Malborne (Edge of Humanity Supplement)
Malborne[edit]
Malborn are cursed beings, born from the corruption of Necrotic Flow. Once human or creature, they have succumbed to the influence of darkness, transforming into grotesque, monstrous forms. Driven by insatiable hunger for destruction, they now exist as twisted abominations. Though some retain fragments of their former selves, most have fully embraced their new, cursed existence. The Maleborn serve as harbingers of chaos, spreading fear and ruin wherever they roam, and are feared as enemies that even the most skilled warriors hesitate to face.
Class Features
As a Malborne you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Malborne level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Malborne level after 1st
- Proficiencies
Armor: none
Weapons: none
Tools: None
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose four from Athletics, Acrobatics, Perception, Stealth, Investigation, Insight and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Necrotic Flow |
---|---|---|---|
1st | +2 | Necrotic Flow, Mutated Form, Dark Infusion | 4 + con |
2nd | +2 | Adaptive Surge, Consumption of the Fallen | 8 + con |
3rd | +2 | Necrotic Flow Paths, Ability Score Improvement, Subclass feature | 12 + con |
4th | +2 | Ability Score Improvement | 16 + con |
5th | +3 | Combat Focus | 20 + con |
6th | +3 | Adaptive Physique, Ability Score Improvement, Subclass feature | 24 + con |
7th | +3 | Resistant | 28 + con |
8th | +3 | Ability Score Improvement, Biological Augmentation | 32 + con |
9th | +4 | Rebirth of the Forsaken | 36 + con |
10th | +4 | Subclass feature | 40 + con |
11th | +4 | Predator’s Instinct | 44 + con |
12th | +4 | Ability Score Improvement | 48 + con |
13th | +5 | Metamorphosis of the Forsaken | 52 + con |
14th | +5 | Subclass feature | 56 + con |
15th | +5 | Biological Adaptation | 60 + con |
16th | +5 | Ability Score Improvement | 64 + con |
17th | +6 | Master of Combat | 68 + con |
18th | +6 | Forsaken Ascension | 72 + con |
19th | +6 | Ability Score Improvement | 76 + con |
20th | +6 | Devourer’s Apex | 80 + con |
Necrotic Flow[edit]
Through the embrace of darkness, you’ve unlocked the sinister force known as Necrotic Flow. Unlike Positive Energy, this malevolent power thrives on corruption, decay, and destruction. It manifests as a dark, oppressive aura that harms those connected to light and life. While often wielded by those of malevolent intent, it is a power you now control, using it to inflict suffering and empower yourself. Necrotic Flow feeds on the souls of the living, and its presence is a harbinger of death and despair.
- Necrotic Flow Pool
With your mastery over Necrotic Flow, you can store this dark force within yourself, harnessing it for later use. You gain Necrotic Flow Points (NF) equal to 4 + your Constitution modifier, with an additional 4 points gained at each level.
Mutated Form[edit]
At 1st level, your body is a blend of monstrous traits, granting you unique physical modifications. Your AC is calculated with either or Strength or Dexterity modifier your choice. Finally select two mutations from the Mutation list.
Dark Infusion[edit]
At 1st level, as a bonus action, you can spend 2 NF to infuse your attacks with Necrotic Flow, dealing an extra 1d6 necrotic damage on your next hit. Alternatively, you can infuse your body, increasing your movement speed by 10 feet. The effect lasts until the start of your next turn, and you can maintain it at the start of each subsequent turn by spending 1 NF. The benefits end if the NF is not spent to maintain the effect.
Adaptive Surge[edit]
Starting at 2nd level, you can channel Necrotic Flow to boost your physical prowess or resilience. As a reaction to a harmful action of a creature, you can spend 2 NF to gain one of the following benefits until the end of your next turn. You can also spend thrice the original amount to double the effects:
- Precision Boost: Increase your attack rolls by +2.
- Durability Boost: Gain temporary hit points equal to your level + your Constitution modifier.
- Speed Boost: Increase your movement speed by 15 feet.
Consumption of the Fallen[edit]
At 2nd level, as an action, you can consume the remains of a fallen Malborne creature. Make a Constitution check DC 18. On a success, you gain one of the following benefits:
- Mutation Assimilation: Choose one mutation the consumed creature had.
- Stat Increase: Gain a +1 bonus to the score of a stat of your choice.
- Necrotic Flow Surge: Increase your maximum Necrotic Flow by 4.
You can only select a number of options up to your proficiency. After that you have to have a long rest in order to be able to be able to pick from the options again. Think of it like giving your body time to adapt to the new power. Now in the case that its a regular creature and not a Malborne you will gain Necrotic Flow if the creatures CR is above half of your level and if it is you will gain 2 Necrotic Flow.
Necrotic Flow Paths[edit]
Starting at 3rd level, choose one of the following schools: Path of the Mutant, Path of the Titan, Path of the Wraith, Path of the Shapeshifter, Path of the Infested Domain, Path of the Siren, Path of the Flowforged or Path of the Amalgamation. This choice determines how you develop further into a more monstrous beast.
Ability Score Improvement[edit]
When you reach 3rd level, and again at 4th, 6th, 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.
You also gain a Malborne Feat that you meet the prerequisite of.
Combat Focus[edit]
At 5th level gain one of the following abilities:
- Extra Attack: Gain the ability to attack twice, instead of once, when you take the Attack action on your turn.
- Precise Strike: Your focus on precision allows you to land hits with deadly accuracy. When you take the Attack action, you gain a +2 bonus to your attack rolls. This bonus increases to +3 if you attack a creature below half of its hit points.
- Savage Impact: Your strikes become even more devastating. When you're attack lands, you deal an additional 1d8 necrotic damage. Additionally, if the target is below half its hit points, the necrotic damage increases to 2d8.
Adaptive Physique[edit]
At 6th level, your body undergoes further monstrous evolution, specializing in speed, defense, or resilience. Choose one of the following adaptations:
- Hardened Exoskeleton: Your natural defenses strengthen, increasing your Armor Class. Your AC equals 10 + your Strength or Dexterity modifier + your Constitution modifier.
- Hypermobile Frame: Your body becomes more agile, increasing your movement speed by 15 feet. Which further increase by an additional 15 feet every 3 levels after 6th.
- Reactive Muscles: Your body instinctively shifts in response to danger. When an attack roll is made against you, you can use your reaction to impose disadvantage on the attack. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses after a long rest.
- Resilient Core: Your body fortifies itself against harmful forces. You gain advantage on saving throws against being poisoned, blinded, stunned, Deafened or paralyzed.
Resistant[edit]
At 7th level, your strength as a malborne allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except Charisma are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.
Biological Augmentation[edit]
At 8th level, you gain the ability to permanently enhance one aspect of your biology through Necrotic Flow. During a long rest, you can spend 30 Necrotic Flow (NF) to permanently increase the maximum of one of your ability scores. Choose one of the following benefits:
- Titan's Might: Your Strength score maximum increases by 4.
- Evasive Reflexes: Your Dexterity score maximum increases by 4.
- Unyielding Vitality: Your Constitution score maximum increases by 4.
- Arcane Acumen: Your Intelligence score maximum increases by 4.
- Keen Insight: Your Wisdom score maximum increases by 4.
- Commanding Presence: Your Charisma score maximum increases by 4
Rebirth of the Forsaken[edit]
At 9th level, Your corrupted body undergoes a violent metamorphosis, fueled by the consumption of others. This process is arduous and requires three uses throughout your existence.
Rebirth Process:
- You must consume a creature of CR 15.
- You must expend up to your maximum in Necrotic Flow to trigger the transformation.
- The rebirth takes 24 hours to complete, after which you regain a quarter of your Necrotic Flow and undergo a permanent biological change.
- Choose one of the following paths. This choice cannot be changed and will evolve at levels 13 and 17.
Rebirth Paths:
Maw of the Abyss (Melee Focus) Your limbs extend and sharpen into grotesque weapons, honed for relentless slaughter.
- Predatory Adaptation: One of your attacks deal an additional die of damage.
- Overwhelming Onslaught: When you hit a creature with a melee attack, you can force them to make a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or be knocked prone.
- Relentless Hunger: If you reduce a creature to 0 HP, you regain 1d12 Necrotic Flow.
Accursed Harbinger (Ranged Focus) Your form warps to launch devastating ranged attacks.
- Hexed Arsenal: You can create spectral projectiles as a free action making a ranged weapon attack (30/90 ft, 2d10 necrotic damage).
- Piercing Shadows: When you hit a creature with a ranged attack, you can spend 1 Necrotic Flow to make the attack ignore resistances.
- Warped Reflexes: If you hit a target at least 30 feet away, you can move 15 feet as a free action.
Living Bastion (Defense Focus) Your body adapts to withstand punishment, forming a nearly indestructible carapace.
- Chitinous Fortitude: You gain a +1 bonus to AC, and your maximum HP increases by your level.
- Adaptive Resistance: As a reaction, you can gain resistance to a single attack's damage type until the end of your next turn except Radiant damage. You can use this a number of times equal to your Constitution modifier per long rest.
- Pain Conversion: When you take more than 10 damage from a single attack, you regain 1d10 Necrotic Flow.
Hollowed Husk (Hitpoints Focus) Your body thrives on suffering, using pain as fuel.
- Regenerative Aberration: You regain 3 HP at the start of each of your turns.
- Sanguine Reconstitution: If you take necrotic damage, you regain HP equal to half the damage taken instead.
- Death’s Reprieve: When reduced to 0 HP, you can make a Constitution saving throw (DC 10 + half the damage taken) to drop to 1 HP instead. You can use this once per long rest.
Wraithborn (Negative Energy Focus) You embrace entropy, becoming a conduit of decay.
- Entropic Aura: Enemies within 10 feet of you have their healing halved.
- Void Consumption: When you deal necrotic damage, you can spend 1 Necrotic Flow to regain HP equal to half the damage dealt.
- Haunting Presence: As a reaction, when a creature within 30 feet dies, you can force another creature to make a Wisdom saving throw (DC = 8 + proficiency + Constitution) or be frightened until the end of their next turn.
Predator’s Instinct[edit]
At 11th level, your connection to Negative Energy allows you to sense other beings infused with it. As an action, you can focus on the surrounding energy and detect creatures with Necrotic Flow (NF) equal to or lower than your own within 60 feet. This sense does not reveal exact locations but gives you a general direction and intensity of the energy.
When focusing on a single creature within range, you can compare their NF to your own and gauge their relative strength:
Target’s Necrotic Flow | Relative Threat |
---|---|
Equal to or ½ your NF | Trivial – You can handle them with ease. |
Between ½ NF and ¾ NF | Manageable – The fight will be challenging but winnable. |
Between ¾ NF and your full NF | Equal – The opponent is about as strong as you. |
Above your NF | ??? – Their energy is too powerful for you to comprehend. |
Metamorphosis of the Forsaken[edit]
At 13th level, Your body mutates further, embracing the path you chose at level 9. The changes are irreversible, pushing you deeper into your monstrous transformation.
Abyssal Predator (Melee Focus) Your limbs become even more brutal weapons, designed for tearing through flesh and armor alike.
- Predator’s Frenzy: One of your attacks deal an additional die of damage.
- Unstoppable Assault: When you attack a creature that is prone, you deal additional necrotic damage equal to your Constitution modifier.
- Hunger Knows No End: If you reduce a creature to 0 HP, you regain 2d12 Necrotic Flow instead of 1d12.
Cursed Arsenal (Ranged Focus) Your spectral projectiles evolve into a devastating ranged assault.
- Hexed Barrage: Your spectral projectiles now deal 3d10 necrotic damage instead of 2d10.
- Piercing Shadows (Improved): Attacks that ignore resistance now also take additional damage equal to thrice your constitution modifier.
- Spectral Step: When you hit a target at least 30 feet away, you can now teleport 25 feet instead of moving 15 feet.
Unbreakable Husk (Defense Focus) Your body hardens further, making you a near-indestructible fortress.
- Armor of the Forsaken: Your AC bonus from Chitinous Fortitude increases to +2.
- Adaptive Resilience: You can now use Adaptive Resistance as a reaction or bonus action, and it lasts for 1 minute instead of one turn.
- Pain Empowerment: When you take more than 15 damage from a single attack, you regain 1d12 Necrotic Flow instead of 1d10.
Deathless Horror (Hitpoints Focus) Your body refuses to die, regenerating at an unnatural rate.
- Endless Regeneration: You regain 6 HP at the start of each of your turns instead of 3.
- Sanguine Overload: Necrotic damage now heals you for the full amount instead of half.
- Refusal of Death: When reduced to 0 HP, you automatically succeed on the first death saving throw, and you can use Death’s Reprieve twice per long rest instead of once.
Essence of the Void (Negative Energy Focus) Your very presence becomes anathema to the living, draining vitality from those around you.
- Entropic Aura (Improved): The range increases to 15 feet, and healing is completely nullified instead of just halved.
- Void Consumption (Improved): You now regain HP equal to the full necrotic damage dealt instead of half when spending Necrotic Flow.
- Haunting Presence (Improved): When a creature within 30 feet dies, you can now frighten all enemies within 15 feet instead of just one.
Biological Adaptation[edit]
At 15th level, you can further enhance your biological modifications. You may choose one of the following options:
- Gain an additional Core from your Biological Augmentation feature.
- Increase the Core Score Maximum of your existing Core by 2.
Master of Combat[edit]
At 17th level, your mastery over combat reaches its peak, allowing you to either enhance your chosen Combat Focus ability or select an additional option from the Combat Focus feature gained at 5th level.
If you choose to improve your existing ability, you gain the following upgrade based on your original selection:
- Extra Attack (Greater): You can now attack three times, instead of twice, when you take the Attack action on your turn. (Requires Extra Attack from Combat Focus.)
- Precise Strike (Deadly Precision): Your attack bonus increases to +3, or +5 when attacking a creature below half its hit points. (Requires Precise Strike from Combat Focus.)
- Savage Impact (Ruinous Blows): Your additional necrotic damage increases to 2d8, and if the target is below half its hit points, the necrotic damage increases to 4d8. (Requires Savage Impact from Combat Focus.)
Forsaken Ascension[edit]
At 18th level, your body mutates further, embracing the path you chose at level 9. This is the final stage of your rebirth, a transformation that marks you as something beyond mortal. Your chosen path evolves to its ultimate form, enhancing your strengths and solidifying your monstrous nature.
Path of the Eternal Predator (Melee Combat Focus)
- Monster's fury: Two of your attacks increase by a damage die tier and they deal two additional die of damage
- Devour Potential: When you kill a creature, you gain temporary hit points equal to its Constitution score and increase your movement speed by 20 feet until the end of your next turn.
- Predator’s Instinct: Your melee attacks now ignore resistance to slashing, piercing, and bludgeoning damage. Against creatures with immunity, they are instead treated as resistant.
Path of the Shadowed Harbinger (Ranged Combat Focus)
Your mastery over ranged combat reaches an apex, making your attacks inescapable.
- Shadowpiercer: Your ranged attacks ignore half and three-quarters cover, and if a target is behind total cover but within 60 feet, you can still sense their presence and attack them with disadvantage.
- Bulletstorm: When you hit a creature with a ranged attack, you can make another ranged attack against a different target within 10 feet of the first as a free action. This can only occur once per turn.
- Lethal Precision: When you roll a natural 19 or 20 on an attack roll with a ranged weapon, the attack deals maximum damage instead of rolling. This can occur up to your proficiency bonus after you need to finish a long rest.
Path of the Unbroken Titan (Defense Focus) Your body has hardened beyond comprehension, becoming an unbreakable wall of flesh and bone.
- Absolute Durability: Any non-magical damage you take is reduced by half before applying resistances. If you are already resistant to a type of damage, you instead become immune to it.
- Unyielding Flesh: When reduced to 0 hit points, you can drop to 1 hit point instead, ignoring the damage entirely. This ability recharges after a long rest.
- Titan’s Grip: When you use your reaction to make an opportunity attack, you can attempt to grapple and restrain the target if the attack hits.
Path of the Everlasting Hunger (Hitpoint Focus) Your body has become an insatiable void, endlessly consuming and regenerating.
- Unrelenting Regeneration: At the start of each of your turns, you regain 10% of your maximum hit points.
- Feast Upon the Fallen: When a creature within 30 feet of you dies, you can use your reaction to absorb its essence, regaining half your missing hit points.
- Void Maw: Once per turn, when you hit with a melee attack, you may force the target to make a Constitution saving throw (DC = 8 + Proficiency Bonus + Constitution Modifier). On a failure, they take necrotic damage equal to your level and are weakened, reducing their Strength and Dexterity by 2 until the end of their next turn.
Path of the Abyssal Tyrant (Negative Energy Focus) The Negative Energy within you surges to its peak, turning you into a beacon of destruction.
- Necrotic Supremacy: Your attacks now deal additional necrotic damage equal to your Necrotic Flow (NF) modifier. This bonus applies to both melee and ranged attacks.
- Doom’s Grasp: When you deal necrotic damage to a creature, they must succeed on a Constitution saving throw (DC = 8 + Proficiency Bonus + NF Modifier) or suffer disadvantage on all saving throws until the end of their next turn.
- Abyssal Aura: As an action, you can unleash a wave of corrupting energy in a 30-foot radius. Enemies in this area take damage equal to half your current NF pool (minimum 10) and are blinded until the end of their next turn. You can use this ability once per long rest.
Devourer’s Apex[edit]
At 20th level, your insatiable hunger reaches its ultimate form, allowing you to consume the power of fallen kin and integrate their monstrous evolution into your own.
Whenever you consume the remains of a slain Malborne creature, you may attempt to assimilate its strength. Make a DC 25 Constitution check. On a success, you gain the first two features of its subclass in addition to your own. This effect lasts indefinitely, allowing you to wield the abilities of two different Malborne paths at once.
If you consume another Malborne, you may choose to either:
- Replace the assimilated subclass with the new one, or
- Keep your current assimilated subclass and increase your maximum Necrotic Flow by 5 instead.
This ability cements you as the ultimate apex predator among your kind, embodying the relentless cycle of devouring and evolving, seeking strength through the downfall of your own kin.
Necrotic Flow Schools[edit]
Path of the Mutant[edit]
- Enhanced Mutations
At 3rd level, you gain an additional mutation and two of your mutations gains an enhancement here are the increases.
- Mutation Overload
At 6th level, your body has become more attuned to the creatures you consume, allowing you to further enhance your mutations. When you consume a Malborne, the DC to gain a mutation from that creature is reduced, making it easier to adapt and acquire their traits.
- Consumption of the Fallen: When you consume a Malborne, the DC to gain a mutation from that creature is reduced by 5. If you wish to gain other benefits from the creature, such as gaining its power, use the original DC.
- Mutation Mastery: Additionally, you gain one more mutation from the mutation list, which becomes a permanent part of your physiology.
- Evolutionary Apex
At 10th level, your body has adapted to its mutations, allowing you to gain two new mutations from the mutation list, and enhance one of your existing mutations even further. Your understanding and mastery of your mutations grow, unlocking even more potential.
- New Mutations: You gain two new mutations from the mutation list, which become a permanent part of your physiology. You can also choose to create new mutations with DM approval, provided they align with the overall theme of your character's evolution.
- Mutation Enhancement: Choose one of your existing mutations. It gains an additional enhancement, further improving its capabilities. These enhancements are listed below:
Path of the Titan[edit]
- Brutal Resilience
At 3rd level, you gain the following ability:
Gain resistance to bludgeoning, piercing, and slashing damage from non-magical. Additionally gain a damage reduction equal to your Constitution modifier.
- Titan’s Endurance
At 6th level gain the following ability:
- You gain resistance to bludgeoning, piercing, and slashing damage from magical and non-magical attacks.
You're damage reduction improves. you gain a damage reduction equal to constitution modifier * 2. Additionally, when you take damage, your next attack deals bonus damage equal to the damage taken (up to a maximum of your Constitution modifier).
- Unstoppable Fury
At 10th level, you can activate the Unstoppable Fury ability up to your proficiency bonus times per long rest. As a bonus action and for 5 NF (Necrotic Flow), you can enter a state of unrelenting fury that lasts indefinitely, as long as you continue to pay the upkeep cost of 2 NF at the start of each of your turns. During this state, you gain the following benefits:
- You have resistance to all damage types except for force and psychic damage.
- Any creature that hits you with a melee attack takes necrotic damage equal to your Constitution modifier.
- AC increases by 2.
- The damage bonus maximum from the titan's endurance is increased to a maximum equal to your Constitution modifier * 2
- Your movement speed is reduced by 10 feet.
Path of the Wraith[edit]
- Wraithborn Strikes
At 3rd level, you can channel the essence of Necrotic Flow into your strikes, increasing their potency and sapping vitality from your enemies.
- Necrotic Essence Strike: When you hit with a melee or ranged attack, you can spend 1 NF to deal an additional 1d6 necrotic damage. If the target is below half their hit points, the necrotic damage increases to 1d8.
- Vitality Siphon: When you deal necrotic damage, you regain hit points equal to half the necrotic damage dealt.
- Soul Siphon
At 6th level, you gain the ability to leech the very essence of your enemies, turning their life force into your own strength.
- Soul Siphon: When you deal necrotic damage with your Necrotic Essence Strike, you can spend an additional 1 NF to deal an extra 1d6 necrotic damage, which increases to 1d8 if the target is below half their maximum hit points. You regain hit points equal to the total necrotic damage dealt, and enemies hit by this strike have disadvantage on their next attack roll.
- Spectral Mastery
At 10th level, your mastery over Necrotic Flow allows you to fully embrace your wraith-like nature, blending death and shadow into a terrifying force on the battlefield.
You gain the following benefits:
- Soul Rip: When you deal necrotic damage to a creature, you can choose to rip a portion of its essence. After spending 3 NF, the target must make a Constitution saving throw against your Necrotic Flow DC (calculated as 8 + proficiency bonus + Constitution modifier). On a failed save, the target takes additional necrotic damage equal to your Constitution modifier * 2. On a successful save, they take half damage. You can activate this ability once per turn
- Ethereal Step: You can use your action and 5 NF to briefly shift into the Ethereal Plane, becoming intangible for a moment. You can move up to 45 feet without provoking opportunity attacks. After this movement, you return to the material plane. You can use this ability a number of times equal to your proficiency bonus per long rest.
Path of the Shapeshifter[edit]
- Faceless Adaptation
Shifting Flesh: At 3rd level, Your mastery over your biology allows you to adapt your form to that of creatures you observe. By carefully studying a creature, you can temporarily alter your body to mimic its traits.
- Studying a Creature: You can attempt to analyze a creature’s biology by getting within 20 feet and making an Investigation check (DC = 12 + double the creature’s CR).
- If you are farther than 20 feet, you make this check at disadvantage.
- If you fail, you cannot attempt this check again on that creature until you finish a long rest.
- You can investigate a corpse of a creature with a DC 5 Investigation check instead.
Shapeshifting: Upon succeeding, as an action for 4 NF, you can alter your body to mimic the creature for 1 hour, gaining three of the following traits based on the creature's abilities:
- Health Adaptation
- If the creature has more or less hitpoints than you then you can spend the following: 1 NF for every 1 hitpoint, 2 NF for every 5 hitpoints, 3 NF for every 10 hitpoints, 4 NF for every 20 hitpoints finally 5 NF for every 30 hitpoints. This increase can only go up to the creatures maximum hitpoints your shapeshifting into.
- AC Adaptation
- If the creature has a higher or lower ac score than you then you can spend 3 NF per AC point you are from the creatures ac (Example your ac is 14 target creature is 10 you need ot spend 12 NF to match it).
- Natural Weapons – You mimic one of the creature’s primary natural weapon (such as claws, bite, or tail):
- Attacks: If the creature has an attack you dont have then you can spend 4 NF to mimic that body part. The damage for this will default to 1d4.
- Attack and Damage Alteration
- Attack Bonus: If the creature's attack bonus is lower than yours, you may choose to use its attack bonus instead. If the creature's attack bonus is higher, you must spend 1 NF for each point above your own to match it.
- Damage Dice: If the creature's damage dice are lower than yours, you use its damage dice and damage bonus. If the creature's damage dice are higher, you can spend 1 NF per tier above your current damage die to match it, following this progression:
- 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d4 → 2d6 → 2d8 → 2d10 → 2d12.
- Attack Feature Adaptation - You can integrate special properties from a creature’s natural attacks into your own.
- You can spend 3 NF to gain an additional effect tied to one of its natural attacks (e.g., a bite that allows you to swallow creatures, claws that cause bleeding, or a tail slam that knocks foes prone).
- Stat Adaptation
- You can increase one of your ability scores up to the creature's natural score.
- Each increase of 2 points costs 2 NF.
- Size Adaptation
- You can increase your size category (Small → Medium → Large → Huge, etc.) by spending 2 NF per size category above your own.
- You can also reduce your size freely without any cost.
- Movement Adaptation
- Gain one of the creature’s movement types (flight, swim speed, climb speed, burrow) equal to your base movement speed.
- If the creature's movement speed is higher than yours, you must spend 1 NF for every 10 feet above your own to match its movement. If the creature’s movement speed is lower, you can use its movement as-is.
- Resistance Adaptation
- Gain one of the creature’s damage resistances for the duration. You must spend 2 NF to gain the resistance.
- Vulnerability Adaptation: If the creature has a vulnerability, you can choose to gain that vulnerability as well. Spend 1 NF to gain the creature's vulnerability for the duration.
- Senses Adaptation
- Gain one of the creature’s special senses (such as darkvision, tremorsense, or blindsight) for the duration. For each sense the creature has that you do not possess, you must spend 1 NF to gain that sense.
Finally half the NF spent on shapeshifting into a creature will reduce your maximum of NF for as long as your in this transformation.
- Veil of the Hidden
While shapeshifted, you generate Veil Points by remaining unnoticed in your shapeshifted form.
- At the start of your turn, if you remain undetected, you gain Veil Points equal to the number of intelligent creatures (Intelligence 8 or higher) present in combat maximum amount of veil points equals twice your Intelligence modifier * half your proficiency bonus.
- The DC to identify your true form is 8 + your proficiency bonus + your Intelligence modifier.
When you revert to your true form (either voluntarily or by being discovered), you can spend Veil Points as a free action once per turn to:
- Empowered Strike: Spend 1 Veil Points to add your attack’s ability modifier an additional time to damage.
- Phantom Step: Spend 1 Veil Points to gain +20 feet of movement and do not provoke opportunity attacks until the end of your next turn.
- Adaptive Resilience: Spend 2 Veil Points to gain temporary hit points equal to twice your level.
- Veil of the Hidden Mastery
At 6th level, your mastery over concealment and adaptability improves, allowing you to enhance your shapeshifting further.
- When shapeshifting, you can now pick an additional option.
- Veil Points Maximum: Your maximum Veil Points increases to thrice your intelligence modifier * your proficiency bonus.
Additional Veil Point Uses:
- Predator’s Edge: Spend 2 Veil Points to increase your attack's damage die by an amount equal to your proficiency bonus. This effect lasts until the start of your next turn.
- Survival Instincts: Spend 3 Veil Points to reduce all damage taken by twice your Constitution modifier for a number of rounds equal to your proficiency bonus.
- Adaptive Fortitude: Spend 3 Veil Points to end a negative status effect affecting you, such as poisoned, stunned, or blinded. This does not remove conditions like grappled or restrained.
- Overclocked Reflexes: Spend 1 Veil Point before making an ability check to add your ability modifier again to the roll.
- Near Perfected Mimicry
At 10th level, your ability to replicate creatures has reached near perfection, allowing you to take on multiple aspects at once and reactively change your adaptations. You gain the following benefits:
- Dual Adaptation
- When you Shapeshift, you can now select six different traits instead of three. (For example, you could take two of the creature’s natural weapons, The creature flying speed and one of its resistance at the same time.)
- Fluid Form:
- You can now change one of your chosen adaptations as a bonus action by spending 2 Veil Points.
- If you are not in combat, you can do this without spending Veil Points (up to a number of times equal to your Proficiency Bonus per long rest).
- Perfect Disguise:
- When using Veil of the Hidden, creatures now have disadvantage on checks made to see through your disguise.
- If you successfully deceive someone with your assumed form, you can regain 1 Veil Point (up to your maximum).
Path of the Infested Domain[edit]
- Plagued Domain
At 3rd level you can do the following:
As an action, you infect the terrain within a 15-foot radius around you, creating your Plagued Domain for 1 minute. The area becomes filled with toxic and corrosive energies, and a central "core" forms at your location, acting as the heart of the domain. This core connects all the plants within the domain, including those created by you.
- You're infected terrains range increase at the following levels: 6th (20 feet), 10th (25 feet), and 14th (30 feet) level.
- The cores take your life to create costing 10 hitpoints to create and then 5 more for every range increase after that.
- This area becomes difficult terrain for enemies but does not hinder you.
- You can have a number of Infected Terrain zones equal to your Constitution modifier. Each zone can contain up to a number of plants equal to Half your constitution modifier rounded up.
Infested Flora:
- As a free action, you can create up to a number of Infested Plants within your Virulent Domain equal to your Half your constitution modifier rounded up each turn.
- You can pay the cost of a plant to move it to a different position within your Virulent Domain.
- These plants last until the core of your domain is destroyed or until they are individually destroyed. Each plant has an AC of 10 + your proficiency bonus + your constitution modifer and hit points equal to your Constitution modifier * your proficiency bonus.
- The core of your Virulent Domain has an AC of 12 + your proficiency bonus + your constitution modifer and hit points equal to your Constitution modifier * double of your proficiency bonus. While the core remains intact, your plants remain under your control. If the core is destroyed, your plants dissipate and the connected terrain dissipates also.
Choose one of the following when you create it:
- Plagueborn Vitality
At 6th level, Your plants and core gain the following improvements:
- You can add your Constitution modifier an additional time when determining the hit points of both your Infested Plants and the core of your Virulent Domain.
Virulent Resilience While inside your Plagued Domain, you benefit from the following:
- You have resistance to necrotic damage.
- While within your plagued domain you gain 15 additional movement speed
- You can add your proficiency an additional time when you make attack rolls and damage rolls
- Pestilence Overgrowth
At 10th level, your Plagued Domain becomes an even more oppressive and hazardous environment. Whenever a creature takes damage inside your domain, they must make a Constitution saving throw against your save DC (8 + proficiency + con mod). On a failed save, they are affected by a random toxic effect, either chosen by you or rolled by the DM (depending on your preference). On a successful save, the creature avoids the effect. The toxic effects are as follows:
- Poisoned: The creature gains the poisoned condition until the start of their next turn, and any attack rolls against them have advantage while they are poisoned.
- Weakened: The creature has disadvantage on Strength, Dexterity, and Constitution saving throws until the end of their next turn, and they take an additional 1d4 necrotic damage at the start of their next turn.
- Sickened: The creature is unable to regain hit points until the end of their next turn. Additionally, the creature suffers disadvantage on attack rolls and ability checks while affected.
- Rotten Limbs: The creature's limbs become stiff with rot. Until the start of their next turn, the creature’s movement speed is reduced by 10 feet and they cannot take reactions.
Rejuvenation of the Domain
- Vigorous Growth: The AC of all plants you create within the domain is increased by 2.
- Regenerative Resilience: Plants within your domain heal at the start of your turn for an amount equal to your Constitution modifier.
- Viral Regrowth: When a plant is destroyed within your domain, it reverts back to a partially healed state at the start of your turn (or after 1 round) with hit points equal to your Constitution modifier, Regardless of the damage that killed it unless it was purely radiant damage, it is outright destroyed. This regrowth only happens once per long rest per plant.
Path of the Siren[edit]
- Resonant Command
At 3rd level you can command weaker Malborne and creatures with your voice. If a creature’s Intelligence score is lower than your Command Threshold, it automatically fails the saving throw.
Level Required | Command Threshold |
---|---|
3rd level | 6+ |
6th level | 9+ |
10th level | 12+ |
14th level | 15+ |
Subjugation: If the creature fails the Wisdom saving throw against your command, it is permanently charmed and follows your commands without hesitation. The creature remains subordinated until magical intervention or extreme emotional trauma breaks the charm.
Wisdom Save DC = 8 + Intelligence modifier + proficiency bonus
- Voice Mimicry
At 6th level, you can mimic the voices of creatures you've heard speak for at least 5 minutes.
Level Required | Command Threshold |
---|---|
6th level | 15+ |
10th level | 10+ |
14th level | 5+ |
You cannot mimic magical voices or voices created by illusions.
- Sonic Concussion
At 10th level, you can manipulate sound to create attacks that cause pain, disrupt balance, and damage internal systems. You gain three distinct attacks, each based on a different sonic phenomenon.
- Resonant Blast
As an action, you can unleash a blast of high-intensity sound in a 15-foot cone. Each creature within the cone must make a Constitution saving throw or take 4d6 thunder damage, be disadvantaged on their next attack roll or ability check, and be deafened for 1 minute. On a successful save, they take half damage and are not deafened or disadvantaged.
- Critical Failure: A creature that rolls a natural 1 on the saving throw takes an additional 2d6 thunder damage and is stunned until the start of its next turn.
- Tinnitus Wave
As an action, you can focus your voice into a targeted frequency that causes intense ringing and disorientation. Choose one creature within 30 feet. The target must make a Constitution saving throw or suffer 2d6 thunder damage and become disoriented (disadvantage on attack rolls and ability checks) for 1 minute. The creature can repeat the saving throw at the end of each of its turns to end the effect early. On a successful save: The creature takes half damage and is not disoriented.
- Sonic Shockwave
As an action, you can generate a sonic shockwave to disrupt the balance of enemies in a 20-foot radius around you. Each creature in the area must make a Strength saving throw or be knocked prone and take 3d6 thunder damage. On a successful save, they take half damage and are not knocked prone.
- Critical Failure: A creature that rolls a natural 1 on the saving throw is also pushed 10 feet away from you, in addition to taking full damage and being knocked prone.
Path of the Flowforged[edit]
- Flowforged Armament
At 3rd level, You manifest a weapon born of your Necrotic Flow. You use your bonus action to control this weapon on your turn. This weapon is infused with your will and may either be wielded physically or controlled telekinetically within 30 feet of you.
- Weapon of Will. Choose any melee weapon as your Flowforged Weapon. You can summon or dismiss it as a bonus action. It cannot be used by others or disarmed.
- Mind and Muscle. You may wield the weapon normally, or control it telekinetically. You use your Wisdom modifier for attack and damage rolls with it.
- Reforge. You may change the weapon’s form during a long rest. Its current stage remains unchanged.
- Bound Weapon. It is part of your body. It cannot be broken, removed, or stolen by non-magical means. It becomes magical at Stage 4.
- Evolving Armament. The weapon advances through six stages, gaining power and traits as you accumulate Necrotic Flow, during a long rest you can spend up to your maximum in NF to work up the table. The amount needed to reach each stage depends on the weapon’s weight category. Finally the benifits are addative:
Stage | Weapon Bonus | Effects | Necrotic Flow Required (Light / Normal / Heavy) |
---|---|---|---|
Stage 1 | — | Weapon is considered part of your body. Non-magical. | Starting point |
Stage 2 | +1 to attack & damage + damage die tier + 1 | Gains a minor Necrotic trait. | 15 / 20/ 25 |
Stage 3 | +2 to attack & damage + damage die tier + 1 | Gains a passive effect. | 30 / 40 / 50 |
Stage 4 | Crit hit range reduced by 1 + damage die tier + 1 | Weapon becomes magical. Gain a reactive trait. | 45 / 60 / 75 |
Stage 5 | Re-roll 1-2 attack rolls + damage die tier + 1 | Gain an active ability. | 60 / 80 / 100 |
Stage 6 | Crit hit range reduced by 2 + damage die tier + 1 | Gain a unique ultimate trait based on weapon type. | 75 / 100 / 125 |
- Seamless Wielding
At 6th level, your Flowforged Weapon becomes a seamless extension of your body and mind, responding effortlessly to your will.
- Instant Control. You can now control your Flowforged Weapon as a free action, no longer requiring a bonus action to summon, dismiss, or manipulate it.
- Telekinetic Parry. When your Flowforged Weapon is summoned and within 10 feet of you, you can use your reaction to attempt to parry an incoming attack. This grants you a +2 bonus to AC against the triggering attack. You may use this ability once per round, but it does not grant an additional reaction.
- Weapon Buffs. While your Flowforged Weapon is summoned and within 10 feet of you, you gain the following benefits:
- You gain a +1 bonus to AC.
- When you are hit by an attack, as an reaction you can reduce the damage by an amount your Wisdom modifier (rounded down).
- When making an attack roll with your Flowforged Weapon, you can choose to gain advantage on the attack roll. This must be declared before you roll.
- Perfected Weapon
At 10th level, your Flowforged Weapon reaches the pinnacle of its power, becoming an even more formidable extension of yourself. At this level, you must choose one of the following options:
- Dual Forging. You can choose to forge a second non-heavy Flowforged Weapon of the same weight category as your first weapon. Both weapons can be wielded or controlled separately, allowing for dual wielding. Both weapons must be either normal or light weapons, as heavy weapons cannot be used for dual wielding.
- Enhanced Weapon. Alternatively, you can choose to enhance your current Flowforged Weapon. Your weapon gains a +2 bonus to attack and damage rolls, and its damage die is upgraded (e.g., a 1d8 weapon becomes 2d8). Additionally, it gains a new trait based on its type (e.g., a longsword might deal necrotic damage on a hit, or a greatsword could grant you advantage on attacks against enemies with less than half their hit points).
Path of the Amalgamation[edit]
- Amalgamated Form
At 3rd level, Your body is a canvas of shifting biology, constantly reshaping itself with layered mutations.
- You can have up to two Surface Mutations active at one time. These represent your current, visible mutations — claws, horns, wings, etc.
- Additionally, you maintain a pool of three Submutations so pick three more mutations that get added to this pool, latent traits stored within your body. As a bonus action, you may swap one of your Surface Mutations with one of your Submutations.
When you use Consumption of the Fallen, you do not gain a mutation from the creature. Instead, your maximum number of Surface Mutations and Submutations increases by 1, at this point pick another Submutations.
- Symbiotic Overlap
At 6th level, Your body learns to accommodate multiple traits at once, allowing for brief periods where your mutative layers overlap
- Once per turn, when you use your bonus action to swap a mutation, you can retain the swapped-out mutation until the end of your next turn (essentially letting you benefit from 3 Surface Mutations temporarily).
- You gain an additional bonus action. Additionally, you gain one predatory feature of your choice, provided you meet its prerequisites.
- Adaptive Core
At 10th level, Your internal biology becomes hyper-responsive. New configurations form in moments, allowing faster and more complex shifts.
- When you use your bonus action to swap mutations, you can now swap two mutations instead of one (either two Surface Mutations with two Submutations, or any combination).
- In addition, you may use your reaction to swap one Surface Mutation with a Submutation when a creature you can see makes an attack roll against you or forces you to make a saving throw.
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