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Prototype

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15 views13 pages

Prototype

Uploaded by

dungen master
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We take content rights seriously. If you suspect this is your content, claim it here.
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Prototype

As a bunch of guards surround what seems to be an ordinary human, he grins at the


guards as his arms swell and transform into razor-sharp claws. As the man kills the
guards, tendrils shoot forth from his body to all of the corpses, the bodies
disappearing as their organic biomass is fed into the man.
An elf observes the dwarf encampment under the cover of darkness, keen on getting
inside its walls. An opportunity is given to her when a lone dwarf patrolman is
spotted roaming around the wall. The elf immediately transforms one of its arms
into a long blade and eviscerates the unlucky dwarf. As tendrils shoot forth from
the elf to consume the dwarf, the elf's form starts to shift, its biomass and form
now of the unlucky dwarf. The 'dwarf' easily gets into the encampment with no
problems.
An orc drops from the roof, the ground beneath it cracking from the force of the
fall. His efforts were all for naught though as he is immediately surrounded by an
army of men. Having no other choice, he wills his biomass into a devastating
attack, as the ground shake as bony spikes erupt from the ground, men being impaled
on top of these spikes.
These men and women are called Prototypes. Prototypes are those who have come to
survive being infected by the Blacklight virus, the virus mutating and evolving
their bodies, granting them superhuman abilities and the ability to wield and
transform their own biomass as destructive weapons.

Blacklight
In an effort to achieve immortality in a shorter period of time and make it
available to those they deemed worithy, an order of alchemists and wizards have
made numerous experiments on an ancient aberration's flesh, the beast being known
for its great durability and immortality. For all their efforts, they have somehow
managed to create a serum that can grant them immortality, the serum being called
Blacklight. However, what came out instead is a virus capable of killing anything
that it infects through its mutations.
The Blacklight Virus is an evolutionary chimeric mutation-causing agent that can
reproduce only inside the living cells of other biological organisms. Because of
this, it results into several biological changes that can somehow recreate
sentience within the infected creature's cellular makeup. However, most who get
infected by the virus just die from massive organ failures or from the mutations
within their bodies the virus has caused.
But those who've come to 'survive' the infection would wake up to find themselves
as something else entirely, the virus taking control of their bodies, mimicking
both the body and mind of its inhabitant. While most Prototypes would probably
never know the truth, others would come to realize that they're both lesser and
more than what they used to be.

Life as a Living Bioweapon


Prototypes are free to do whatever they want, whether it be good or bad. One thing
for sure though is that their current state of being attracts a huge amount of
attention, as a lot of people are horrified by the aberrations that Prototypes are,
especially amongst the religious community. With that, a lot of them would try to
blend in with the common rabble to avoid attention, using their powers sparingly
unless necessary. Some though would make full use of their powers freely, as they
are above such things as 'blending in'. They though would usually be the ones to be
hunted and killed first by the Clerics and Paladins of various orders, with many of
them viewing Prototypes as an abomination that must be destroyed, even if they have
shown themselves to not be a threat to those around them.

Creating a Prototype
In creating a Prototype, keep in mind the following questions. How did you obtain
this virus? Were you subjected to it by the very order that has created it or were
you just an unlucky passerby who just got infected by it? 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 creating a Prototype.

Hit Dice: 1d10 per Prototype level

class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Knowledge (dungeoneering) (Int), Knowledge (Nature) (Int), Profession (Wis), Ride
(Dex), Survival (Wis) , Prepction (Wis) , and Swim (Str) .

Skill Ranks Per Level: 4 + Int modifier.

The Prototype
Level
F/R/W Mutation Points Features
1st +1 +2 - Blacklight Mutation, Biological Weapons
2nd +2 +2 2+Con Mod Biomass Mutation, Mutated Movement
3rd +3 +3 3+Con Mod Mutated Senses, Virus Strain
4th +4 +3 4+Con Mod Falling Resistance
5th +5 +4 5+Con Mod Biological Weapons Improvement,
Virus-Empowered Bioweapons
6th +6 +4 6+Con Mod Virus Strain, Consume
7th +7 +5 7+Con Mod Advanced Biomass Mutation
8th +8 +5 8+Con Mod Blacklight Mutation Improvement
9th +9 +6 9+Con Mod Mutated Movement Improvement
10th+10 +6 10+Con Mod Biomass Armor, Virus Strain
11th+11 +7 11+Con Mod Biological Weapons Improvement,
Consume
12th+12 +7 12+Con Mod Falling Resistance Improvement
13th+13 +8 13+Con Mod Devastor
14th+14 +8 14+Con Mod Vision of the Apex
15th+15 +9 15+Con Mod Adaptive Evolution, Virus Strain
16th+16 +9 16+Con Mod
17th+17 +10 17+Con Mod Biological Weapons Improvement
18th+18 +10 18+Con Mod Evolutionary Marvel
19th+19 +11 19+Con Mod
20th+20 +11 20+Con Mod Zeus

Blacklight Mutation
At 1st Level, you have survived being infected with the Blacklight virus,
irreversibly changing your genetic code. You are considered an aberration
(shapechanger) in addition to your other creature types. Because of the chimeric
nature of the virus and the fact that it has embedded into your own genetic code,
you can't be 'cured' of this affliction by any means.
In an effort to protect its host, the mutations caused by the virus provide some
natural resistances to both internal and external sources, giving you resistance to
poison damage as well as advantage on saving throws against diseases and being
poisoned. While you are wearing no armor and not wielding a shield, your AC equals
10 + your Dexterity modifier + your Constitution modifier. At 8th Level, this
increases to immunity to poison damage, being poisoned, and being infected by other
diseases, as well as advantage on saving throws against curses.
The nature of the virus also causes you to regenerate damaged tissue faster than
normal. As a swift action, you may expend one of your available Mutation Point to
regain hit points equal to 1d4+con mod.
To sustain the combined biomass of yourself and the virus, as well as the rapid
regenerative and mutative qualities of your body, you must eat three times your
daily ration each day as you normally would. The virus is capable of breaking down
any organic matter to fuel its biomass, allowing you to eat anything organic as if
it were food, including spoiled food, poisonous vegetation, toxic creatures, and
similar hazardous materials. You may have to make a saving throw to resist any ill
effects of eating such substances, at the DM's discretion.

Biological Weapons
Beginning at 1st level, you are your own arsenal of natural weapons called
bioweapons, allowing you to mutate your arms into huge red growths of flesh, bone,
and other organic materials that you can use to make unarmed strikes. As a Swift
action, you can transform your arms into one of the following bioweapons, or back
into regular arms. The damage of a bioweapon replaces the normal damage for an
unarmed strike. You cannot have more than one bioweapon at a time, the sole
exception being the Chitin Shield. As you gain levels, the effects of each
bioweapon increase, as stated in the descriptions of each bioweapon.

Razor Claws. The hands on each of your arms swell and grow into massive razor-sharp
claws. On a hit, they deal slashing damage equal to 1d6 + your Strength modifier
and when you take the Attack action to attack with them on your turn, you can use a
Swift action to make an additional attack with them. This bioweapon gains a +1
bonus to attack rolls at 5th level, has its damage die increased to 1d8 at 11th
level, and you can attack with them three times, instead of twice, when you take
the Attack action with them on your turn at 17th level.

Crimson Blade. One of your arms grows long and thin, replacing your hand and lower
arm with a powerful red blade. On a hit, it deals slashing damage equal to 1d12 +
your Strength modifier and it deals an additional 7 damage whenever you score a
critical hit with it. This bioweapon scores a critical hit on a roll of 19 or 20 at
5th level, deals 2d6 damage instead at 11th level, and scores a critical hit on a
roll of 18-20 instead at 17th level.

Hammerfists. Both of your arms grows thick and hard, becoming red-tinted bone clubs
that replaces your hands and lower arms. On a hit, it deals bludgeoning damage
equal to 1d10 + your Strength modifier and you may choose to push the target 5ft
away from you. This bioweapon gains a +1 bonus to damage rolls at 5th level, the
damage increasing to +2 bonus to damage rolls and you may now choose to push the
target back 10 feet at 11th level, and the damage increasing to +3 bonus to damage
rolls at 17th level.

Fibrous Whip. One of your arms replaces its bones with tough coiled ligaments,
allowing it to stretch to a disturbing distance without breaking. You can attack
creatures up to 15ft away with it, and on a hit it deals slashing damage equal to
1d4 + your Strength modifier. This bioweapon's reach increases by 10ft (25ft total)
at 5th level, its damage die increases to 1d6 and its reach increases by another
15ft at 11th level (40ft total), and its reach increases by a further 20 feet at
17th level (60ft total).

Chitin Shield. One of your regular arms swiftly forms a large, shield-like plate
that quickly reverts back to its previous form. As a reaction to a creature making
an attack roll against you, you can use this bioweapon to gain a +4 bonus to your
AC against that attack. You can use this bioweapon even when you already have a
bioweapon equipped, the shield forming on either arm and reverting back afterwards.
You can use this feature after the die is rolled, but before the outcome is
determined.
Even when your arms aren't transformed into bioweapons, the nature of your mutation
improves your combat capabilities with your regular form. Your unarmed strikes use
a d4 for damage and you can make one unarmed strike as a Swift action if you take
the Attack action with an unarmed strike without using your bioweapons.

Biomass Mutation
Starting at 2nd level, the energy from your increased biomass allows you to perform
incredible feats of strength with your bioweapons. Your access to this energy is
represented by a number of mutation points. Your prorotype level determines the
number of points you have, as shown in the Prototype table.
You can use these points to fuel various mutation features. You start knowing five
such features: Flurry of Claws, Air Slice, Blunt Force, Whiplash, and Blackguard.
You learn more mutation features as you gain levels in this class.
When you spend a mutation point, it is unavailable until the next dawn, at the end
of which you have digested enough organic material to replenish all of your
mutation points. You must consume an additional day's worth of food during the rest
to regain your mutation points.
Some of your mutation features require your target to make a saving throw to resist
the feature's effects. The saving throw DC is calculated as follows:

Mutation save DC = 10 + 1/2 your Level + your Strength modifier

Flurry of Claws
Immediately after you take the Attack action with your Razor Claws on your turn,
you can expend one mutation point to make two attacks with them as a Swift action.

Air Slice
While you have your Crimson Blade formed, as an action, you can expend one mutation
point to make a standing high jump up to a number of feet equal to your speed
without taking attacks of opportunity, after which you fall and make one attack
with the blade against a creature or object you land next to. On a hit, you take no
damage from the fall and do not fall prone, and the blade deals an additional 1d6
damage for every 10ft you fell. You may also make this special attack if you fall
from a height greater than 10ft.

Blunt Force
When making an attack against another creature or object with your Hammerfists, you
can expend one mutation point to make a special attack as part of your attack
action of which you begin gathering energy from your biomass into your arms and
unleashing it on the target you hit, the creature or object taking an additional
1d10 damage and is pushed an additional 10ft on top of your normal Hammerfist
damage and effect.

Whiplash
While you have your Fibrous Whip formed, as an action, you can expend one mutation
point to make a special attack with the whip against a creature or object within
the whip's reach, choosing to either pierce it or swipe it when you use this
feature. On a hit, the creature or object takes piercing damage equal to 2d4 + your
Strength modifier and is pulled 5ft next to you (only applicable to creatures one
sizes smaller and larger than you) or you are pulled 5ft next to it (only
applicable to creatures of your size and larger) if you chose to pierce it, or that
much slashing damage and is knocked prone if you chose to swipe it.

Blackguard
When forming your Chitin Shield, you can expend 1 mutation point to form a much
larger shield that lasts a little longer, giving you a +6 bonus to your AC until
the start of your next turn instead.

Mutated Movement
Starting at 2nd Level, the virus causes mutations in your legs that allow you to
pump extra energy into running faster. Your speed increases by 30ft while you are
not wearing armor or wielding a shield. In addition, your jump distances are
tripled and you don't suffer from fall damage from heights equal or lesser than
your jump distance.
At 9th level, this increase in speed becomes 50ft, you gain the ability to move
along vertical surfaces on your turn without falling during the move.

Mutated Senses
Starting at 3rd level, the virus has mutated your senses, allowing you to perceive
things much more clearly. You gain +4 in Perception skill. In addition, you gain
darkvision out to a range of 60ft. if you already had darkvision from another
source, you instead increase the range of that darkvision by 60ft.

Virus Strain
Starting at 3rd level, the virus within you has started to mutate to its own unique
strain, giving you new unique abilities for your use. You can choose these strains:
Lethal, Assimilation, Resilient, and Warrior all detailed at the end of the class
description. Your strain grants features at 3rd level and again at 6th, 10th, and
15th level. you gain a new strain every 5 levels.

Falling Resistance
Starting at 4th level, your biomass can now act as an absorption layer that helps
cushion your falls. If you were to take bludgeoning damage from falling, you can
use your reaction to take half as much damage instead. This increases to no damage
at 12th level, as your mutations have evolved your biomass to the point it can
easily absorb and displace all the force of a fall.

Virus-Empowered Bioweapons
Starting at 5th level, the bioweapons you create can harm even the most durable of
foes. Your bioweapons, unarmed strikes, and any mutation features that involves the
attack and use of your bioweapons count as magical for the purpose of overcoming
resistances and immunity to nonmagical damage.

Consume
Starting at 6th Level, you've learned how to use the biomass of others to fuel
yours. As a reaction to when you reduce a creature sized Small and up to 0 hit
points, or as an action on a creature sized Small and up that died within the last
24 hours, you consume the creature and gain temporary hit points equal to half your
prototype level (rounded down) + your Constitution modifier, as crimson tendrils
erupt from your body and rapidly break down the creature's body into biomass,
absorbing it in the process. Your body converts the biomass of the consumed
creature into fresh tissues and nutrients, allowing you to replace any limbs you
may have lost as well as feeding you and quenching your thirst for a day. A
consumed creature has its entire body, as well as every organic piece of equipment
it was wearing, destroyed, as the materials are also absorbed into your body.
Inorganic materials are harmlessly expunged from your body, unharmed by the
process. you also regain mutation points equal to there hd.
Any time after, you may use an action to take the appearance of the consumed
creature if it was a humanoid of your size or one size smaller, or back into your
regular form, altering your own genetic code to match the creature's while
retaining the mutations of the virus. Your flesh also alters itself to match any
clothing or armor destroyed by this feature that the creature was wearing. You can
perfectly mimic the creature's voice, and you gain all of the creature's memories
from the past 24 hours, allowing you to pass yourself off as that creature. You
retain all of your features, ability scores, and proficiencies, and do not gain any
of the consumed creature's. After 24 hours, or if you consume another creature, you
lose the ability to take the appearance of the consumed creature.
Your ruse is indiscernible to the casual observer. If a wary creature suspects
something is amiss, you have +4 on any Charisma (Deception) check you make to avoid
detection.
At 11th level, you now gain temporary hit points equal to your prototype level +
your Constitution modifier when consuming a creature. In addition, you retain the
ability to transform into a creature even if you consume another creature.you also
regain mutation points equal to there hd x2.

Advanced Biomass Mutation


Starting at 7th level, you can use the mutative energies of the blacklight virus to
cause extremely rapid growths to extend from your body, temporarily converting
energy into matter. You gain the following mutation features. Matter created in
this way dissolves harmlessly into nothing at the end of your turn.

Ground Spike
While you have your Razor Claws formed, as an action, you can expend two mutation
points and channel your biomass into the ground, causing bony spikes to erupt
underneath a creature or object within 40ft of you. The target and any other
creature or object within 5 feet of it must succeed on a Reflex saving throw or
take piercing damage equal to 3d8 + your Strength modifier, or half as much damage
on a successful save. You can expend additional mutation points when you use this
feature, increasing the damage by 1d8 and range by 10ft for every two additional
point expended.

Blade Frenzy
When you take the x2 move action while you have your Crimson Blade formed, you can
expend one mutation point to perform a Blade Frenzy. You can make one attack with
the Blade plus one additional attack for every two mutation points spent. These
attacks can be on the same or different targets, but you must move at least 10ft
between each attack. Until the end of your turn, moving does not provoke
opportunity attacks against you.

Power Slam
While you have your Hammerfists formed, as an action, you can expend two mutation
points to slam your fists into the ground and cause the very earth to erupt around
you. Each creature or object within 10ft of you makes a Reflex saving throw, taking
bludgeoning damage equal to 3d8 + your Strength modifier and getting knocked prone
on a failed saving throw, or half as much damage on a successful save. The area
also becomes difficult terrain as the ground shatters, which you are immune to
until the end of your turn. You can expend additional mutation points when you use
this feature, increasing the damage by 1d8 and the radius of the area by 5ft for
every two additional points expended.

Street Sweeper
While you have your Fibrous Whip formed, as an action, you can expend two mutation
points to sweep the whip in a 20ft cone in front of you. Each creature or object in
the area must make a Reflex saving throw taking 2d8 slashing damage and being
knocked prone on a failed saving throw, or half as much damage on a successful
save. You can expend additional mutation points when you use this feature,
increasing the damage by 1d8 and the range by 10ft for every two additional points
expended.

Biomass Armor
Your mutation has evolved to such a degree, it can effectively mutate itself into
effective armor for your use. Starting at 10th level, as an action, you can expend
three mutation points to encase your body in solidified biomass, granting you
resistance to bludgeoning, piercing, and slashing damage equal to youre level. This
effect lasts for 8 hours. You can also end this effect early as a bonus action.
While encased in this armor, you lose the benefits of your Mutated Movement feature
and you lose any proficiencies that you may have gained when using the Consume
feature.

Devastator
You have gained such mastery over your mutation, that you are now able to unleash
your biomass in one massive attack, devastating those caught in its wake. Starting
at the 13th Level, you are now able to unleash Devastators, allowing you to use the
following mutation features.
Tendril Barrage
As an action, you can expend four mutation points to shoot tendrils of biomass out
in every direction. Every creature or object within 30ft of you must make a Refles
saving throw, taking piercing damage equal to 3d8 + your Strength modifier on a
failed saving throw, or half as much damage on a successful save. You can expend
additional mutation points when you use this feature, increasing the damage by 1d8
and the radius by 10ft for every two additional points expended.

Groundspike Graveyard
As an action, you can expend four mutation points and channel you biomass into the
ground, which then erupts in bony spikes in a huge area around you. Each creature
or object within 15 feet of you must make a Reflex saving throw, taking piercing
damage equal to 4d10 + your Strength modifier and getting knocked prone on a failed
saving throw, or half as much damage on a successful save. The area also becomes
difficult terrain as the ground shatters, which you are immune to until the end of
your turn. You can expend additional mutation points when you use this feature,
increasing the damage by 1d10 and the radius by 5ft for every two additional points
expended.

Critical Pain
As an action, you can expend four mutation points to violently launch large amounts
of biomass towards a single target within 60ft of you. The target must make a
Reflex saving throw, taking bludgeoning damage equal to 6d12 + your Strength
modifier on a failed saving throw, or half as much damage on a successful save. You
can expend additional mutation points when you use this feature, dealing an
additional 1d12 damage for every additional point expended.

Vision of the Apex


The virus has mutated your senses even further, allowing you to detect things far
more easily. Starting at 14th level, you have blindsight out to a radius of 30
feet, provided you aren't deafened. In addition, you can see in darkness within
60ft of you as though it were bright light, and your darkvision radius increases by
30ft.

Adaptive Evolution
The virus can now effectively mutate your body to adapt to any kind of situation
possible and keep it at its peak condition, making you resilient to anything that
might be thrown at you. At 15th level, you gain +2 with all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 mutation
point to reroll it and take the second result. You also stop aging and cannot be
magically aged by any means short of a wish spell or similar magic.

Evolutionary Marvel
At 18th level, the various mutations and evolutions your body has undergone have
improved your ability to endure and recover from injury increases phenomenally, as
well as your ability to transform your arms. Your Constitution score increases by
4. Additionally, once during each of your turns, you may transform your arms into a
bioweapon without using a Swift action.

Zeus
You have gained full mastery over your genetic code, and the manipulation of your
own biomass is made easy with your will alone. Starting at 20th level, you regain
three times hd expended mutation points whenever you use your Consume feature. In
addition, you are immune to being blinded, deafened, and being cursed.
___________________________________________________________________________________
___________________________________________________________________________________
___________
Virus Strain
The Blacklight virus is chimeric in its nature, always mutating and evolving within
the cells that it inhabits using the unused genetic code within all organic
creatures. As those who has come to survive the virus and are now prototypes, the
strain within them are unique by itself as they've come to evolve and mutate within
their new hosts, granting them abilities that the others may not possess.

Lethal
The Blacklight virus is a lethal pathogen that could easily kill an infected
creature in a matter of minutes. You’ve managed to somehow attain control of the
virus itself and can now use its deadly effects for your own use. Those of the
Lethal strain are truly the bane of every healer in their world, poisoning and
infecting everyone they can touch with a virus that constantly baffles those who
seek to cure it, only to find their methods useless against it.

Poisoned Bioweapons
Starting at 3rd Level, your control of the virus has allowed you to coat your
bioweapons with the virus itself. You can now spend 1 mutation point to deal an
additional +1d4 Poison damage while attacking with your Bioweapons for ten minutes.
The damage increases by one tier at the 6th (1d6), 10th (1d10), and 15th (1d12)
Levels.

Virus Injection
Starting at 6th Level, your control of the virus has increased, allowing you now to
inject infected biomass into a target. While using a Bioweapon that deals slashing
or piercing damage, you may spend two mutation points to make a special attack as
an action, forcing the target to make a Fortude saving throw. On a failed save, it
takes 2d6 poison damage and is Poisoned for 24 hours taking 1d4 every hr. On a
successful save, the creature takes half damage and isn’t Poisoned. The target may
repeat the saving throw at the end of each of its turn, no longer Poisoned at a
success. You may spend an additional mutation point to raise the DC save by 1.

Chimeric Virus
Starting at 10th Level, the virus within you has effectively mutated itself to
bypass whatever resistances the target may have against it. Attacks made with your
Poisoned Bioweapons feature ignore resistances and Virus Injection also ignores
resistances and its effects.

Biobomb
Starting at 15th Level, your mastery of the virus has allowed you to discover a new
aspect for the virus for you to exploit. While using a Bioweapon that deals
slashing or piercing damage, you may spend four mutation points to implant a
creature with a Biobomb. The creature is dealt 4d6 poison damage of which it cannot
resist. In addition, every creature or object other than you within 20ft of the
target must make a Reflex saving throw or be dealt 3d6 piercing damage and be
dragged 5ft next to the target as tendrils violently erupt from the target and
recoil back, taking only half damage on a successful save. You can expend
additional mutation points when you use this feature, increasing the poison damage
dealt and the piercing damage dealt by 1d6 for every two additional points
expended.
___________________________________________________________________________________
___________________________________________________________________________________
___________
Assimilation
One curious aspect of the virus is the unexpected ability to not only fully copy
the genetic traits of the consumed, but also its memories and experiences. The
virus has now mutated in order for you to exploit these abilities to its fullest
potential. Those of the Assimilation strain can easily rival the best infiltrators,
shapeshifting into someone they consumed and easily answering whatever security
detail they'll encounter with the memories of the consumed. Add that to them being
able to somehow mind control people and you'll have someone that can easily wreak
havoc in a community.

Transformation
Starting at 3rd Level, the virus has expanded its ability to replicate and recall.
As an action, you can change your appearance and your voice. You determine the
specifics of the changes, including your coloration, hair length, and sex. You can
also adjust your height and weight and can change your size between Medium and
Small. You can make yourself appear as a member of another race, though none of
your game statistics change. You can’t duplicate the appearance of an individual
you’ve never seen, and you must adopt a form that has the same basic arrangement of
limbs that you have. Your clothing and equipment aren’t changed by this trait, but
your flesh can alter itself to match any clothing or armor that you've seen, any
clothing you're wearing being absorbed into you for the moment. You stay in the new
form until you use an action to revert to your original form or until you die.

In addition, you can now accurately recall anything you have seen or heard within
the past month.

Full Replication
Starting at 6th Level, the virus has diverged to fully replicate a consumed
creatures' skills and experiences, both mental and physical. When using the Consume
feature, you gain two of the proficiencies or languages of a creature you consume
for as long as you can take the appearance of that creature. Anytime thereafter,
while you retain the ability to take the appearance of that creature, you can
expend a mutation point to gain another of its proficiencies or languages for the
same duration.

In addition, when using the Consume feature, you now gain all of the creature’s
memories from the past month and also certain important memories in its life such
as relationships, locations, etc.

Mental Hijack
Starting at 10th Level, the virus is now capable of changing the mental structure
of a humanoid, allowing you to gain some control of a creature. While using a
Bioweapon that deals slashing or piercing damage, you may spend three mutation
points to make a special attack as an action, forcing the target to make a Reflex
saving throw.

On a failed save, the target is charmed by you for an hour as the virus rearranges
the target’s mental structure. The charmed target must use its action before moving
on each of its turns to make a an attack against a creature other than itself that
you mentally choose.

The target neither moves nor takes no actions on its turn if you choose no creature
or if none are within its reach. The target can make a Constitution saving throw at
the end of each of its turns. On a success, the effect ends.

Full Submission
Starting at 15th Level, the virus can now completely take control of a humanoid
creature. You can now spend four mutation points to make a special action of which
you touch a humanoid, forcing the target to make a Constitution saving throw at -4.
On a success, the target is immune to this effect for 24 hours.

On a failed save, that creature is then charmed by you until you want it to end,
the charmed condition is removed from it, or you use this feature again. You can
communicate telepathically through the virus with the charmed creature as long as
the two of you are on the same plane of existence. The maximum number of creatures
you can keep under your control with this feature is equal to half your proficiency
modifier (rounded up).
___________________________________________________________________________________
___________________________________________________________________________________
___________
Resilient
For a virus to survive, it must continue to evolve and change to the environment
and the threats it faces. To keep its host alive, the Blacklight virus has mutated
you to be tougher than ever, allowing you to survive whatever encounters you may
face. Those of the Resilient strain can be seen as almost invincible, able to
withstand an amount of physical punishment most would find ludicrous. If it
survives long enough, a host of this strain will find that even legions of soldiers
and the most dangerous of monsters cannot harm it in a meaningful way.

Organic Bioplant
Starting at 3rd level, the virus has mutated your body to be more efficient in its
energy usage and toughening up your flesh and bones. Your hit point maximum
increases by an amount equal to twice your level and it increases by 5 every time
you gain a level. In addition, you are considered to have one less level of
exhaustion when determining the effects of exhaustion and you now only need to eat
your normal amount of daily ration to sustain yourself.

Bioorganic Adaptation
Starting at 6th level, the energy saved by the virus has now mutated to allow you
survive more easily in dangerous environments and conditions. You can now breathe
underwater and gain a swim speed equal to your movement, you ignore the effects of
extreme weather, and you count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.

Advanced Biomass Armor


Your mutation has not only mutated your body, but also your armor as well, making
it much more durable when compared to those of others. Starting at 10th level, when
using your Biomass Armor feature, it instead grants you resistance to all damage
types except psychic.

Auto-Regeneration
Starting at 15th level, the virus has started to stockpile ‘emergency biomass’ of
which it would automatically use to heal the body’s injuries. At the start of each
of your turns, you regain hit points equal to 2 + your Constitution modifier if you
have no more than half of your hit points left. You don't gain this benefit if you
have 0 hit points.
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Warrior
The virus would always adapt to the needs of its host and for some of them, these
adaptations would come in the evolution of their bioweapons lethality and ability.
Those of the Warrior strain would boast having mastery of their mutated form, able
to pull of feats with their bioweapons that few can match among their kind, even
lesser for those not among them. From having unique abilities to even possessing
new forms of organic weaponry, they're unmatched on the battlefield and are a
terror to those who are unfortunate enough to face them.

Evolved Bioweapons
Starting at 3rd level, the virus has mutated your bioweapons, giving you access to
new abilities. You gain the following abilities:

Lunging Claw
As an action and while your Razor Claws are formed, you can spend 1 mutation point
to lunge at a target within 30ft of you and make an attack against it, on a hit
dealing slashing damage equal to 2d6 + your Strength modifier.

Tornado Blade
While you have your Crimson Blade formed, as an action, you can expend one mutation
point to spin your Crimson Blade around you. All creatures within 5ft of you must
make a Dexterity saving throw, dealing 1d12 + your Strength modifier on a fail,
taking only half damage on a successful save.

Hammertoss
As an action and while your Hammerfists are formed, you can spend 1 mutation point
to toss yourself to a point within 100ft of you. On impact, all creatures within
5ft of you must make a Dexterity saving throw, dealing bludgeoning damage equal to
2d4 + your Strength modifier on a fail, taking only half damage on a successful
save.

Whip Throw
While you have your Fibrous Whip formed, as an action, you can expend one mutation
point to make a special attack with the whip against a creature or object within
the whip's reach. On a hit, the creature or object takes piercing damage equal to
1d4 + your Strength modifier and is thrown to a point within 45ft of you. The
target must then make a Dexterity saving throw, dealing bludgeoning damage equal to
1d6 and be knocked prone on a fail, taking only half damage on a successful save.
If the target is thrown to another creature, it takes the same amount of
bludgeoning damage dealt on the second phase to the flung target.

Battering Ram
As an action, you form your Chitin Shield and start dashing 30ft in a straight
line, with all creatures or objects along the path must make a Strength saving
throw, dealing bludgeoning damage equal to 1d4 + your Strength modifier and be
knocked prone on a failed save, taking only half damage on a successful save.

Mutated Arsenal
Starting at 6th level, the virus has mutated to expand your arsenal of bioweapons.
You may select two of the following bioweapons from the list below:

Bone Pike. One your arms gets encased in hardened bone, forming a long spear-like
protrusion at the tip. It has a reach of 10ft and on a hit, it deals piercing
damage equal to 1d8 + your Strength modifier and has a +1 bonus to attack rolls. In
addition, when a creature comes within your range, you may use your reaction to
make an opportunity attack against it, reducing the creature's movement to 0ft on a
hit. This bioweapon has its damage die increased to 1d10 at 11th level and at the
17th level, any creature that comes or exit within your range, you may use your
reaction to make an opportunity attack against it, reducing the creature's movement
to 0ft on a hit.

Enlarged Muscle Mass. Your arms and legs gets enlarged and enhanced, granting them
enormous strength. On a hit, it deals bludgeoning damage equal to 1d6 + your
Strength modifier and has a +1 bonus to damage rolls. In addition, while this
bioweapon is formed, you have advantage on any Strength check and can lift and
throw a weight equal or less than 3000 lbs. This bioweapon gains a +2 bonus to
damage rolls at 11th level, increasing to +3 bonus to damage rolls at 17th level.

Bone Bow. One of your hands form a crescent shaped bone with a bowstring made of
tendrils while the other becomes an organic quil, forming arrows made out of
hardened bone. You may use your Strength instead of Dexterity when making ranged
attacks with this bioweapon, dealing piercing damage equal to 1d1d0 + your Strength
modifier, has a range of 150/600ft, and has a +1 bonus to attack rolls. This
bioweapon has its damage die increased to 1d12 and its range increased to 300/750ft
at 11th level, and at the 17th level, it gains an increased +2 bonus to attack
rolls.

Bile Spewer. The virus develops multiple chambers inside your abdomen for the
mixing and firing of a highly corrosive and boiling acid, of which is excreted by
controlled chemical explosions through the hands in the form of holes in the palms
or through the mouth. You may use your Strength instead of Dexterity when making
ranged attacks with this bioweapon, dealing acid damage equal to 1d6 + your
Strength modifier, has a range of 30/60ft, and has a +1 bonus to damage rolls. This
bioweapon has its damage die increased to 1d8 and its range increased to 60/100ft
at 11th level, and at the 17th level, it gains a further +2 bonus to damage rolls.

In addition, you gain the following mutation features for the chosen bioweapons
from the list below:

Bone Driver
As an action and while your Bone Pike is formed, you can spend two mutation points
to enlarge and harden your Bone Pike and to make a special attack against a target
of your choosing within 20ft of you. When making this attack, you ignore any non-
magical effects of cover and armor, dealing 2d8 + your Strength modifier on a hit
and reducing the target's movement speed to 0ft on a hit. You can expend additional
mutation points when you use this feature, increasing the damage by 1d8 for every
two additional points expended.

Mass Buster
As an action and while your Enlarged Muscle Mass is formed, you can spend 1
mutation point to make a special attack against a creature within 5ft of you. On a
hit, you immediately grapple it and deal bludgeoning damage equal to 2d6 + your
Strength modifier. Until the grapple ends, you can use your action on each of your
subsequent turns to cause this damage again. You can expend additional mutation
points when you use this feature, increasing the damage by 1d6 for every two
additional points expended.

Oversized Arrow
As an action and while your Bone Bow is formed, you can spend two mutation points
to create a massive bone arrow and to make a special attack against a target within
the range of your Bone Bow. On a hit, you deal piercing damage equal to 2d8 + your
Strength modifier to the target and to any creature that is standing within 15ft
directly behind the target. You can expend additional mutation points when you use
this feature, increasing the damage by 1d8 for every two additional points
expended.

Bile Cannon
As an action and while your Bile Spewer is formed, you can expend one mutation
point to shoot out a massive blob of boiling acid to a point within 60ft of you.
Each creature within a 20ft radius centered on the point of impact must make a
Dexterity saving throw. On a fail, a target is dealt 3d6 acid damage and its AC is
reduced by -1, taking only half damage on a success. You can expend additional
mutation points when you use this feature, increasing the damage by 1d6 and
increasing the radius by 10ft for every two additionals point expended.

Rapid Mutation
The virus has evolved, now capable of mutating rapidly to allow you to unleash your
bioweapons at a moment's notice. Starting at 10th level, when using any feature
that involves an action and has a base requirement of spending 2 mutation points or
less, you can spend an additional mutation point to shift into the required
bioweapon and allow you to use that feature as a bonus action, instead of an
action. Do note that when using a feature in this way, you cannot spend any
additional mutation points if the feature allows it.

Biological Terror
Starting at 15th level, the virus has now fully evolved to maximize the power of
your bioweapons. When using any feature that involves spending a mutation point and
requires an attack roll or a target making a saving throw, it automatically gains
an additional damage die of an equivalent size to its damage rolls (i.e. 1d4 ->
2d4).
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