Base Class: Barbarian
The condition known as Faustian Burn is an evolutionary chimeric mutation-causing infectious agent that can reproduce only inside the living cells of other biological organisms. It is the result of numerous experimentation of an ancient aberration's flesh, now easily spreading from the hells and demons spreading it to any magic inclined that are not protected. However, what came out instead is a virus that has a 99.99% mortality rate, capable of killing anything that it infects and possibly turning them into horrors as well.
But for the very few 0.01%, the infected gains extraordinary abilities and genetic prowess. These people can genetically alter themselves, allowing them to mutate their body into weapons and shields which allow them to crush their enemies. Congratulations, you are that 0.01%.
How did you obtain this virus? Were you an unlucky passer-by who just got infected by whatever horror the virus has created? How has this affected you that now you are a monster? Does your community know of your condition or do you act like a wolf hiding amongst the sheep? These are some of the things to consider when choosing the path of the burnt.
Faustian Mutation
When you chose this path at 3 Level, you awaken a virus in you that's been dormant most of your life since contracting it. It is know as Faustian's Burn, and has a 99.99% Mortality rate, but fortunately for you, you are the 0.01% and have now survived the infection. Unfortunately for you, the virus has now forever altered your genetic code, making your character part Aberration. While this may not exactly be detrimental to you in the short term, but sooner or later some people would come to find you with disgust and horror, possibly hunting you down for the purposes of ending your existence.
But in exchange, your body has mutated to be tougher and more resilient and has mutated to adapt better to your surroundings. Starting at Level 3, you now have resistance to Poison damage and have advantage in Poison and Disease saving throws. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and you can also breathe underwater naturally.
You can now also effectively eat or drink anything organic to fuel your biomass.
Biological Weapons
At 3 Level, you are your own arsenal, allowing you to mutate your arms into Biological Weapons (Bioweapons) of your own choice. These weapons are considered normal weapons and can either use the character's Constitution, Strength or Dexterity (Finesse) modifier for attack and damage rolls with these weapons. You may only have one form active at any given time but can never be disarmed of your own Bioweapon. With a Bonus action, you can change your arm's shape from one of your 5 choices; claws, blade, hammer, whip, or shield, or revert to your normal self.
In addition, the virus has mutated you in such a way that you are stronger than the average creature in Unarmed combat. You can roll a d6 in place of the normal damage of your unarmed strike and you can either use Strength or Constitution for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Mutate Shield
Properties: Special
Special: You can use your Reaction to summon the Mutate Shield when receiving an attack, giving you +2 AC for that attack. After being used in that reaction, you automatically mutate back to whatever weapon (if any) you had before the reaction.
Consume
Starting at 3rd Level, you have learned how to use the biomass of others to fuel yours. When you reduce a creature to 0 hit points, or if the creature had died within the last 24 hours, you can choose to use your Reaction to Consume a creature. When you do, you gain temporary hit points equal to your Constitution modifier + half your level rounded down (minimum of 1). Upon consuming the creature, you can expend 1 Mutation point to use a Bonus action to polymorph into the creature's form and clothing (if it has any), gain it's voice, and attain its memories from the last 24hrs. The change is only visual as your stats and attributes are the same in each form. Do note that you can only assume the form of the creature you most recently consumed and can only assume the form of your size or one size smaller than you. Consuming a creature also counts as eating or drinking as it fuels your biomass.
To pass off as the creature, you must pass a Charisma (Deception or Persuasion) check to act out as the creature and not arouse suspicion from the consumed entity's allies.
Biomass Mutation
You may now utilize your own biomass to fuel your abilities. Starting at 3rd Level, you now have access to Mutation Points. You have a number of Mutation Points equal to your Level. You regain all of them after a long rest. You can spend these points to perform the following actions.
Vicious Attack
While using the Claw, immediately after you take the Attack action with Mutate Claws on your turn, you can spend 1 Mutation Point to make an extra Mutate Claw attacks as a bonus action.
Air Slice
While using the Blade, as an action, you can spend 2 Mutation Points to perform an Aerial Drop attack. Using your Movement, you jump into a height above your target, transferring the energy of your fall into lethal damage. When performing this action, you make the attack roll with Advantage against your target and for every 10ft you fall, your attack deals an extra 1d4 points of damage.
Blunt Force
While using the Hammerfist, you can spend 2 Mutation Point to begin charging extra mass into your Hammerfist. On your next attack within 1 minute you release your charge and swing. If you hit your target, roll damage as normal and double the result. Having your Hammerfist charged in this manner requires focus. If you take damage while charged you must make a Constitution save with a DC of 3 + the damage dealt or lose the charge and be Stunned on your next turn.
Whiplash
While using the Whipfist, as an action, you can spend 1 or more Mutation Points as a Bonus action to whip, shove, or pull a creature to unbalance it. A creature that you can see that is within range of your Whipfist must make a DC (10 + Proficiency + Constitution modifier) Dexterity saving throw. On a failed save, the creature takes 2d8 Piercing damage, plus an extra 1d8 piercing damage for each additional Mutation Point you spend, and you can either knock it prone or pull it 5ft next to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Blackguard
When using your Reaction to summon the Mutate Shield, you may spend 1 Mutation Point to boost the Shield even further, granting you +2 AC when guarding for that attack and subsequent attacks. Even when it hits, you gain resistance to that attack if you don't have it already
Air slice
While using the Blade, as an action, you can spend 2 Mutation Points to perform an Aerial Drop attack. Using your Movement, you jump into a height above your target, transferring the energy of your fall into lethal damage. When performing this action, you make the attack roll with Advantage against your target and for every 10ft you fall, your attack deals an extra 1d4 points of damage.
Blackguard
When using your Reaction to summon the Mutate Shield, you may spend 1 Mutation Point to boost the Shield even further, granting you +2 AC when guarding for that attack and subsequent attacks. Even when it hits, you gain resistance to that attack.
Blunt Force
While using the Hammerfist, you can spend 2 Mutation Point to begin charging extra mass into your Hammerfist. On your next attack within 1 minute you release your charge and swing. If you hit your target, roll damage as normal and double the result. Having your Hammerfist charged in this manner requires focus. If you take damage while charged you must make a Constitution save with a DC of 3 + the damage dealt or lose the charge and be Stunned on your next turn.
Flurry of Blows
While using the Claw, immediately after you take the Attack action with Mutate Claws on your turn, you can spend 1 Mutation Point to make two Mutate Claw attacks as a bonus action.
Whiplash
While using the Whipfist, as an action, you can spend 1 or more Mutation Points as a Bonus action to whip, shove, or pull a creature to unbalance it. A creature that you can see that is within range of your Whipfist must make a DC (10 + Proficiency + Constitution modifier) Dexterity saving throw. On a failed save, the creature takes 2d8 Piercing damage, plus an extra 1d8 piercing damage for each additional Mutation Point you spend, and you can either knock it prone or pull it 5ft next to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
Enhanced Bioweaponry
The mutations on your weapons have advanced even further, increasing their effectiveness. Starting at 6th Level, the following effects apply to your Bioweapons. These effects grow further at Level 10 and 14.
Efficient Consumption
Your mutation has become more efficient in it's consumption and recycling of biomass. Starting at 6th Level, you can now convert your temporary HP into regular HP (minimum of 2 temporary HP for 1 HP).
Advanced Biomass Mutation
Your mutation has advanced to such a degree, new abilities have been unlocked for your use. Starting at the 10th Level, you can now perform the following actions.
Ground Spike
While using the Claw, you can spend 2 Mutation Points or more as an action to channel your biomass into the ground and make it erupt under a targeted creature within 30ft. The eruption of spikes deals 3d8+5 Piercing damage to your target and all other creatures within 5ft of the target. Any creature affected by this attack must make a DC (8 + Proficiency + Constitution modifier) Dexterity saving throw. Targets take half damage on a successful Dexterity save. For each additional Mutation Point spent above the required two, you increase the range by 10ft and the damage by 1d8+1.
Blade Frenzy
While using the Blade, when you take the Dash action, you can spend 2 or more Mutation Points to perform a Blade Frenzy. During your Dash action, you can make two melee weapon attacks plus an additional melee weapon attack for every additional 2 Mutation Points beyond the first two spent at the beginning of your Dash action. These attacks can be on the same target or different targets, but you must move at least 10ft between each attack. Also enemies cannot take a opportunity attack against you.
Power Slam
While using the Hammerfist, The biomass from your Hammerfist is slammed into the ground and erupts the ground around you. You can spend 2 or more Mutation Points as an action to make your Hammerfist deal weapon damage to all creatures in a 10ft radius around you. All affected targets take weapon damage, or half on a successful DC (9 + Proficiency + Constitution modifier) Dexterity save. Enemies that fail the save are also knocked prone. The ground within a 10ft radius also becomes difficult terrain as it shatters. Each additional Mutation Point spent increases the radius of the attack and the difficult terrain created by 5ft and the damage of the attack by +2.
Street Sweeper
While using the Whipfist, As an action you can spend 2 Mutation Points to sweep your Whipfist out in front of you dealing 3d8 piercing damage to all targets within a 15ft cone, or for half damage if they succeed on a DC (10 + Proficiency + Constitution modifier) Dexterity save. For every additional mutation point you spend, increase the range by 5ft and the damage by 1d8.
Perfect Immune System
The virus in your system has mutated your body to be perfect in fighting off any kind of hostile agent. Starting at 10th Level, you are now immune to Poison and diseases.
Devastations
You have gained such mastery over your mutation, that you are now able to do devastating attacks. Starting at the 14th Level, you are now able to unleash Devastations, massive attacks that can inflict heavy damage to those caught in its wake. You can now do the following Devastators, all of them needing 10 Mutation Points to initiate.
Tendril Barrage
As an action, you can spend 7 Mutation Points to shoot tendrils of biomass out in every direction. Every creature within a 30ft radius of you must make a DC (10 + Proficiency + Constitution modifier) Dexterity save at Disadvantage or take 4d8+4 points of Piercing damage, or half on a successful save. For each additional 2 Mutation Points you spend above the required points increases the radius by 10ft and by 1d8+4.
Groundspike Graveyard
Your biomass is channelled into the ground and erupts all around you. As an action you can spend 7 Mutation Points to make your biomass erupt in a 15ft radius around you. All affected targets take 4d10+4 Piercing damage, or half on a successful DC (9 + Proficiency + Constitution modifier) Dexterity save. Enemies that fail the save are also knocked prone. For each additional 2 Mutation Points you spend above the required points increases the radius by 5ft and the damage by 1d10+4.
Critical Pain
As an action, you can spend 7 Mutation Points to violently launch biomass towards a single target within 60ft. The target takes 6d10 + 10 Bludgeoning damage, or half on a successful DC (8 + Proficiency + Constitution modifier) Dexterity save. For each additional 2 Mutation Points you spend above the required points increases the damage by 1d10 + 5.
Biomass Armor
Your mutation has evolved to such a degree, it can effectively mutate itself into effective Armor for your use. Starting at the 14th Level, you can spend 5 Mutation Points to encase your body in solidified biomass, granting you resistance to Bludgeoning, Piercing, and Slashing damage for 8hrs or spend 7 Mutation Points to develop the Armor even further, granting you instead resistance to all types of damage except Psychic damage also for 8hrs. While wearing the first state of the Biomass Armor, you can also spend a Bonus action and 3 Mutation Points to upgrade it to the second state of the Armor.
While encased in this Armor, you still gain the full benefits of Mutated Defence and Mutated Movement, but you do not gain the benefits of your Advanced Mutated Movement.
Previous Versions
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