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.
Prototype-prototype-33376259-500-349.jpg
A Prototype with his Crimson Blade out. Source [1]].
Quick Build
You can make a Prototype quickly by following these suggestions. First,
Constitution should be your highest ability score, followed by Strength. Lastly,
pick a background option that would suit the character's origin or backstory.
Class Features
As a Prototype you gain the following class features.
Hit Points
Hit Dice: 1d12 per Prototype level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Prototype
level after 1st
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, and
Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
(a) a Burglar's Pack or (b) a Dungeoneer's Pack or (c) an Explorer's Pack
If you are using starting wealth, you have 5d4 in funds.
Table: The Prototype
Level Proficiency
Bonus Mutation Points Features
1st +2 - Blacklight Mutation, Biological Weapons
2nd +2 2 Biomass Mutation, Mutated Movement
3rd +2 3 Consume, Virus Strain
4th +2 4 Ability Score Improvement, Falling Resistance
5th +3 5 Extra Attack, Biological Weapons Improvement
6th +3 6 Virus-Empowered Bioweapons, Virus Strain
7th +3 7 Advanced Biomass Mutation, Mutated Senses
8th +3 8 Ability Score Improvement, Blacklight Mutation Improvement
9th +4 9 Mutated Movement Improvement
10th +4 10 Biomass Armor, Virus Strain
11th +4 11 Biological Weapons Improvement, Consume
12th +4 12 Ability Score Improvement, Falling Resistance
13th +5 13 Devastor
14th +5 14 Vision of the Apex
15th +5 15 Adaptive Evolution, Virus Strain
16th +5 16 Ability Score Improvement
17th +6 17 Biological Weapons Improvement
18th +6 18 Evolutionary Marvel
19th +6 19 Ability Score Improvement
20th +6 20 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 bonus action, you may expend one of your prototype hit dice to regain
hit points as you would during a short rest. You can use this feature a number of
times equal to your Constitution modifier, regaining all expended uses when you
finish a short or long rest.
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 four 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 bonus
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
bonus 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 +2 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 bonus 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 you finish a short or long
rest, 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 = 8 + your proficiency bonus + 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 bonus 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 you hit another creature with your Hammerfists, you can expend one mutation
point to make a special attack as part of your attack action with your Hammerfists,
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 +3 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 10ft 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 20ft, you gain the ability to move
along vertical surfaces on your turn without falling during the move.
Consume
Starting at 3rd 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.
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 advantage 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.
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, and Resilient, all detailed at the end of the class
description. Your strain grants features at 3rd level and again at 6th, 10th, and
15th level.
Ability Score Improvement
When you reach the 4th level, and again at 8th, 12th, 16th and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase an ability score above 20
using this feature.
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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Virus-Empowered Bioweapons
Starting at 6th level, the bioweapons you create can harm even the most durable of
foes. Your bioweapons and unarmed strikes count as magical for the purpose of
overcoming resistances and immunity to nonmagical damage.
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 Dexterity 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 Dash action while you have your Crimson Blade formed, you can
expend any number of mutation points to perform a Blade Frenzy. During your
movement, you can make one attack with the blade for every two mutation points
expended in this way, and you must move in a straight line. These attacks can be on
the same target 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 Dexterity 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 Dexterity 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.
Mutated Senses
Starting at 7th level, the virus has mutated your senses, allowing you to perceive
things much more clearly. You gain proficiency with the Perception skill. If you
were already proficient with Perception, you instead double your proficiency bonus
for any ability check that uses the proficiency. 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 30ft .
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. 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.
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
Dexterity 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 Dexterity 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
Dexterity 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 proficiency 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. Your maximum for that score is now 24. Additionally, once during each of your
turns, you may transform your arms into a bioweapon without using a bonus 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 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
additional +1 Poison damage while attacking with your Bioweapons for ten minutes.
The damage increases by one tier at the 6th (+2), 10th (+3), and 15th (+4) 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 or Biomass Mutation
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 Constitution saving
throw. On a failed save, it takes 2d6 poison damage and is Poisoned for 24 hours.
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 defenses or 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 and every creature
or object other than you within 20ft of the target must make a Dexterity saving
throw or be dealt 3d6 piercing damage and be dragged 5ft next to the target, 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.
Mental Copy
Starting at 3rd Level, the virus has fully expanded your capacity for memory,
allowing you to recall more memories from the consumed. 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.
Full Replication
Starting at 6th Level, the virus can now fully replicate the consumed’s skills and
experiences, both mental and physical. You gain one additional proficiency of your
choice.
In addition, when using the Consume feature, you gain one 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.
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
Constitution 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
disadvantage. 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 by reducing and recycling wasted energy. you are considered to have
one less level of exhaustion when determining the effects of exhaustion. In
addition, 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, you count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift and moving through nonmagical difficult
terrain costs you no extra movement.
Mutated Health
Starting at 10th level, your virus has mutated your body to be durable than ever,
modifying it to be at its most efficient and strongest version that it could be.
Your hit point maximum increases by 10, and by another 1 whenever you gain a level
in this class.
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.