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Blacklight Mutator
Blacklight Mutator
original creators.
Testing
The alchemists were testing the virus on animals, noting
that a large portion of the virus’ variants had deadly effects on the test subjects. Countless animals were infected
with this variant and in a large number of cases, subjects showed dramatic increases in metabolic rate, strength, and
reaction times, as well as being a part of the hive mind network. However, due to the rapid changes caused by the
virus, the infected individuals usually do not survive the transformations as they once were in life, often dying or
becoming grotesque aberrant versions of their former selves.
Infection
The virus is highly contagious and can infect organisms through a multitude of means, including physical contact,
exposure, bodily fluid contact, or direct administration. (See Template: Blacklight Aberrant)
Physical Contact: If a non-infected creature is bitten or scratched by an infected creature, or a Hunter, the virus can
spread directly to the victim resulting in their infection.
Exposure: Coming into contact with an infected water source via ingestion, or proximity to a Hive can result in the
infectious agents infecting nearby creatures.
Bodily Fluid Contact: Infectious bodily fluids and materials are capable of transmitting infection through open
wounds.
Direct Administration: As intended, the virus can be spread via direct administration.
Bonding
In a mere 1% of all known cases of infection something incredible and rare occurs. In the event of one of these
occurrences, the genetic rewrite provoked by the Blacklight virus causes the body to metabolise and bond with the
virus on a cellular level. This results in an evolved viral-hybrid species with phenomenal abilities, completely
disconnected from the hive and eventually becoming a free willed deadly shapeshifting being of nearly limitless
potential, power and destruction. They can fashion portions of their bodies into weapons and cause mass
devastation to the environment with their incredible physical strength and durability. Newly enhanced musculature
and strengthened epidermis and bodily tissue increases their strength, speed, reflexes, and agility by shifting their
biomass to their limbs, allowing them to break the boundaries of human sprinting and jumping/climbing ability to
perform amazing feats. The Blacklight Mutator represents the result of this aforementioned 1%.
Class Features
As a Blacklight Mutator, you gain the following class features.
Type
Aberration: In addition to your chosen race’s type, you are also
considered to be an aberration for any effects that target or affect
such creature types.
Hit Points
Hit Dice: 1d10 per Blacklight Mutator level
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blacklight Mutator level after 1st
Proficiencies
Armour: None
Weapons: Natural Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Stealth and Survival
1: Biomass Defence
Due to the bulk of your internal biomass acting as an absorption layer, your Armour Class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a shield and still gain this benefit.
2: Consume
Consuming is the process by which you absorb the biomass and DNA or essence of other entities, copying and
assimilating it into your own in order to gain the entity's genetic memories and physical presence. After consuming,
the left over body is an unidentifiable mess.
As a bonus action upon dealing the killing blow to a creature, or as an action otherwise, you can consume a creature
as long as it is within 5ft and is either dead or on 0 hit points. Upon doing so, the following events happen:
Heal: Upon consuming, you can choose to metabolize part of the creature’s biomass and regain hit points
equal to one of the creature’s Hit Die + the creature’s level (or number of Hit Die). Once you use this
feature, you must finish a short or long rest before you can use it again.
Access memories: You receive random images and memories that represent part of the creature’s life
immediately after consuming it. Only works if the target was a humanoid with 3 or more intelligence.
Assume Form: Upon first consuming a corpse and accessing its memories, you can polymorph into the
creature as a part of the same action if it was a medium humanoid. At any time before consuming another
corpse, you can use your action to polymorph into the same creature, or back into your true form. The
change is only visual, your statistics are the same in each form. Your appearance is identical to the consumed
creature, however social interactions with others that the creature knew in life will require a CHA check to
avoid indicating that you are acting out of character. You revert to your true form if you die.
You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you
regain all expended uses.
5: Unarmoured Movement
Starting at 2nd level, your biomass increases the strength and speed of your legs. Your speed increases by 10 feet
while you are not wearing armour or wielding a shield. This bonus increases when you reach certain blacklight levels,
as shown in the blacklight table.
At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move.
Mutate Weapon
At 1st level you can select your first weapon mutation from the Bonus Mutations list. Your choices are Claws, Blade,
Hammerfist or Whipfist. You may form your selected weapon for free during your move or action just as any other
character can draw or sheath a weapon. In order to change the form of your weapon more than once per round will
require the use of your action.
Biomass Mutations
Starting at 2nd level, your biomass allows you to harness the versatility of biomass mutation. Your access to this
ability is represented by a number of mutation points. Your Blacklight level determines the number of points you
have, as shown in the Mutation Points column of the Blacklight table. You can spend these points to fuel various
mutation features. You start knowing three such features of your choice that you meet the prerequisites for.
Whenever you gain the Bonus Mutation class feature, you may select a new mutation.
The maximum number of mutation points you can spend on a single mutation is equal to your proficiency bonus.
When you spend a mutation point, it is unavailable until you finish a short or long rest, at the end of which you
regenerate all of your expended biomass back into yourself.
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:
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when
you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this
benefit, you can’t be blinded, deafened, or incapacitated.
Absorb Shock
Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount
equal to five times your blacklight level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered Strikes
Starting at 6th level, your natural attacks create their own supernatural signature and count as magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Apex Predator
At 20th level, you become an apex predator and your body reaches the pinnacle of genetic mutation. Your Strength
and Constitution scores increase by 4. Your maximum for those scores is now 24.
Bonus Mutation List
Weapon Mutations
Weapon mutations allow your biomass to create weapon-like forms in the place or
your arms. You may only have 1 type of weapon mutation active at any time.
Mutate Claws
Once learned, your biomass allows you to mutate and produce claws. You gain the
following benefits:
• You can roll a d4 for your claw damage. This die increases 1d6 at 5th level, 1d8 at
11th level and 1d10 at 17th level.
• Special: When you use the Attack action with your claws on your turn, you can make
one additional claw attack as a bonus action.
• Special: On your turn, when you score a critical hit with this weapon or reduce
a creature to 0 hit points, you can make one melee weapon attack as a bonus
action.
For 1 additional points you can roll an extra d6 when determining the extra damage for critical hits.
For 2 additional points you can roll two extra d6 when determining the extra damage for critical hits.
For 3 additional points you can roll three extra d6 when determining the extra damage for critical hits
and the critical hit range becomes 18-20.
For 5 additional points you can roll three extra d6 when determining the extra damage for critical hits
and the critical hit range becomes 18-20. In addition, a roll of 20 on the attack roll cuts off one of the
creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this
effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM
decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead
takes an extra 6d8 slashing damage from the hit.
Mutate Hammerfist
Once learned, your biomass allows you to mutate and produce a heavy hammer-like
mass. You gain the following benefits:
• Special: When you roll a 1 or 2 on the damage die for an attack you make with your
hammerfist, you can reroll the die and must use the new roll, even if the new roll is a 1
or a 2.
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 5 + the damage dealt or lose the charge.
• You can roll a d4 for your claw damage. This die increases 1d6 at 5th level, 1d8 at
11th level and 1d10 at 17th level.
Additionally, from level 9 when you consume a creature, you can spend 3 mutation points and end any one
of the following effects: The ‘charmed’ condition, one curse (including attunement to a cursed magic item),
any reduction to one of your ability scores, or one effect that is reducing your hit point maximum.
As an action, you can spend 4 mutation points to transform any two medium sized creatures that have died
or are on 0 hit points. The biomass of each corpse mutates and contorts, changing from what they once
were, into the foul alien-like monstrosities known as Brawlers.
On each of your turns, you can use a bonus action to mentally command any brawlers you made with this
mutation if the creatures are within 60 feet of you (if you control multiple creatures, you can command any
or all of them at the same time, issuing the same command to each one). You decide what action the
creatures will take and where they will move during their next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue no commands, the creatures only defend
themselves against hostile creatures. Once given an order, the creatures continues to follow it until its task is
complete. The creatures are under your
control for 1 minute, after which they stop
obeying any commands and self-destruct. The
explosion from each brawler has a 5ft radius
and deals 3d8 + 9 piercing damage, or half as
much with a successful Dexterity save, as
shrapnel from their corpses explode outward.