Virus (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is made in high tech or virtual reality


Virus[edit]

<!-Introduction Leader->[edit]

Creating a Virus[edit]


Quick Build

You can make a Virus quickly by following these suggestions. First, intelligence should be your highest ability score, followed by constitution. Second, choose the far traveler background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Virus you gain the following class features.

Hit Points

Hit Dice: 1d6 per Virus level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Virus level after 1st

Proficiencies

Armor:
Weapons: daggers, darts, slings, quarterstaffs, and light crossbows
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Choose two any skills

Equipment

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

  • (a) Quarterstaff or (b) Dagger
  • (a) an arcane focus or (b) Component pouch
  • (a) Scholar's Pack or (b) Explorer's Pack or (c) Dungeon's Pack
  • Code book

Table: The Virus

Level Proficiency
Bonus
Features Exploits Known Exploited Items Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Codebook, Coding Pattern 0 0 2 2
2nd +2 Exploits 4 2 2 3
3rd +2 Internet Surfing 4 2 2 4 2
4th +2 Ability Score Improvement 4 2 3 4 3
5th +3 Glitch Reality 4 2 3 4 3 2
6th +3 Coding Pattern Feature 6 3 3 4 3 3
7th +3 6 3 3 4 3 3 1
8th +3 Ability Score Improvement 6 3 3 4 3 3 2
9th +4 6 3 3 4 3 3 3 1
10th +4 Glitch Reality 8 4 4 4 3 3 3 2
11th +4 8 4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 4 4 4 3 3 3 2 1
13th +5 8 4 4 4 3 3 3 2 1 1
14th +5 Coding Pattern Feature 10 5 4 4 3 3 3 2 1 1
15th +5 10 5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 10 5 4 4 3 3 3 2 1 1 1
17th +6 System Crash 10 5 4 4 3 3 3 2 1 1 1 1
18th +6 Coding Pattern Feature 12 6 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 3 2 1 1 1
20th +6 Infect Actors 12 6 4 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You search through the database for the best spell list to learn, you have a Codebook containing Spells that show the first glimmerings of your true power.

Unlike normal spellcasters, you do not use the weave to cast your magic. Instead it is bits of magical code that mimic real magical spells.

Cantrips

At 1st Level, you know two Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Virus table.

Preparing and Casting Spells

The Virus table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Codebook equal to your Intelligence modifier + your Virus level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you're a 3rd-level Virus, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Codebook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Codebook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting ability for your Virus Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Virus spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting

You can cast a Virus spell as a ritual if that spell has the ritual tag and you have the spell in your Codebook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an Codebook as a Spellcasting focus for your Virus Spells.

Learning Spells of 1st Level and Higher

Each time you gain a Virus level, you can add two Wizard Spells of your choice to your Codebook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Virus table. On your Adventures, you might find other Spells that you can add to your Codebook (see “Your Spellbook”).

Codebook[edit]

At 1st level, you have a Codebook containing six 1st-level Wizard Spells of your choice. Your Codebook is the Repository of the Virus Spells you know including Cantrips. Wizards, Virus, and other classes cannot copy the cantrips but they can copy spell like normally.

Your Codebook has two forms, physical and digital, which you can switch between the two as an action.

In its physical form, it appears to be a normal spellbook that contains cantrips. In the last page of the "spellbook", it appears to be a blank page. To you and to people with true sight, it is a computer screen embed to the page. The computer in your codebook only work as a touch screen (only you can touch it) or voice command (only your voice).

In its digital form, it vanishes from view. You begin to see a hud similar to augmented virtual reality computer like Google glasses. You can control this augmented virtual reality computer with your eyes, hands or voice. You still have access to your spells in this form.

It is hard to loose your Codebook. Whenever you are unable to find your physical Codebook, you can use your action to transform Codebook into its digital form, regardless where the Codebook is at. Once you transform it back to physical form, it appears in your hand.

All spells and Virus feature require a visual or verbal interaction with Codebook to work.

Coding Pattern[edit]

At 1st level, you chose a coding pattern. Choose between Boot Up, Polymorphic, Worm, Direct Action, Hijacker, Cookie, Randsomeware, Backdoor and Spyware, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 14th, and 18th.

Exploits[edit]

At 2nd level, you've gained the ability to alter program of mundane items. With a few changes here and there in the code, you can turn mundane objects into magical items.

Exploits Known

When you gain this feature, pick four artificer infusions, now known as exploits, to learn. You learn additional exploits (infusions) of your choice when you reach certain levels in this class, as shown in the exploits Known column of the Virus table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Exploiting an Item

Whenever you finish a long rest, you can touch a nonmagical object and reprograming it with one of your exploit, turning it into a magic item. An exploit works on only certain kinds of objects, as specified in the exploit's description. If the item requires attunement, you can attune yourself to it the instant you reprogram the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your exploits remains in an item indefinitely, but when you die, the exploit vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The exploit also vanishes if you replace your knowledge of the exploit.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Internet Surfing[edit]

At 3rd level, you can use a search engine to find important knowledge. After 10 minutes of internet searching, you choose one skill or tool. For 1 hour, you have proficiency with the chosen skill or tool that uses wisdom or intelligence ability. Additionally, you may use intelligence instead of wisdom for the chosen skill or tool.

Ability Score Improvement[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.

Glitch Reality[edit]

At 5th level, you can make small glitches in reality or virtual reality to reset the probability back to normal. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

[edit]

At 10th level,

System Crash[edit]

At 17th level, you generate so many errors that the entire reality or vitual reality crashed must be rebooted. Every creature within 1 mile from you make a constitution saving throw vs your spell save or be stunned until the end of their turn. Any number of creatures stunned this way that you can see gets healed equal to half of their hp.

Infect Actors[edit]

At 20th level, you finally reach the peak of reality corruption. When you make a creature fall below 0, you can override their code with your own. That creature's soul automatically frees to the afterlife. Their body transform into you. Your "copy" has the same memories as you at the point of creation. This copy has the same stats as you were at level 1. For all purposes and case, this copy is a level 1 playable character that can level up. You cannot use this ability until after long rest.

Coding Pattern[edit]

Boot Up[edit]

You are a virus that specialize in starting things strong and powerful.

Superior Boot Up

At 1st level, you ready for the start of any possible encounters. Add your intelligence modifier to your initiative.

Quick Booting Up

At 1st level, you "Boot Up" faster than anyone. All effects, regardless the source, that has something trigger at the end of your turn, it now instead trigger at the start of your turn.

As a side effect, you are a light sleeper and easy to awake up fully alerted.

Boot Up Murder.exe

At 6th level, you are the deadliest at the start of any encounter. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit from a cantrip or weapon attack you score against a creature that is surprised is a critical hit.

Boot Up Kill.exe

At 14th level, if murder.exe does not kill your targets, then kill.exe will finish the job. If you take the Attack action on your first turn, you can make one free weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Boot Up Error

At 18th level, not only you improve your boot up programming but you now can effect other creature's boot up programming. Whenever you make a critical hit on your first turn, they make a constition saving throw vs your spell saving throw. On a fail, they are unable to do any action, bonus action, or movement until the end of their turn.

Polymorphic[edit]

You are a virus that specialize in disguises and tricks.

I can be a master of disguises

At 1st level, you create a program in a disguise kit to improve its effectiveness. After short rest, you embed a code into a disguise kit that you are touching. As long you are using this disguise kit, you gain expertise in disguise kit. Additionally, as an action, you can summon this disguise kit to your hand.

I can look like one of your friends

At 1st level, you learn to copy other creature's code. After ten minutes of studying a creature of similar build as you, you are about to see and record that creature's code. As an action, you can use a creature's code that you are able to remember and use Alter self spell(without expending a spell slot or material components) to appear and sound like that creature. As an action, you can revert back to your normal self.

You can remember a creature's code up to your Virus levels divided by 5 (rounded up) hour(s).

I can look like an animal

At 6th level, you learn to copy beast's code. You gain wild shape from the Druid class. Treat Virus levels as Druid levels for the purpose of this ability.

Unlike a real druid, you must have seen this beast in the last week to remember it's code and able to wild shape into.

I can do more than animals and people

At 14th level, you learn to copy monster's code. Choose a creature (with CR that equal or less than your Virus level) within 120 ft that you can see. You cast polymorph (without expending a spell slot or material components) on your self to transform into that creature. You cannot use this ability again until after long rest.

Your turn!

At 18th level, you found away to modify other creature's code. Your I can look like one of your friends, I can look like an animal, and I can do more than animals and people can target a willing creature that you are touching.

Direct Action[edit]

You are a virus that specialize in waiting and preparing for your enemy to trigger your trap abilities.

At 1st level,

At 1st level,

At 6th level,

At 14th level,

At 18th level,

Hijacker[edit]

You are a virus that specialize in mind control and getting rides.

Gifted Magic

At 1st level, you research about charming spells through the web. All charming spells count as Virus spells and can be learned just like any normal Wizard or Virus spell.

Additionally, you gain Friends cantrip.

Gifted rider

At 1st level, you become more in tuned with your mount. You can force an attack targeted at your mount to target you instead.

Additionally, you have advantage to animal handing to control your mount.

Gifted Tongue

At 6th level, You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Gifted Performance

At 6th level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 hour, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Gift of Power

At 14th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Gift of Control

At 18th level, your fey magic grows stronger. While Gift of Power is active, you can cast suggestion as an action on each of your turns, without expending a spell slot.

Cookie[edit]

You are a virus that specialize in copying abilities.

Find Cookie

At 1st level, you discover that you can read creature's special features are stored in something called cookie. As a bonus action, choose a creature within 30 ft of you. That creature makes a Wisdom saving throw vs your spell save DC. On a fail, the DM tells you one of that creature's known/prepared spells or special ability (not legendary abilities).

At 14th level, this is increased to two instead of one.

Collect Cookie

At 1st level, you discover that those cookies can be collected by you to use. Make a melee spell attack against a creature with more than 0 hit points. On a hit, you copy one of their known/prepared spells or special ability (not legendary abilities) that you found out by using Find Cookie or saw it in action and keep it as a cookie. As long you keep this digital cookie, you are able to use that spell or special ability. You cannot use it if it is racial ability or it is physically impossible for you to do it. You can only keep up to your proficiency bonus of cookies. Cookies become unusable after long rest.

Copy Magical Cookies

At 6th level, you begin to be able to read your cookies. You can copy a spell from a cookie as if the cookie is a spellbook at half of normal price and time. You cannot copy cantrips this way. You can copy non-wizard spells this way.

Mutate Cookie

At 14th level, you reverse engineer the cookies to understand on how they work. Durring a short or long rest, choose one cookie that you cannot use. That cookie is destroyed. Your body physically or mentally changed to make it possible to use that cookie. This is permanent effect. When you use this ability again, the previous effects of Mutate Cookie is removed.

Legendary Cookie

At 18th level, you have managed to hold on the most powerful cookie in the world. You can now use legendary ability from a cookie. You cannot hold any other cookie when holding the legendary cookie. Legendary cookie become unusable after short or long rest.

Ransomware[edit]

You are a virus that specialize in stealing abilities monster.

Find Vulnerabilities

At 1st level, you discover that you can read creature's special features are stored in something called cookie. As a bonus action, choose a creature within 30 ft of you. That creature makes a Wisdom saving throw vs your spell save DC. On a fail, the DM tells you one of that creature's known/prepared spells or special ability (not legendary abilities).

At 14th level, this is increased to two instead of one.

Collect Vulnerabilities

At 1st level, you discover that those cookies can be collected by you to use. Make a melee spell attack against a creature with more than 0 hit points. On a hit, you steal one of their known/prepared spells or special ability (not legendary abilities) that you found out by using Find Vulnerabilities or saw it in action and keep it as a vulnerability. They no longer can use that spell or special ability as long you have that vulnerability. As long you keep this digital vulnerability, you are able to use that spell or special ability. You cannot use it if it is racial ability or it is physically impossible for you to do it. You can only keep up one vulnerability at a time. If you ever hit by the creature whom originally had the vulnerability, that vulnerability is destroyed. Vulnerabilities become unusable after short or long rest.

At 6th level,

At 14th level,

At 18th level,

Backdoor[edit]

You are a virus that specialize in understanding and exploiting enemy weakness.

Investigate Creature's Stats

At 1st level, you discover that you can read creature's code from a distance. As a bonus action, choose a creature within 30 ft of you. Call out one of the following to know more about the creature; one of the ability scores, one of the saving throw, one of the skill or tool, resistance, vulnerability, immunity, max HP, temporary HP, AC, language, CR/character level, alignment, hit chance an attack (currently equipped weapon or one of the natural weapon that not known to you (DM choice)), and damage of an attack (currently equipped weapon or one of the natural weapon that not known to you (DM choice)).

If the creature is has a CR/character level that is your Virus level /2 (rounded down) or higher, the DM tells you if the creature is your equal, superior, or inferior compared to your own stats. For resistance, vulnerability, immunity, and language, DM reveals one of them, if any. For alignment, DM reveal if the creature is chaotic, neutral, or lawful.

If it is not, the DM tells exact number for the called stat. For resistance, vulnerability, immunity, and language, DM reveals three of them, if any. For alignment, DM reveal the exact alignment. If you already know max HP and you call for max HP, you instead see a floating health bar above that creature that shows current HP and max HP. This health bar disappears once that creature reached full health.

Exploit Creature's AC Stat

At 1st level, you can show to other's the weakness of a creature. As long you know the exact number for that creature's AC, you can use the Help action as a bonus action against that creature.

Additionally, when you use the Help action as a bonus action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Switch and Swap Stats

At 6th level, you are able to switch similar stats of a creature. As an action, pick a creature (not yourself) within 30 ft of you. They make a Dexterity, Constitution, or Wisdom saving throw vs your spell save dc. On a fail, you apply one of these follow effects:

  • Switch two ability scores
  • Switch two saving throw proficiency (if any)
  • Switch two skill or tool proficiency
  • Swap out a resistance with a different resistance (Bludgeoning, piercing, and slashing is immune to this)
  • Swap out an immunity with a different immunity (Bludgeoning, piercing, and slashing is immune to this) (you cannot target status immunity)
  • Swap out a vulnerability with a different vulnerability (Bludgeoning, piercing, and slashing is immune to this)

If you attempt to swap out something at does not exist, then nothing happens. Treat this ability as if you are concentrating on a spell. These effects naturally last until that creature takes a short or long rest or you lose your concentration.

At level 18, you can switch ac with an ability score. This fails if the ac is decreased by more than two.

Resort Stats

At 14th level, you are able to resort your own stats. After a long rest, you may do one of the following of the list below. These changes are permanent.

  • Resort your Strength, Dexterity, and Constitution ability score in any order
  • Resort your Intelligence, Wisdom, and Charisma ability score in any order
  • Resort your Dexterity, Constitution, and Wisdom saving throw proficiency in any order
  • Resort your Strength, Intelligence, and Charisma saving throw proficiency in any order
  • Resort your skill proficiency/expertise based on Wisdom or Intelligence in any order
  • Resort your tool proficiency/expertise in any order
Trade Stats

At 18th level, you are able to trade your own stats with another creature. As an action, pick a creature within 30 ft of you. They make a Dexterity, Constitution, or Wisdom saving throw vs your spell save dc. On a fail, you apply one of these follow effects:

  • Trade one of your ability scores with one of their ability scores
  • Trade one of your saving throw proficiency/expertise with one of their saving throw proficiency/expertise
  • Trade one of your skill or tool proficiency/expertise with one of their skill or tool proficiency/expertise
  • Trade one of your resistance with one of their resistance (Bludgeoning, piercing, and slashing is immune to this)
  • Trade one of your immunity with one of their immunity (Bludgeoning, piercing, and slashing is immune to this) (you cannot target status immunity)
  • Trade one of your vulnerability with one of their vulnerability (Bludgeoning, piercing, and slashing is immune to this)

If you attempt to trade something at does not exist (exception of proficiency/ expertise), then nothing happens. These effects naturally last until that creature takes a short or long rest.

Worm[edit]

You are a virus that specialize in creation weaker versions of themselves.

Copy Image

At 1st level, you gain minor illusion cantrip.

Copy Me

At 1st level, you are ability to copy yourself. Sadly, you are unable to create a perfect copy. This copy is dumb and can only do simple task without your guidance. You create a copy of yourself with the following difference:

  • Mini me is one size smaller than you.
  • Mini me is unable to cast spells.
  • Mini me is unable to use class features and feats. Mini me still can use race features.
  • Mini me Integence score is 4.
  • Mini me gains Strength equal to your Integence - 4 (minimal of 1).
  • Mini me Wisdom score is 10.
  • Mini me gains Dexerity score equal to Wisdom -10 (minimal of 1).
  • Mini me Charisma score is 10.
  • Mini me gains profiency in light, medium, and heavy armor.
  • Mini me gains profiency in shield and one marshal weapon.
  • All other stats like HP, saving throws profiency, skill profiency, and ect. are the same.

In combat, the mini me acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mini me to take the Attack action. If you are incapacitated, the mini me can take any action of its choice, not just Dodge.

If the mini me has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The mini me returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can create a new mini me for free. If you already have a mini me from this feature, it vanishes when the new mini me appears. The beast also mini me if you die.

Copy Rouge.class

At 6th level, you found a useful file called Rouge.class with intresting features. Your mini me can disenage, dash, or hide after or before an attack action.

Copy Cantrip

At 14th level, you manage to copy cantrips into your mini me. Your Mini me now able to cast cantrips.

Improved Copy

At 18th level, after muliple copies of yourself, you remove many of the glitchy copy mistakes. Your mini me may be the same size as you. Mini me is now a 3rd level intellegence spellcaster. Mini me has its own spell slots and know all of your 1st and 2nd level prepared spells.

Spyware[edit]

You are a virus that specialize in gathering information.

Enhanse Eye

At 1st level, you improve your vision (it's only a few lines of code to modify) to make it easier to detect minor details. You gain profiency in perception and investigation. When you use your eye durring a perception or investigation check, roll with adventage.

If you do not have Darkvision, you gain 60 ft of darkvision. This darkvision only provides black, white, and green color.

I Spy with My Little...

At 1st level, you are able to move your ability to sense things to a different location. After a short or long rest, you touch a Tiny nonmagical object and give it one of the following magical properties of your choice:

  • As an action, you can see through this object up to 50 times your prociency bonus until end of your turn. You are blind durring this.
  • As an action, you can hear through this object up to 50 times your prociency bonus for 1 minute. You are deathen durring this.
  • As an action, you can feel through this object up to 50 times your prociency bonus for 10 minutes. You are numb and have disadvantage to dexerity saving throw durring this.
  • As an action, you can smell through this object up to 50 times your prociency bonus for 1 hour. You cannot smell durring this.
  • As an action, you can taste through this object up to 50 times your prociency bonus for 10 hours. Your tongue cannot taste anything durring this.

The chosen property lasts indefinitely or until it has been used. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Download Languages

At 6th level, you understand and speak all languages. Not fluent but good enough skill to make other people understand you. You are still unable read and write those new languages.

Additional, with your enhanced eye, you are able to lip read people.

The Eye in the Sky

At 14th level, you can create a floating eye that sees all. As an action, you create an invisiable eye with the flying speed of 15, ac of 10, and hp of 1. As long the eye is active, you are blind and you can see through this eye. This eye sees the dark as if it is bright light. The Eye in the Sky has true sight of 10 ft and magical detection of 30 ft. You can cast your profiency bonus or lower level spells through this eye.

Who are you?

At 18th level, you now can easily see into a creature's code. You have true sight of 5 ft. Above every creature you see, there is a floating text box contain that creature's full prefered name (not given or true name) or if there is no name, the name of the creature's race.

You can use Internet Searfing to research about a creature by using their full prefered name. If you do this, make a history check. The results you find depends on your result of your roll anf the GM. On a nat 1, you might trigger a security responce or your target knows that you are search about them. On a nat 20, additionally all the great infomation you found, you know the current, exact, location of that creature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Virus class, you must meet these prerequisites: int 13

Proficiencies. When you multiclass into the Virus class, you gain the following proficiencies: daggers, darts, slings, quarterstaffs, and light crossbows

0.00
(0 votes)

Back to Main Page5e HomebrewClasses<!-class is designed as a variant to a first party core class->-->

Home of user-generated,
homebrew pages!


Advertisements: