Blacklight Mutation (5e Class)

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Blacklight Mutant

The Virus

The Blacklight Virus 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, created by an order of shadowy alchemists and wizards in order to attain immortality without the need or help of any dark power or eldritch being that would most likely enslave them for their own purposes. 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%.

Origin

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 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 creating a Blacklight Mutant.

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A Blacklight Mutant with his Mutate Blade out. Source ].
Quick Build

You can make a Blacklight Mutant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Strength or Dexterity. Lastly, pick a background option that would suit the character's origin or backstory.

Class Features

As a Blacklight Mutant you gain the following class features.

Hit Points

Hit Dice: 1d12 per Blacklight Mutant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blacklight Mutant level after 1st

Proficiencies

Armor: Shields
Weapons: Unarmed and Biological Weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose three from the following: Acrobatics, Athletics, Insight, Investigation, Intimidation, Nature, Perception, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Common Clothing
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Blacklight Mutant

LevelProficiency
Bonus
Features
1st+2Blacklight Mutation, Biological Weapons,Mutated Defense
2nd+2Consume, Biomass Mutation, Mutated Movement
3rd+2Mutated Senses
4th+2Ability Score Improvement
5th+3Extra Attack, Advanced Bioweapons
6th+3Efficient Consumption
7th+3Advanced Biomass Mutation
8th+3Ability Score Improvement, Perfect Immune System
9th+4Advanced Mutated Movement
10th+4Advanced Bioweapons
11th+4Devastator
12th+4Ability Score Improvement
13th+5Biomass Armor
14th+5Vision of the Apex
15th+5Advanced Bioweapons
16th+5Ability Score Improvement
17th+6Adaptive Evolution
18th+6Apex Predator
19th+6Ability Score Improvement
20th+6Zeus

Blacklight Mutation

Starting at 1st Level, you have been infected by the Blacklight virus, 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 more tougher and resilient and has mutated to adapt better to your surroundings. Starting at Level 1, 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

Starting at 1st 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 all times, but can never be disarmed of your own Bioweapon. With a Bonus action, you can change your arm's shape in the following ways:

Mutate Claws

Damage: 1d6 Slashing
Properties: Finesse, Light, Special
Special: When you use the Attack action with your Claws on your turn, you can make one additional Claw attack as a bonus action.

Mutate Blade

Damage: 2d6 Slashing
Properties: Two-Handed, Heavy, Special
Special: On your turn, when you score a critical hit with the Blade, you automatically deal maximum damage.

Mutate Hammerfist

Damage: 1d10 Bludgeoning
Properties: Heavy, Special
Special: When you attack and hit a creature with your Hammerfists, you may choose to knock the creature back 10ft.

Mutate Whipfist

Damage: 1d4 Slashing
Properties: Finesse, Reach, Special
Special: The Whipfist has a melee weapon range of 30ft.

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.


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


Mutated Defense

Starting at 1st Level, your body has mutated to be able to defend itself better, allowing it to take hits and blows most would find lethal. Your AC equals 10 + your Dexterity modifier + your Constitution modifier.


Consume

Starting at 2nd Level, you've 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 (minimum of 1). Upon consuming the creature, you can 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 2nd 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 short/long rest. You can spend these points to perform the following actions.

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.

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.


Mutated Movement

Starting at 2nd Level, the virus has mutated your body even further, allowing you to move farther than your normal race. Your speed increases by 20ft while not wearing armor. Your jump height is also equal to your Movement Speed while not wearing armor. You are also immune to fall damage.


Mutated Senses

Starting at 3rd Level, the virus has mutated your senses, allowing you to perceive things much more clearer. You gain proficiency in Perception if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses Perception. You also gain Darkvision up to 60ft. If your race already has Darkvision, you can now see in Darkvision up to 120ft.


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.


Extra Attack

Starting at the 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Advanced Bioweapons

The mutations on your weapons have advanced even further, increasing their effectiveness. Starting at 5th Level, the following effects apply to your Bioweapons. These effects grow further at Level 10 and 15.

Level 5

Your Bioweapon strikes counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Claws - Damage die is increased to 1d8
Blade - +1 to Attack rolls while using it.
Hammerfist - +1 to Damage rolls while using it.
Whipfist - +15 feet of Range.

Level 10

Your Bioweapon strikes can now overcome all kinds of resistances to its attacks, whether it be natural or magical.

Claws - Damage die is increased to 1d10
Blade - Damage die is increased to 2d8
Hammerfist - Damage die is increased to 1d12
Whipfist - Damage die is increased to 1d6

Level 15

Your Bioweapon strikes can now overcome all kinds of immunities to its attacks, whether it be natural or magical.

Claws - Damage die is increased to 1d12
Blade - +3 to Attack rolls while using it.
Hammerfist - +3 to Damage rolls while using it
Whipfist - Damage die is increased to 1d8. +30 feet of Range.


Efficient Consumption

Your mutation has become more efficient in it's consumption and recycling of biomass. Starting at 5th 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 7th 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 8th Level, you are now immune to Poison and diseases.


Advanced Mutated Movement

Your body has mutated even further, allowing you to move in ways unnatural to most races. Starting at the 9th Level, you gain the ability to climb/walk vertical surfaces using your movement speed and move on the surface of liquids using your movement speed on your turn without falling during the move or requiring any checks. Your body can now also glide in the air instead of falling from a height greater than 20ft.


Devastator

You have gained such mastery over your mutation, that you are now able to do devastating attacks. Starting at the 11th Level, you are now able to unleash Devastators, massive attacks that can inflict heavy damage to those caught in its wake. You can now do the following Devastators, all of them needing 7 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 channeled 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 13th 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 Defense and Mutated Movement, but you do not gain the benefits of your Advanced Mutated Movement.


Vision of the Apex

The virus has mutated your vision even further, allowing you to see things for what they're truly are. Starting at the 14th Level, you now have Truevision up to 30ft and Blindsight up to 60ft. You can now also discern color while using Darkvision.


Adaptive Evolution

You can now effectively mutate to adapt to any kind of situation possible, making you resilient to anything that might be thrown at you. Starting at the 17th Level, you are now proficient in all Saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Mutation Point to reroll it and take the second result.


Apex Predator

Through the various mutations and evolutions your body has undergone, you have effectively become the Apex Predator. Starting at the 18th Level, your Constitution score would be increased by 5 and the maximum for that score is now 25. Additionally, mutating into your Bioweapons no longer costs a Bonus action to do so.


Zeus

You now have gained full mastery of the genetic code and the manipulation of your own biomass is made easy with your will alone. Starting at the 20th Level, your Mutation Points are now set to 30 points and the cost of all abilities are reduced by -2 Mutation Points.

In addition, you have gained such mastery over the chimeric nature of the virus that you can easily cure any kind of physical disease or ailment that ravages the body, including aging.


Multiclassing

Prerequisites. To qualify for multiclassing, you must meet these prerequisites: Con 13 and Str or Dex 13. Must also be an organic race and be infected by the Blacklight Virus or an Aberrant/Abyssal Curse.

Proficiencies. When you multiclass into Blacklight Mutation, you gain the following proficiencies: Shields, Unarmed and Biological Weapons



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