The Blacklight Virus (Mercer Virus) (5e Class)

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The Blacklight Virus[edit]

The Blacklight virus, dubbed now as the Mercer Virus by the general public, is an evolutionary chimeric mutation-causing infectious agent that can reproduce only inside the living cells of other biological organisms.

The Blacklight Virus[edit]

After infection, the virus "plugs in" and activates the 'junk' DNA in its victim, resulting in several biological changes that create (and recreate) sentience within the infected creature's cellular makeup. It acts by affecting the protein encoding regions of the promoter introns in each cell. As a retrovirus, it contains both RNA and the reverse transcriptase enzyme, allowing it to insert its own genetic codes into the host's cells. It enters, re-purposes and changes the cell, replicating previously dormant non-coding segments of the organism's DNA. The host still retains the form of the host race.

Creating a Blacklight Virus[edit]

Known Blacklight Viruses: Alex Mercer (left) and James Heller (Right) , Unknown Artist,
Quick Build

You can make a Blacklight Virus quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity or Constitution.

Class Features

As a Blacklight Virus you gain the following class features.

Hit Points

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


Armor: Shields
Weapons: Biological Weapons
Tools: None
Saving Throws: Strength and Dexterity or Constitution
Skills: Choose two: Acrobatics, Athletics, Stealth, Survival, Deception


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

  • Common Clothing
  • 1 pouch containing 10gp
  • If you are using starting wealth, you have starting wealth, see PHB p. 143 in funds.

Table: The Blacklight Virus

Level Proficiency
1st +2 Biological Weapons
2nd +2 Steal Identity
3rd +2 Choose Subclass, Biological Weapons
4th +2 Ability Score Improvement
5th +3 Extra Action
6th +3 Biological Weapons
7th +3 Subclass
8th +3 Ability Score Improvement
9th +4 Biological Weapons
10th +4
11th +4 Subclass
12th +4 Ability Score Improvement, Biological Weapons
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Biological Weapons[edit]

Starting at 1st level, you have the ability to genetically modify your arms into biological weapons. Treat these weapons as any other type of weapon, except they are attached to your body. Choose 1 at level 1, and add another at levels 3, 6, 9, 12, 15, and 18.


Available at level 1. The user mutates their hands into a beast-like claws. These claws have a base damage of 1D6 piercing or slashing, and increases by increments of 1D4 every 3 levels. These claws also have a range of 5ft.

Power Move - Pounce

You ready your stance in preparation for a pounce. Leaping into the air, you strike your opponent from above with double the damage dealt normally. Pounce has a range of 15 feet, and takes your movement for the turn.


Available at level 1. The user mutates a singular arm into a stretchy whip. This can be used any way one could use a normal whip, including binding opponents, grabbing items, attacking, etc. This attack has a range or 20ft and has a base damage of 1D6 slashing. The damage increases every 3 levels by 1D4.


Available at level 3. The user turns their arm into a large shield. This shield can be used as a 1d6 bashing damage weapon, but is primarily used to protect the user. While active, this shield gives the user +2 AC, and the user counts as 3/4 covered in the direction the shield is facing. At level 7 this gains spikes adding 2d6 piercing damage to your shield.


During your turn, you can take the ready action, giving yourself a reaction until your next turn. You can use this reaction to move your shield in any direction and/or move up to 5 feet to protect another, giving them +2 ac to any attack.


Available at level 6. This weapon turns your hands into oversized wrecking-ball-like fists. These weapons have a base damage of 4d6 bludgeoning damage and increase every 3 levels by 1d6. While active, these weigh you down, giving a -10 movement modifier to your speed.


Available at level 9. This is basically an enhanced version of your shield, which covers your entire body in an exoskeleton. This adds 5 to your ac, and reduces your movement by 15ft.


Available at level 12, this turns your entire arm into an extremely sharp blade. This blade does a base damage of 3d12 and increases to 5d12 at level 15. This blade is heavy however, and using an attack takes 5 feet of movement.

Steal Identity[edit]

Starting at level 2, you can make an action to attempt to absorb an individual into yourself. In order to do so, the being must be grappled and make a constitution save. On a fail, the being is absorbed into your body, and you can take their form by making an interaction. Starting at level 3, you also retain the being's memories. You can only use this ability once per long rest.

Choose Subclass[edit]

Starting at level 3, choose a the subclass Devastator or Pack leader.


As you choose this subclass, you now have access to devastators. These can only be used once per long rest, and deal incredible damage.

Critical Pain Devastator

Available at level 3. You shoot a mass of tendrils from your body at a range of 50ft. This targets 1 enemy you can see, sapping the life from their very soul. The enemy hit takes 2d6 piercing damage and 2d10 necrotic damage. This devastator heals you based off the damage dealt by the necrotic damage.

Tendril Barrage Devastator

Available at level 7. You shoot a barrage of tendrils from your body at a radius of 30ft. This targets all enemies you can see, and deals 4d8 piercing damage.

Groundspike Graveyard Devastator

Available at level 11. You slam the ground with your hammerfists, creating a spiked field with a radius of 50ft. Targets must make a dex saving throw, or get pierced by a spike for 5d10 piercing damage. The spiked field is now treated as difficult terrain and does not dissipate.

Pack Leader[edit]

As you choose this subclass, you are now able to summon a pack of mutant creatures to aid you in combat.

Base Mutant -health of 50 -ac of 15 -speed of 40 -17 Strength, 10 Dexterity, 13 Constitution, 8 Intelligence, 8 Wisdom, and 5 Charisma -Attacks using the same damage as your claws

Mutant Brutes -Health of 70 -ac of 18 -speed of 20 -20 Strength, 8 Dexterity, 14 Constitution, 8 Intelligence, 8 Wisdom, and 5 Charisma -Attacks using the same damage as your hammerfists

Mutant Flyers -Health of 60 -ac of 14 -speed of 50 flying, 20 ground -14 Strength, 20 Dexterity, 15 Constitution, 8 Intelligence, 8 Wisdom, and 5 Charisma -Attacks using the same damage as your whipfist. Attacks twice.


Available at level 3, you can now summon a pack of medium sized quadrupedal creatures using an action. At level 3, you can create 1 of these creatures. This increases at level 6 to 2, and 3 at level 9. You can use an interaction to give them a simple command like "attack" or "guard". You can summon your pack once per long rest.


Available at level 7, you can now summon mutant brutes instead of regular mutants. These creatures are Very Strong.


Available at level 11, you can now summon mutant flyers. These are not as strong as the brutes, but can go airborne.

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 your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Action[edit]

You now have an extra action per turn. In addition, you can now have two mutant weapons equipped (one per hand) at once.


This class cannot be normally multiclassed into. Instead, you become multiclassed once you are infected by another who has the Blacklight Virus.

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