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Prototype

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

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, Mutated Senses, 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

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 short of a wish spell.

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 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, red-tinted bone clubs replacing 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 5 feet 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 15 feet away with it, and on
a hit it deals slashing damage equal to 1d4 + your Strength modifier. This bioweapon's reach increases
by 10 feet (25 feet total) at 5th level, its damage die increases to 1d6 and its reach increases by
another 15 feet at 11th level (40 feet total), and it reach increases by a further 20 feet at 17th level (60
feet 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 1
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 1 mutation points to make
a standing high jump up to a number of feet equal to your speed, 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 10 feet 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 1 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 10 feet on top of your normal
Hammerfist damage and effect.

Whiplash

While you have your Fibrous Whip formed, as an action, you can expend 1 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 10 feet closer to you (only applicable to creatures
one sizes smaller and larger than you) or you are pulled 5 feet 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 +5 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 10 feet while you are not wearing armor or wielding a shield.
In addition, your jump distances are tripled.

At 9th level, this increase in speed becomes 20 feet, 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 the 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.

Mutated Senses

Starting at 3rd 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 60 feet. if you already had darkvision from another source, you
instead increase the range of that darkvision by 30 feet.

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 2 mutation points and
channel your biomass into the ground, causing bony spikes to erupt underneath a creature or object
within 30 feet 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 damage for every 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
10 feet 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 2 mutation points to slam
your fists into the ground and cause the very earth to erupt around you. Each creature or object within
10 feet 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 5 feet for every 2 additional points
expended.

Street Sweeper

While you have your Fibrous Whip formed, as an action, you can expend 2 mutation points to sweep
the whip in a 15-foot cone in front of you. Each creature or object in the area must make a Dexterity
saving throw taking 3d8 slashing damage 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 5 feet for every additional point 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 3 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 do devastating attacks.
Starting at the 13th Level, you are now able to unleash Devastators, massive attacks that can inflict
heavy damage to those caught in its wake. You can now use the following mutation features.
Tendril Barrage

As an action, you can expend 4 mutation points to shoot tendrils of biomass out in every direction.
Every creature or object within 25 feet 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 10 feet for every 2 additional points expended.

Groundspike Graveyard

As an action, you expend 4 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 makes 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. You can
expend additional mutation points when you use this feature, increasing the damage by 1d10 and the
radius by 5 feet for every 2 additional points expended.

Critical Pain

As an action, you can expend 4 mutation points to violently launch biomass towards a single target
within 60 feet of you. The target makes 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 60 feet of you as though it were bright light, and your darkvision
radius increases by 30 feet.

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 3 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 that deals slashing or piercing damage, you may
spend 2 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 Virulent 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 4 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 2 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 week 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 3 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 melee
attack against a creature other than itself that you mentally choose.

The target can act normally 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 4 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 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.

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.

Multiclassing

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

Proficiencies. When you multiclass into Prototype, you do not gain additional proficiencies.

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