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# Blacklight Mutator

An innocent looking Tiefling in torn clothing is chased by a pitchfork weilding mob


through the city. Cornered in a dead end alley, she turns, shouting her defense in
a desperate, hoarse voice as her hands mutate into chitinous claws.

A dwarf charges down an Underdark tunnel, legs an unnatural blur of motion. Below
the elbow his arm is a massive blade, like the butcher knife of some savage god.

A bored looking half-orc in scale mail reports to the watch captain for her latest
berating. Not three minutes later, she emerges again, betusked face roiling for a
moment before settling on the watch captain's angular elvish visage.

All of these people are former sufferers of a deadly illness known as Blacklight.
Having survived the sickness without succumbing to it, their bodies metabolised and
bonded with the virus on a cellular level. This results in an evolved viral-hybrid
with phenomenal abilities, eventually becoming a deadly shapeshifting being outside
of the natural order.

### Consiously Directed Evolution


The bodies of Mutators have been metabolised completely by the Blacklight Virus and
rendered down into pure **Biomass**, a sort of soupy living material that the Virus
reforms into bones, organs, muscles, skin, and even clothes and other apparel. This
same Biomass is used by the Mutators to fuel their superhuman and regenerative
abilities.
Every one learns to use their own unique mutations to their advantage, but
universally they can fashion portions of their bodies into a sort of weapon and
cause mass devastation to the environment with their incredible physical strength
and durability.

### Special Survivors


Mutators are the exeption to the usual fate of a Blacklight victim. Most who are
infected with the virus are destined to become a shambling, tumourous creature
reminiscent of a zombie (though still technically amongst living) known as an
Infected Drone. They are no longer cognizant of reality and are little more than
monsters, and as such should be eradicated to stop further spread of infection.
Those who, for an unknown reason, survive Blacklight intact are rendered immune, as
is if they're incompatible with the Virus. These people aren't otherwise changed by
the experience, aside from the obvious mental and emotion trauma of living through
an Infection scenario, and whatever toll the Virus takes on them physically, as
survivors are sometimes left crippled. Mutators are, of course, the special case.
They didn't just survive, *you* didn't just survive. You're something more, either
by freak accident, or maybe the Virus is sentient, and decided to make you more
than you were.

```
```

> ##### DM Notes:


> This class may represent a ***huge*** thematic shift for the world and campaign
of the DM. While this can be an interesting plot thread, but its also very likely
an apocalyptic, Plane-changing event as well.
> It can also be one-off infection from the Far Realm and be harmless to the world
at large. As the DM, it is up to you (and your player, if they're starting as a
Mutator) to decide what's what.

<br>

> ## Variant world state: Infection


In the Infection world state, the Virus is highly contagious and can infect living
creatures, but not inorganic constructs or the undead.
>
>### Exposure
>
>Coming into contact with Blacklight can happen via a multitude of means including
a wound from an Infected drone, physical contact with another infected, bodily
fluid contact, drinking from an infected water source, or direct administration
from a Blacklight Mutator. If infected directly, the Mutator may choose to skip the
sickness stage altogether, and just convert their victim into a Drone or another
Mutator
>
>### Disease statistics
>
>Treat Blacklight as a magically resistant disease; DC 18 Constitution save made at
dawn each day; take 1d4 necrotic damage on a failed save and reduce maximum hp by
that amount. Infection (and therefore damage) cannot be prevented by disease
immunity, but immunity does reduce the damage by half. An infected creature must
make three successful saves to end the disease and become immune to future
exposures. The lost max hitpoints are returned at dawn at a rate of 1, then 2, then
4, and so on until their max hitpoints return to normal. As the disease is
magically resistant, spells such as Cure Disease or Greater or Lesser Restoration
only grant advantage on the carrier's next save. On death in an Infection world
state, the creature is converted into an Infected Drone and rapidly regenerates to
their max hitpoints.
>
>If the creature survives infection intact, but takes 5 or more saves to do so (or
if the plotline is dependant on the infection of a PC or NPC/if simple survival
seems.. anticlimactic), the creature is instead a Hybrid, and may gain levels in
the Blacklight Mutator class.

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<div class='classTable wide'>
##### Blacklight Mutator
| Level | Proficiency Bonus | Mutation Points | Unarmored Movement | Features |
Mutations Known |
|:-----:|:-----------------:|:---------------:|:-------------------:|:---------|:--
-------------:|
| 1st | +2 | — | — | Biomass Makeup, Magic Item Rejection, Musclemass Unarmoured
Defense | — |
| 2nd | +2 | 4 | +5ft | Biomass Mutations, Consume, Mutation Points | 2 |
| 3rd | +2 | 6 | +5ft | Strain | 3 |
| 4th | +2 | 8 | +10ft | Ability Score Improvement | 4 |
| 5th | +3 | 10 | +10ft | Extra Attack | 5 |
| 6th | +3 | 12 | +10ft | Empowered Strikes, Strain Feature | 5 |
| 7th | +3 | 14 | +10ft | — | 6 |
| 8th | +3 | 16 | +15ft | Ability Score Improvement | 6 |
| 9th | +4 | 18 | +15ft | Rapid Adaption, Unarmoured Movement Improvement | 7 |
| 10th | +4 | 20 | +15ft | Strain Feature | 7 |
| 11th | +4 | 22 | +15ft | Extra Attack (2) | 7 |
| 12th | +4 | 24 | +20ft | Ability Score Improvement | 8 |
| 13th | +5 | 26 | +20ft | — | 8 |
| 14th | +5 | 28 | +20ft | Arcane Adaption | 8 |
| 15th | +5 | 30 | +20ft | Strain Feature | 9 |
| 16th | +5 | 32 | +25ft | Ability Score Improvement | 9 |
| 17th | +6 | 34 | +25ft | — | 9 |
| 18th | +6 | 36 | +30ft | — | 10 |
| 19th | +6 | 38 | +30ft | Ability Score Improvement | 10 |
| 20th | +6 | 40 | +30ft | Apex Predator | 10 |

</div>

### Creating a Blaclight Mutator

When creating a Blacklight Mutator, there are some important things to consider.
How did you character become infected? Do they know? Do *you*? If you do, did it
happen to a character mid-adventure? Is it during a Blacklight Outbreak scenario,
or is this a rarer curse in a world otherwise untouched? Was it through your
character's actions that they were infected, or was it through the machinations of
a god or other being that caused this change? Perhaps more importantly, how does it
make your character feel? Do they hate what they've become, either because they
consider themselves corrupt, or because they have to Consume to survive? Or do they
relish it, the freedom and power that comes with being one of the lucky few to
survive the ordeal of Blacklight and come out on top?

#### Quick Build

You can make a Blacklight Mutator quickly by following these suggestions. First,
make Constitution your highest score, followed by Strength. Second, choose the
outlander background.

```
```

## CLASS FEATURES

As a blacklight mutator, you gain the following class features.

### HIT POINTS


**Hit Dice:** 1d10 per Blacklight Mutator level

**Hit Points at 1st Level:** 10 + your Constitution modifer

**Hit Points at Higher Level:** 1d10 (or 7) + your Constitution modifer per level
after 1st

### PROFICIENCY

**Armor:** None
**Weapons:** Improvised Weapons
**Tools:** Your choice of Alchemists' Tools or Brewers' Supplies
**Saving Throws:** Strength, Consitution
**Skills:** Choose three from the following: Acrobatics, Athletics, Deception,
Intimidation, Perception, Stealth or Survival.

### EQUIPMENT

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

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- (a) a shortsword or (b) a warhammer


- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a dungeoneer's pack, (b) an explorer's pack, or (c) a scholar's pack
- two daggers and a half empty bottle of the local cure-all

#### Biomass Makeup


At 1st level your body is metabolised by the virus, which makes you hardier than
your average member of your (former) species. As a Blacklight Mutator you have
resistance vs disease, you don't need to breathe except to talk, when falling you
reduce fall damage taken by 5 times your level.

#### Magic Item Rejection

Starting at 1st level, you may not attune magical items, nor may you be affected by
cursed objects that require attunement or forcibly attune themselves to you. You
may carry them and touch them, but the magic in them and your now aberrant nature
do not mix. You gain a level of exhaustion for each such item you carry after a
long or short rest. You may put the item down on the ground, or give it to an ally
to hold onto during these rests.
Check out Arcane Adaption on page 5 if you're multiclassing into this class, as
information found there may be important if multiclassing into the Mutator later in
a character's life.
#### Musclemass

At 1st level, your body has been metabolised by


Blacklight, turning you into a living engine of destruction.
You gain the following benefits.
You can roll a d4 in place
of the normal damage of your unarmed strikes and you
count as one size larger when determining your
carrying capacity and the weight you can push, drag,
or lift.

#### Unarmoured Defense

Starting at 1st level, the bulk of your internal


biomass acts as an absorption layer. Your
Armour Class equals 8+ your Dexterity
modifier + your Constitution modifier.
You can use a shield and still gain this
benefit but you may not under
normal circumstances wear any
other type of armor and use the
abilities of the class,
as mutating often destroys worn
clothing and armour. At the DM's
discretion, you may have armour
and clothing custom made or altered at a price to mitigate
this.
**Note:** This does not mean you have run
around in the nude. As a Blacklight
Mutator, your character can alter their
appearance, and as such can they create
clothing out of their biomass. Seeing as
this clothing is a living, bleeding part
of them, it does not affect AC, and is
merely visual (ie, the bare chest of
a Mutator and a set of plate armour
made out of her biomass are equally
good at protecting her.)

```
```

> ##### Variant


> <br>
>
> 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 and half move until it is no longer worn or wielded. The
effects of magical items will still work during attempt of use despite the negative
effects.
>##### Variant (Hardcore)
>Magical potions (including healing) have no effect upon the infected.
<br>
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### Biomass Mutations

Starting at 2nd level, your biomass allows you to harness the versatility inherent
to those who survive the Blacklight conversion process. Your capability with this
power is represented by the number of mutation points you have, shown on the class
table on page 3. Various mutations will require you to expend some of these points
to fuel the various features. You start knowing 2 such mutations and the *Claws*
weapon mutation, and learn more as you level up. Your mutation options are detailed
at the end of the class description.

#### Mutation Points


You have 4 mutation points, and you gain more as you reach higher levels, as shown
in the mutation points column of the Blacklight Mutator table. When you spend a
mutation point, it is gone until you finish a short or long rest, at the end of
which you regenerate all of your mutation points. Some of your mutation features
require your target to make a saving throw to resist the feature's effects. The
saving throw DC is calculated as follows:

<div style="text-align:center" >

**Mutation save DC** = 8 + your proficiency bonus + your Constitution modifier.

</div>

#### Consume

Starting at 2nd level you can Consume, the process by which you absorb the biomass
of other entities. By spending a mutation point, you regain hp equal to 1d10 plus
your constitution modifier. You can do this a number of times equal to your
proficiency bonus and you regain all uses of this ability when you finish a short
or long rest. After consuming, the leftovers are an unidentifiable greasy stain. As
a reaction 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 at 0
hit points with 2 failed saves. Everyone that can see you when you consume must
make a Wisdom Saving Throw against a DC of 14 or be frightened of you until the end
of your next turn.

While Consuming your are considered grappled until the start of your next turn.

#### Unarmoured Movement


Starting at 2nd level, you learn to shift your biomass to your legs, bolstering
their muscles an increasing their strength and, therefore, your speed. Your speed
increases by 5 feet while you are not wearing armour or wielding a shield. This
bonus increases when you reach certain Blacklight Mutator levels, as shown in the
Blacklight Mutator table.

At 9th level, you gain the ability to move along vertical surfaces on your turn
without falling during the move.

#### Weapon Evolutions

Starting at 3rd level, you can utilise the Weapon Evolutions of each of your
Blacklight weapons, and are considered proficient with all weapons that are
considered a part of you, like a Weapon Mutation or a symbiotic magic weapon once
you're able to attume magic weapons again.

```
```

### Strains

At 3rd level, you choose the Strain of Blacklight that you develop. Choose between
Strain of the Blade, Strain of the Hammerfist, or Strain of the Whipfist, all
detailed at the end of the class description. The Strain you choose grants you
features at 3rd level and again at 6th, 11th, and 17th level.

#### Ability Score Improvement

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.
You may, instead of taking an ASI or a feat, choose to develop a Weapon Mutation
you did not recieve from your Strain, and with them their Weapon Evolutions. You do
not, however, gain access to their strain abilities.

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn. The number of attacks increases again at 10th
levle.

#### Empowered Strikes

Starting at 6th level, your natural attacks create their own supernatural
signature and count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

#### Rapid Adaption

Staring at 9th level, if you're below half of your total Mutation points at the
beginning of combat, regain mutation points until you're at half.

#### Arcane Adaption


Starting at 14th character level, you overcome your weakness to concentrated magic.
Magic Item Rejection no longer affects you, allowing you to attune the usual 3
magic items, and you are no longer gain levels of exhaustion while resting and
carrying magic items.
NOTE: This is based on **character** levels, not class levels. If you are a 13th
level Fighter and your Blacklight infection evloves you into a Mutator, making you
Fighter 13/Blacklight Mutator 1, you may still use magic items. This is to prevent
a character from losing gear they've come to rely on, and to prevent evolving into
this class being a complete detriment.

#### Apex Predator

At 20th level, you become an apex predator and your body reaches the pinnacle of
genetic mutation. You gain 4 attribute points to distribute across your statistics
as you see fit, and the upper limits of your attributes raise to 24.

## Strains

As they become more familiar with their new biology and more confident with its
use, a Blacklight Mutator will inevitably develop one of several specialised weapon
mutations called strains that play to their strengths and perhaps mimic their
fighting style from before their infection.

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### Strain of the Blade

The Blade strain is all about speed and agility. Striking more rapidly and moving
faster than its counterparts, a Blacklight Mutator that has developed the Blade
prefers their enemies carved into nice little chunks.

##### Strain of the Blade Features


| Blacklight Mutator Level| Feature |
|:-----------------------:|:--------|
| 3rd | Mutate Blade |
| 6th | Blood Rush |
| 10th | Aberrant Blood, Blood Rush Improvement |
| 15th | Blood Drinker |

#### Mutate Blade

When you evolve this strain at 3rd level, you develop a new weapon mutation known
as the *Blade*. Detailed at the end of the class description, the Blade is a large
curved metalli-chitin blade that replaces your arm below the elbow.

#### Blood Rush


At 6th level you start to develop a fighting style with your Blade that reflects
your internal rhythm. When a creature you have attacked drops to 0 hit points
within 10 feet of you, you can use your reaction to move up 5 feet. This movement
does not provoke an attack of oppertunity.

Starting at 10th level, you may move up to 10 feet with your blood rush instead of
5.

#### Aberrant Blood

At 10th level, you begin to devise ways to use your Blade to not only kill your
enemies, but to debilitate the ones tough enough to survive your assualt. When you
attack a creature with your Blade, you may coat it in a corrosive substance borne
out of your own blood. If your attack hits, you deal an additional 1d4 damage as
acid damage.

#### Blood Drinker

At 15th level, you start performing a minor Consume effect on creatures you kill.
If you bring a creature to 0 hit points with the Blade you may consume the blood
that splashes on you. Roll 1d4+1, regain that many hitpoints.

<br>

### Strain of the Hammerfist

The Hammerfist strain is all about raw power, and a balance between risk and
defensive might. Hammerfist users are capable of bursts motion unthinkable to the
other strains, and consider their entire bodies weapons, not just their fists.

```
```

##### Strain of the Hammerfist Features


| Blacklight Mutator Level| Feature |
|:-----------------------:|:--------|
| 3rd | Mutate Hammerfists |
| 6th | Fist Charge |
| 10th | Hammertoss, Fist Charge Improvement |
| 15th | Hammerfist Drop |

#### Mutate Hammerfists

When you evolve this strain at 3rd level, you develop a new weapon mutation known
as the *Hammerfists*. Detailed at the end of the class description, the Hammerfists
are large, rocky, maul-like growths that replace your arms below the shoulder.
Additionally, you gain 3 maximum hit points, and an additional extra hit point
whenever you gain a level in this class

#### Portable Shield

At 6th level, you develop the ability to extend your Hammerfists to the ground, and
create cover for yourself and allies. The wall is 4 feet wide, and 3 feet tall, and
has hit points equal to your Blacklight Mutator Class level times 2, plus 10. You
can detatch your Hammerfists while the wall is up, leaving you to fight with your
bare hands, Claws muation, or any other weapon. You can reassimilate the wall while
in contact with it as a bonus action, even if it has died. If you leave your wall
in place for an hour without being in physical contact with it, it dies. If this
happens, you must regenerate the Hammerfists over a short rest, or you may use
Genetic Regeneration if you know it. While the wall is up and you're wielding your
Hammerfists, you may take the dash action to attmpt to bowl enemies over in front
of you. As you move through enemies (none of which may be greater than 2 size
categories larger than you) they must make a Strength save. If they fail, you deal
1d6 bludgeoning damage to them, knock them prone and out of your path, and keep
running. When an enemy succeeds their save you are prevented from moving further.

At 10th level, your fist charge's damage changes to 1d8 piercing as the cover grows
thorny spikes. In addition, instead of merely knocking your enemies out of the way,
you may carry them to your destination.

#### Hammertoss

Starting at 10th level, you can throw your Hammerfists at far away targets, and go
along for the ride. Make a ranged attack at a creature at least 20 feet (but no
further than 40 feet) away. You use 5 feet of your movement to get a running start,
and then toss yourself towards them dealing the melee damage of your Hammerfists to
them plus an aditional 1d4 damage. If you miss, you land prone.

#### Hammerfist Drop

At 15th level, you devise an ultimate attack with your Hammerfists. If you cast the
Power Slam Hammerfist Weapon Evolution while falling at least 10 feet, double all
distance calculations used in the attack, including Brutal Force's push if you were
concentrating on it.

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### Strain of the Whipfist

The Whipfist strain is a versatile and far-reaching one. While it lacks the raw
movement and defensive bulwark of the Hammerfist and the rapid agility of the
Blade, it makes up for these deficiencies with incredible range and varying damage
types.

##### Strain of the Whipfist Features


| Blacklight Mutator Level| Feature |
|:-----------------------:|:--------|
| 3rd | Mutate Whipfist |
| 6th | Bio-Viral Payloads |
| 10th | Whiptricks, Bio-Bomb Improvement |
| 15th | Genetic Decoction Improvement |

#### Mutate Whipfist

When you evolve this strain at 3rd level, you develop a new weapon mutation known
as the *Whipfist*. Detailed at the end of the class description, the Whipfist is an
extendable arm with a metalli-chitin blade, hook, or claws on the end.

#### Bio-Viral Payloads

At 6th level you begin manifesting two distinct kinds of disposable cyst in your
torso, the *Bio-Bomb* and the *Genetic Decoction*.

**Bio-Bomb:** The *Bio-Bomb* is a weaponised glob of biomass charged with an


elemental payload. You gain a new attack option that you can use with the Attack
action. This special attack is a ranged spell attack with a range of twice your
Whipfist range. You are proficient with it, and you add your Dexterity modifier to
its attack and damage rolls. You choose its damage type before throwing it, choose
from acid, cold, electricity, fire, or poison, and its damage die is 2d6. Bio-
Bomb's damage increases by 1d6 when you reach 10th level (3d6) and 15th level
(4d6).

At 10th level your familiarity with Bio-Bomb allows you to use its elements in more
creatve ways. You can now charge your melee attacks with the elements of Bio-Bomb,
and Bio-Bomb's elements can inflict status effects if charged with 2 mutation
points. The enemy must make a Constitution save throw vs your mutation save or be
affected by a status effect apropriate to the elemental damage. These status
effects last until the end of your next turn.

You also develop a final damage type for the Bio-Bomb: piercing. A piercing Bio-
Bomb extends 1d4+2 tendrils (1d10 damage to creatures, half on a saving throw, and
half to objects) which latch onto nearby objects not being worn or carried and
creatures and pulls them toward itself. The tendril retraction deals 1d6
bludgeoning damage from the impact, plus whatever crushing damage would normally be
applied from objects and creatures landing on each other.

```
```

<br>
<br>
<br>

###### ***Bio-Bomb Elemental Effects***


| Element| Effect |
|:------:|:-------|
| Acid | -1 AC |
| Cold | Halved Speed |
| Electricity | Inability to take a Reaction action |
| Fire | On Fire |
| Poison | Poisoned |

**Genetic Decoction:** The Genetic Decoction is an effective, if disgusting,


healing option in the form of fleshy pouches of edible viral slurry. Inside each
bladder-like pouch is a liquid the color of blood, the taste of musty and overripe
fruit, and the texture of blended pears. Grown in a cavity in your torso, this
healthy slush is meant to be used yourself or given away to friends and allies when
they are injured. Treat the genetic decoction as a potion of healing, healing the
imbiber 2d4+2 hit points. This healing is non-magical, as the hyper nutritous
slurry is simply accelerating the natural cellular regeneration of the imbiber.
Unlike the Bio-Bomb, which can be produced quickly due to their instability these
take time to grow. You produce 2 of these per long rest, and can store 3, unused
ones are reabsorbed two days after creation, and rot away in a week outside of your
body. Note, that these do NOT transfer the Blacklight virus to others upon
consumption under normal cirumstances. That is to say, 'accidentally.'
At 15th level, your internal Decoction storage doubles, allowing you to create 4
per long rest and store 6.

<br>

#### Whiptricks

Starting at 10th level you begin to regard your Whipfist as a tool as well as a
weapon. You gain the following benefits.

**Eyes Away From Eyes:** You may extend your arm up to 100 feet away while not
under the stress of combat. You may use this in a variety of ways including, but
not limited to, setting off/testing for traps, pickpocketing, and growing an eye
from it to send around corners/down small tunnels to scout ahead.

**Pull-ups:** When you're prone, you may latch onto things with your Whipfist to
pull yourself to your feet using 5 feet of movement. You may use a creature if it
is at least one size catagory larger than you. If you do, treat this as an attack
made while prone.

**Zipline:** You can secure your Whipfist between two points to make traveling up
and down easier. Make a climb check (or two, at the DM's discretion) to secure your
Whipfist to both desired points. You may then slide up and down the zipline as you
please. Others may slide down it, and climb up it. Your arm then returns to normal
length. You may detatch from the zipline, leaving behind the outstretched arm. The
arm regenerates in 10 minutes, or you may use Genetic Regeneration if you know it
to regrow it faster.

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# Weapon Mutations

</div>

## Claws
Once learned, your biomass allows you to mutate and produce finesse claws that
replace your hands. You gain the following benefits:
- You deal 1d4 damage with your Claws. This increases 1d6 at 5th level, 1d8 at 11th
level and 1d10 at 17th level. (slashing, light, finesse)
- **Passive:** Dig it! Gain a Digging speed of 1/2 your move and advantage to
Strength (Athletics) checks to climb while your claws are out.

<br>
### Claws Weapon Evolutions

<br>

##### Serrated Edges


*(**Prerequisites:** 3rd Level)*
As a bonus action before you attack, spend 3 mutation points to serrate your Claws.
If you hit your target with your attack, you reduce their AC by 1 (to a maximum of
3) until they take a short rest or are healed.

##### Ground Spike


*(**Prerequisites:** 6th Level)*
As an action, you can spend 3 to 5 mutation points to channel your biomass into the
ground and make it erupt under a targeted creature within 30ft. The eruption of
spikes deals 2d8 piercing damage in a 10ft cube. Targets take half damage on a
successful Dexterity save. For each additional mutation point, you spend, increase
the area of effect by 5ft and the damage by 1d8.

##### Ground Spike Graveyard


*(**Prerequisites:** 11th Level)*
The biomass from your Claws is channeled into the ground and erupts all around you.
As an action you can spend 5 to 7 mutation points to make shards of biomass claws
erupt from the ground in a 10ft cube centred on you. All creatures inside that
space or that enter the affected are before the start of your next turn take 4d8
piercing damage. A successful Dexterity saving throw halves the damage. The area of
effect is considered difficult terrain until the start of your next turn.

For each additional mutation point you spend increases the area of effect by 5ft
and the damage by 1d8.

<br>

<img src='https://i.imgur.com/vghRKtx.png'
style='position:absolute;bottom:30px;right:500px;width:180px;opacity:1' />

```
```

## Blade
Once learned, your biomass allows you to mutate and produce a heavy Blade that
replaces your arm below the elbow. You gain the following benefits:
- You roll 1d8 for your Blade damage. The damage die increases to 1d10 at 5th
level, and 2d6 at 11th level.(Slashing)
- **Passive:** On your turn, when you score a critical hit with this weapon and
reduce a creature to 0 hit points, you can make one melee weapon attack as a bonus
action.

<br>

### Blade Weapon Evolutions

<br>

##### Blade Frenzy


*(**Prerequisites:** 5th Level)*
When you take the Dash action, you can spend 2 or more mutation points to perform a
Blade Frenzy. During your Dash action, you can make one melee weapon attack for
every 2 mutation points spent (limit 4) at the beginning of your Dash action. These
attacks can be on the same target or different targets, but you must move at least
10ft between each attack.

##### Vorpal Blade


*(**Prerequisites:** 10th Level)*
Your Blade’s ferocity increases and its edges sharpen. As a bonus action on your
turn you can spend 2 mutation points to increase the critical hit range of your
Blade to 19-20 until the start of your next turn. At 16th level a roll of 20 on the
attack roll using Vorpal blade cuts off one of the creature's heads. The creature
dies if it can't survive without the lost head. A creature is immune to this effect
if it is immune to slashing damage, doesn't have or need a head, has legendary
actions, or the DM decides that the creature is too big for its head to be cut off
with this weapon. Such a creature instead takes an extra 6d8 slashing damage from
the hit.
- You can spend 3 additional points to roll an aditional 3d6 when determining the
extra damage for critical hits and the critical hit range becomes 18-20.

<img src='https://i.imgur.com/xh9MpWU.png'
style='position:absolute;bottom:30px;right:145px;width:180px;opacity:1' />

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<div class='wide'>

</div>

## Hammerfists

Once learned, your biomass allows you to mutate and produce a heavy hammer-like
mass around each fist. You gain the following benefits:
- You roll 1d8 for your Hammerfists damage. The damage die increases to 1d10 at 5th
level, and 2d6 at 11th level.(Bludgeoning)
- **Passive:** When you roll a 1 on a damage die for an attack you make with your
Hammerfists, you can reroll the die and must use the new roll, even if the new roll
is also a 1.

<br>

### Hammerfist Weapon Evolutions

<br>

##### Brutal Force


*(**Prerequisites:** 3rd Level)*
As an action on your turn for 1 mutation point you can begin charging extra mass
into your Hammerfists. On your next attack within 1 minute you release your charge
and swing. If you hit your target, add 5 to your damage roll, and push the target
back 10ft. Having your Hammerfists charged in this manner requires focus. If you
take damage while charged you must make a Constitution save with a DC of 5 + the
damage dealt or lose the charge.
##### Power Slam
*(**Prerequisites:** 6th Level)*
The biomass from your Hammerfists is slammed into the ground and erupts the ground
around you. As an action you can spend 2 mutation points to make your Hammerfists
deal normal weapon damage in a 10ft radius around you. All affected targets take
normal weapon damage, or half on a successful Dexterity save. Enemies that fail the
save are also knocked prone. The ground within a 10ft radius also becomes difficult
terrain as it shatters. You may move across this difficult terrain as if it were
not difficult. Each additional mutation point spent increases the radius of
difficult terrain created by 5ft. (Maybe used with Brutal Force)

##### Critical Pain


*(**Prerequisites:** 11th Level)*
As an action, you can spend up to 5 mutation points to violently launch the biomass
of your Hammerfists towards a target within 60ft. The target takes 2d4 + 2
Bludgeoning damage per mutation point spent, or half on a successful Dexterity
save.

<img src='https://i.imgur.com/GBnkB3K.png'
style='position:absolute;bottom:30px;right:525px;width:180px;opacity:1' />

```
```

## Whipfist

Once learned, your biomass allows you to mutate and produce an extendable Whipfist
(light, reach). You gain the following benefits:
- You roll 1d8 for your Whipfist damage. The damage die increases to 1d10 at 5th
level, and 2d6 at 11th level.(Piercing, finesse)
- **Passive**: This weapon it has a melee attack range of 25ft. If you have your
Whipfist out, you may make a climb checks up to its current maximum range, and if
successful, you can grapple-hook to the point of connection.

<br>

### Whipfist Weapon Evolutions

<br>

##### Extended Reach


*(**Prerequisites:** 3rd Level)*
As a bonus action, you may spend up to 5 mutation points to extend the range of the
Whipfist by 5ft per point spent and the range of your Whiplash and Tendril Barrage
technique by 10ft per point for one minute.

##### Tendril Barrage


*(**Prerequisites:** 5th Level)*
As an action you can spend 1 or more mutation points to shoot 3 directed tendrils
of biomass. A tendril deals 1d4+1 piercing damage to its target, or half on a
successful dexterity save. Each tendril hits a creature of your choice that you can
see within twice your Whipfist range, the tendrils all strike simultaneously and
you can direct them to hit one creature or several. For each additional mutation
point spent, create another tendril. These tendrils penetrate everything short of
total cover, and can potentially punch through thin walls.

##### Whiplash
*(**Prerequisites:** 7th Level)*
You can spend up to 3 mutation points as an action to whip a creature to unbalance
and shove or pull it. A creature that you can see that is within twice your
Whipfist range must make a Dexterity saving throw. On a failed save, the creature
takes 1d10 piercing damage per each mutation point spent, and you can either knock
it prone or pull it up to 30 feet closer to you. On a successful save, the creature
takes half as much damage, and you don’t pull it or knock it prone.

##### Bind
*(**Prerequisites:** 9th Level)*
After a successful strike with Whipfist, you may use spend 1 mutation point as a
bonus action to wrap the target creature in biomass tendrils, attempting a grapple.
You may have no more than your proficiency bonus number of creatures grappled
simultaneously, and none may be more than 1 size larger than you.

<img src='https://i.imgur.com/LGVdOLc.png'
style='position:absolute;bottom:30px;right:120px;width:185px;opacity:1' />

<div class='pageNumber auto'></div>

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<div class='wide'>

# Mutations
<br>

</div>

##### Access memories:


*(**Prerequisites:** None)*

You receive random images and memories that represent part of the creature’s life
immediately after consuming it. Only works if the target was a humanoid with 5 or
more intelligence. If attempting to access thoughts specifically. You may as an
action attempt to retrieve memories of your last consumption for up to 10 minutes.
This may be done during a short or long rest.

Use the mechanics for *Detect Thoughts*, or make an Investigation Check.

|Content (Example) |Time| DC |


|:-----------------|:---|:--:|
|Random non usefull tidbit (?) |Action| 8 |
|Barely relevant information (if there are traps)|1 Minute| 12 |
|Relevant Information, but vague (type of traps) |10 Minutes| 16 |
|Specific Applicable (how to bypass) |1 hour| 20 |

##### Aquatic Adaption


*(**Prerequisites:** None)*

Spend two mutation points to gain fins and webbing between your fingers and toes;
you gain a swimming speed equal to your walking speed for an amount of hours equal
to your constitution modifier, or until you dismiss this mutation as a bonus
action.
##### Assume Form:
*(**Prerequisites:** None)*

Upon first consuming a corpse and accessing its memories, you can polymorph into
the creature as a part of the same action if it is the same catagory of size of
humanoid as you. At any time, you can use your action to polymorph into any
creatures you have consumed, or back into your true form. The change is only
visual, your statistics are the same in each form. Your appearance is identical to
the consumed creature, however social interactions with others that the creature
knew in life will require a Charisma (Perform or Deception) check performed with
advantage to avoid indicating that you are acting out of character. You revert to
your true form if you die.

At 11th level when you polymorph you have the option of gaining the physical
attributes of the form you are assuming, you retain your class abilites. You must
expend mutation points equal to twice the form's CR to do this, and may perform it
on beast as well as humanoids.

##### Biomass Armour


*(**Prerequisites:** 5th level)*
As a bonus action for spending 1 mutation point you can encase your body in
solidified biomass, granting you resistance to bludgeoning, piercing, and slashing
damage. This armour lasts for a number of rounds equal to your constitution
modifier. While encased in armour, you lose your unarmoured movement speed bonus.

```
```

##### Channel Muscle Mass


*(**Prerequisites:** None)*

As a bonus action you can spend 2 mutation points to significantly increase your
muscle mass for 1 minute. During this time you have advantage on Strength checks
and saving throws, and when you make a melee weapon attack using Strength, you gain
a +2 bonus to the damage roll.

Additionally, as an action during the duration, you can pick up and throw an
object. The total weight of the object thrown can be up to your unencumbered weight
load. The object has a base range of 20 feet and a maximum range of 60 feet. Your
attack bonus for all projectiles thrown is your proficiency bonus + your Strength
modifier. The damage of any projectile you throw is shown on the table above + your
Strength modifier.

##### Improvised Projectile


| Size | Damage (Bludgeoning) |
|:------:|:-------------|
| Tiny | 2d4 |
| Small | 2d6 |
| Medium | 4d6 |
| Large+ | 8d6 |

##### Genetic Regeneration


*(**Prerequisites:** 7th level)*

You spend 3 mutation points, then over the course of 1 minute your biomass starts
pulsating, which stimulates your natural healing ability. You regain 4d8 + Level
hit points and any severed body parts (fingers, legs, and so on), if any, are
completely regrown after 1 minute. If you have the severed part and hold it to the
stump, it causes the limb to instantly knit back onto the stump. Once you use this
ability, the cost in mutation points increaes (3, 6, 9, and so on) untilyou finish
a long rest.

##### Glide
*(**Prerequisites:** 5th level)*

If you run at least 10ft and spend 2 mutation points, you can jump up 10ft and
glide up for 60ft horizontal feet until the end of your turn. At the end of your
turn you fall if you are still aloft. If you start your glide from a height, your
glide distance increases by 20ft for every 10ft you are off the ground. While
gliding, any actions will cancel the glide and cause you to drop from your current
position. While gliding you can only maintain your current height or descend; you
can never gain height unassisted.

<div class='pageNumber auto'></div>

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<div class='wide'>

<br>

</div>

##### Greater Consumption


*(**Prerequisites:** 7th level)*

When you consume a creature, you can spend 1 mutation point to end one disease or
one condition from the following choices: blinded, deafened, paralysed, or
poisoned.

When you consume a creature, you can spend 3 mutation points and end any one of the
following effects: The ‘charmed’ condition, one curse (including attunement to a
cursed magic item), any reduction to one of your ability scores, or one effect that
is reducing your hit point maximum.

<br>

##### Greater Biomass Armour


*(**Prerequisites:** Biomass Armour, 9th level)*
When activating Biomass Armour, you may spend 2 additional mutation points to
choose 3 of acid, cold, fire, lightning, thunder, or magical bludgeoning, piercing
and slashing damage, gain resistance to the chosen damage types in addition to
Biomass Armour's effects.

<br>

##### High Jump


*(**Prerequisites:** None)*
Spend 2 mutation points, your jump distance is quintupled for one minute.

<br>

##### Pack Leader


*(**Prerequisites:** 11th Level)*

The Pack Leader ability allows you to mutate the corpses of nearby creatures.
Biomass tendrils extend from you and into their bodies, pumping them with biomass.
Each body mutates and contorts, changing from what it once was, into a foul bestial
monstrosity known as a Brawler(see the bottom of the document for statistics.) As
an action, you can spend between 4 and 6 mutation points to transform any two
medium sized creatures that have died or are on 0 hit points. On each of your
turns, you can use a bonus action to mentally command any Brawlers you made with
this mutation if the creatures are within 60 feet of you (if you control multiple
creatures, you can command any or all of them at the same time, issuing the same
command to each one). You decide what action the creatures will take and where they
will move during their next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no commands, the creatures
only defend themselves and you against hostile creatures. Once given an order, the
creatures continues to follow it until its task is complete. The creatures are
under your control for 1 minute, after which they stop obeying any commands and
self-destruct. The explosion from each Brawler has a 5ft radius and deals 3d8 + 9
piercing damage, or half as much with a successful Dexterity save, as shrapnel from
their corpses explode outward. For every additional mutation point spent, you can
create 1 additional Brawler, however each Brawler must come from its own corpse.

```
```

##### Primal Reflexes


*(**Prerequisites:** 5th level)*

When a creature misses you with a melee attack, you can use your reaction and spend
1 mutation point to make a melee weapon attack against the creature at lightning
speed provided it is within range of your mutated weapon.

<br>

##### Shield
*(**Prerequisites:** 5th level)*

As a reaction when you are hit by any form of targeted attack, you can spend 1
mutation point to shift your biomass into a shield granting +2 AC and absorbing a
portion of the damage. The shield can absorb damage equal 1d10 + your Constitution
modifier + your level. Any excess damage beyond the shield's limit are taken as
normal.

<br>

##### Stealth Consume


*(**Prerequisite:** 3th level)*
If you’re considered hidden or you and your target are alone you may make an
athletics check vs their perception to attempt to consume them quietly. The normal
rules for consumption apply, and you may assume the form of the target as a bonus
action as if you were using Assume Form, if you know it.

<br>
##### Thermal Vision
*(**Prerequisites:** 7th level)*

You have the natural ability to see the heat signatures of all living and/or
infected creatures within 30ft. As an action, you can adjust your vision to see
such targets. Until the end of your next turn, you have the equivalent of
blindsight and you see the locations of any living and/or infected creatures within
60 feet of you. This allows you to discern the exact location of targets who are
invisible or behind any form of obscurement except Total Cover. You also know
whether each creature is infected or not. You can use this feature a number of
times equal to 1 + your Constitution modifier. When you finish a long rest, you
regain all expended uses.

<br>

##### Trample
*(**Prerequisites:** Biomass Armour)*

When you take the Dash action, you can spend 1 mutation point to briefly encase
your body in your biomass armour (see Mutate Armour) and potentially trample all
creatures in your path. As you move through enemies (none of which may be greater
than 1 size category larger than you) they must make a Strength save. If they fail,
you knock them prone and keep running. When an enemy succeeds their save you are
prevented from moving further. At the end of your turn, your biomass armour gets
assimilated.

<div class='pageNumber auto'></div>

\page

<div class='wide'>

# Beastiary

</div>

<br>

<br>

<br>

<br>

<br>

<br>

<br>

<br>

<br>
___
> ## Brawler
>*Medium Aberration, Chaotic Evil*
> ___
> - **Armor Class** 13
> - **Hit Points** 22(3d8 + 9)
> - **Speed** 50ft, Climb 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|10 (0)|16 (+3)|4 (-4)|6 (-2)|5 (-3)|
>___
> - **Condition Immunities** poisoned
> - **Damage Immunities** poison
> - **Senses** passive Perception 8, Blind with Tremorsense 30ft (creatures that do
not move are considered invisible)
> - **Languages** None (Have telepathy with each other and their creator when
within 60ft)
> - **Challenge** 1 (200 XP)
> ___
> ### Features
>
**Infected Stamina:** If the Brawler takes damage that would reduce it to 0 HP,
roll its death saving throw immediately, if it is successful, it instead has 1 HP.
>**Unstable Mutation:** If the Brawler fails its Death Save, it becomes unstable
and explodes dealing 3d8+9 piercing damage (Dexterity save for Half Damage) to all
creatures within 5 feet of it.
> ___
> ### Actions
> **Multiattack:** The Brawler makes 2 claw attacks to standing creatures.<br>
> ***Claw:*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 4
(1d6 + 1)
>
> If a the Brawler hits with two attacks the creature must make Dexterity Check DC
14 or be knocked prone and become *Grappled*
>
>***Mauling:*** Grapple +4, one prone target.
>At the start of its turn a Grappled Target is automatically mauled for 1d4+1
slashing and 1d4+1 piercing damage.
>

<img src='https://i.imgur.com/B7T4sfV.jpg' style='position:absolute;top:0px;right:-


110px;width:980px;opacity:0.47;mix-blend-mode:darken;' />

<div class='pageNumber auto'></div>

\page
<div class='wide'>

</div>

## Changelog

<br>

#### 9/18/2017 0.0.2


- Added changelog
- Posted to Reddit and Wikis for feedback/reviews
- Modified the Mutation Point and Known Mutations advancement schedule to resolve
pointed out higher level progression problems.

#### 7/5/2018 0.0.3

- Project untouched for months. Considered abandoned and taken up by one Relyn
Serano.
- Subclasses added for variety, making the class more inspired by [PROTOTYPE]
rather than try and directly translate Alex Mercer into the game.
- Fuckhideous grammar, spelling, and sentence structure cleaned up replaced with my
own slightly less fuckhideous grammar, spelling, and sentence structure.

```
```

## [Ric's Version: 0.0.2](http://homebrewery.naturalcrit.com/share/Bk7BgJ95-)

## [Relyn's Version: 0.0.3](https://homebrewery.naturalcrit.com/share/rJZ9Ns3Gaf)

<br>
<br>

<br>

## Where Credit is Due


This work isn't unique or even very clever, as Piscaso said *“Good artists copy,
Great artists steal”*

While I absolutely won't say I created this content, I wish to give credit to those
whose works it was built upon.

### Sources:

♦ Activision,
**[Prototype](https://www.amazon.com/PROTOTYPE-PC/dp/B0012LGHZI/ref=sr_1_4/143-
5522333-1869962?ie=UTF8&qid=1505795842&sr=8-4&keywords=prototype%2Bgame&th=1)**
♦ Activision, **[Prototype2](https://www.amazon.com/Prototype-2-PC/dp/B004FUGKSW/
ref=sr_1_1?s=videogames&ie=UTF8&qid=1505795873&sr=1-1&keywords=prototype2+game)**
♦ Ric Boreland, [Blacklight Mutator
Post](http://www.giantitp.com/forums/showthread.php?394028-PEACH-5e-Custom-Class-
Virus-Template-Prototype-s-Alex-Mercer-The-Blacklight-Mutator)**

<br>

<div class='pageNumber auto'></div>


<div class='footnote'>References</div>
\page

<div class='wide'>

### OGL License

Permission to copy, modify and distribute the files collectively known as the
System Reference Document 5.1 (“SRD5”) is granted solely through the use of the
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