Blacklight Mutator, Variant (5e Class)

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The Infected[edit]

Backstory After much experimentation on the flesh of an ancient aberration, a group of alchemists managed to synthesize a new virus strain which they named 'Blacklight (DX-1118 c)'. Publicly, they were claiming it would cure diseases. However that goal was twisted, and instead they developed aberration virus that could copy and combine genetic traits to re-write living creatures. An aberration of sorts that could be weaponised, and seemed to share a psychic link between infected, and the virus itself.

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 creatures 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.

This class/pseudo-race represents a possible huge thematic shift for the world and campaign of the GM.
Its advisable that the GM read the document fully and understand the impact of such a class/race/vector of infection in the world. It is a great plot development line, but its also very likely an apocalyptic event as well


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: Aberrant Infected)

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.


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.

Birthing the Infected[edit]

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 outside of the natural world -- 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.

and you... are that 1%. Welcome.

Class Features

As a Infected you gain the following class features.

Hit Points

Hit Dice: 1d10 per Infected level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Infected level after 1st


Armor: None (except shields)
Weapons: natural weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Deception, Intimidation, Perception, Stealth and Survival


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

  • Traveller's Clothes only

Table: The Infected

Level Proficiency
Biomass Percentage Maximum Unarmored Movement Features
1st +2 0% +5ft
2nd +2 100% +10ft Biomass Control, Consume
3rd +2 100% +10ft
4th +2 100% +10ft Ability Score Improvement, Create Techniques
5th +3 100% +10ft
6th +3 150% +15ft Advanced Biomass
7th +3 150% +15ft
8th +3 150% +15ft Ability Score Improvement, Extra Attack
9th +4 150% +15ft
10th +4 150% +20ft Infected Implant
11th +4 200% +20ft
12th +4 200% +20ft Ability Score Improvement, Hyper Jump
13th +5 200% +20ft
14th +5 200% +25ft Complete Memory
15th +5 200% +25ft
16th +5 250% +25ft Ability Score Improvement, Non-Humanoid Shape shift
17th +6 250% +25ft
18th +6 300% +30ft Extra Attack
19th +6 300% +30ft Ability Score Improvement
20th +6 350% +30ft Perfected Evolution


Biomass Control encompasses the following four features:

Unarmored Defense
Magic Rejection
Unarmored Movement
Unarmored Defense[edit]

Due to the bulk of your internal biomass acting as an absorption layer, your Armour Class equals 10 + your strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.


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 or even just a puddle of blood if your really hungry. 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 1 hit point. Upon doing so, the following events happen: You gain 1d6 stackable temp Hp. This HP goes away at the end of a long rest. You are able to morph into that creature with a successful DC 15 constitution check, perfectly mimicking them, and not having to role again. On a failed check, you only gain bits and pieces of there memory like usual, but cannot morph into them, and have to wait another 1d4 days before trying again.

Magic Item Rejection[edit]

You may not attune magical items. You may carry them, touch them, but the magic in them and the nature of you - just do not mix.

While attempting to use magic items, your biomass contorts and reacts wildly as if trying to protect itself and reject the item. Whenever you attempt to use a magic weapon, magic Armour or any form of magical wondrous item your body twists and bends out of shape wildly, giving you disadvantage on all attack rolls, ability checks and saving throws until it is no longer worn or wielded. The effects of magical items will still work during attempt of use despite the negative effects.

Unarmored Movement[edit]

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. 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.


starting at 4th level, you are able to use Biomass in a number of different ways. The virus is very free-form in It's approach of making you stronger. You decide how to use the viruses advanced properties for yourself, or die not knowing how to survive. (some ideas could be: 1, making tentacles with suction cups to grapple an enemy. 2, making a gigantic sword of extremely sharp bone and skin. 3, making a shield that fires out acidic biomass at your enemies, protecting you, while still doing damage! Again, these are only ideas so please take this with a grain of salt.) Also, using a technique burns up biomass, it is usually 15% for one technique, but it depends on how large or specific it is that increases the technique to higher and higher levels. The damage, overall stats, and affects of a technique are up to the DM.

Advanced Biomass[edit]

Starting at 6th level, your biomass allows you to harness the versatility of biomass completely. You are now able to use liquid and gas Biomass in your Biomass "Techniques"

Extra Attack[edit]

At 8th and again at 18th level, you gain an additional attack.

Infected Implant[edit]

Beginning at 10th level, you can choose to infect someone with the Blacklight virus (a bonus action in combat, Con saving throw, DC= 10 + your proficiency bonus + your con bonus + your strength bonus), while they are just as powerful as you, you have complete control over them, and no magical or mystical force can break this bond between you and your infected unless you chose to end it. In the situation that you do end the control over an infected, 1: you can chose to make them explode in a 40ft radius dealing 4d6 piercing damage or half as much on a successful save. 2: you can chose to completely take away the virus from them, turning them back into whatever pathetic being they once were. or 3: let them keep the virus but have complete full will over themselves.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Hyper Jump[edit]

At 12th level your character can now jump 10x there strength modifier and not take any fall damage while they hit the ground, the immunity to fall damage can also be activated as a reaction to hitting the ground in any other circumstance, however if it is not using Hyper Jump specifically, you will only take half damage instead of being immune.

Complete Memory[edit]

At 14th level you gain the ability to see fully into someones memories that you have consumed. Watching them like movies, and picking up on minute details that you might not have noticed before. You no longer need to roll to see if you gain full or only partial memories from your targets, as it is now always full.

Non-Humanoid Shape shift[edit]

At 16th level, your character can now shape shift into any creature that it has consumed, not just humanoids.

Perfected Evolution[edit]

At 20th level, the virus gifts you with immeasurable power, and your body reaches the pinnacle of genetic mutation. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now non-existent. you also chose an extra feat.


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Be infected by the Blacklight Virus or an Aberrant/Abyssal Curse.

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Unarmed, Natural Weaponry, Improvised Weapons

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