18: Monstrous Contamination
Your evolution has reached near perfection, and all that could defeat you will fall to your power now or in time, giving you these benefits.
Death's Beast. You have Advantage on Death Saving Throws. In addition, if you have died but your corpse is intact, you may move 5 feet on each of your turns and cast your Organic Consume action.
Essence Lingerer. After you attack a creature with an unarmed attack, that creature makes a Constitution Saving Throw. On a failed save, the target is cursed unawares, as a minuscule piece of your essence is implanted in it. Removing the curse destroys the essence. While cursed, you can cast the Dominate Monster spell on that creature, requiring no components, and your spellcasting ability for the spell is Constitution. Once you use this feature on a that creature, you can’t do so again until you finish a Long Rest.
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