JNAProductions
2017-11-27, 10:13 PM
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light Natural Armor
Weapons: Natural Weapons
Tools: None
Saving Throws: Dexterity and Strength
Skills: Any two physical skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Light Carapace (Leather Armor)
Gaunt
Level
Proficiency Bonus
Features
1st
+2
Gaunt Type, Racial Traits
2nd
+2
Fighting Style
3rd
+2
Biomorph I
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Type Feature, Magic Attacks
7th
+3
Bestial Action
8th
+3
Ability Score Improvement
9th
+4
Type Feature
10th
+4
Biomorph II
11th
+4
Hungering Swarm
12th
+4
Ability Score Improvement
13th
+5
Type Feature
14th
+5
Biomorph III
15th
+5
Evasion
16th
+5
Ability Score Improvement
17th
+6
Extra Attack II
18th
+6
Biomorph IV
19th
+6
Ability Score Improvement
20th
+6
Gaunt Prime
Gaunt Type-At level one, you must choose whether you were made a Hormagaunt, or a Termagant.
Racial Traits-At level one as well, you gain the Gaunt race. This replaces any former race, or, more likely, you simply started as a Gaunt. This grants the following traits:
-Ability Score Increase: +2 Dexterity
-Speed: Base speed is 30'
-Size: Size is small
-Synapse: You have resistance to psychic damage
-Nimble: You gain proficiency in Acrobatics
Fighting Style-At level two, you may gain the Defensive, Archery, or Two-Weapon Fighting fighting style.
Biomorphs-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then subsequently on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Light Carapace: Your natural carapace now gives you an AC of 12+Dex mod.
-Improved Extended Light Carapace: Your natural carapace now gives you an AC of 13+Dex mod.
Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.
Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.
Magic Attacks-At level six, your weapons now count as magical.
Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.
Hungering Swarm-At level eleven, your very blades and bullets hunger for the blood of your foes. You may add your proficiency bonus to your damage rolls and may choose to, when attacking with advantage, make two attack rolls without advantage instead.
Evasion-At level fifteen, when making a save against an effect that allows a Dexterity save for half damage, you take half damage on a failed save and no damage on a successful one.
Gaunt Prime-At level twenty, you are a pinnacle of Gaunthood. Increase your current and max Dexterity by 4, to a max of 30, and increase the die size of all natural attacks by one step.
Weapon Morph (Gaunt)-At level one, you gain a set of nasty retractable claws called Scything Talons. These are light, finesse weapons that deal 1d8 points of slashing damage.
Subrace (Gaunt)-You gain the following additional racial traits:
-Ability Score Increase: Constitution increases by 1
-High Jumper: You may use Dexterity instead of Strength for jump distances
Bounding Leap-At level six, you are under a constant, non-magical Jump effect. In addition, you may add your Dexterity and Strength scores together to see how far you can jump, rather than just Strength.
Rending Claws-At level nine, your talons become Rending Claws. Increase their damage to 1d10.
Acid Maw-At level thirteen, you may replace one attack per turn with an Acid Maw attack. The Acid Maw is a light, finesse weapon that deals 2d6 piercing damage and 1d8 acid damage.
Weapon Morph (Gant)-At level one, you gain a Fleshborer or Spike Rifle, integrated into your body. The Fleshborer is a ranged (50'/200') weapon that deals 1d10 piercing damage, and the Spike Rifle is a ranged (100'/400') weapon that deals 1d8 piercing damage. In addition, you gain a bite, which is a finesse weapon that deals 1d4 piercing damage.
Subrace (Gant)-You gain the following additional racial traits:
-Ability Score Incrase: Any two mental stats increase by 1
-Darkvision: You gain Darkvision out to 30'
Weapon Morph (Gant II)-At level six, you also gain the gun you didn't pick at level one.
Devourer-At level nine, you gain a Devourer, a fast-firing gun. It is ranged (75') and makes two attacks per regular attack, but all of its attacks are made at a disadvantage.
Strangleweb-At level thirteen, you gain something akin to a net launcher built into yourself. This works pretty much exactly like a net, except it has a range of 30'/120', a break DC of 8+your proficiency+your Con mod, and has HP equal to one-fifth your own. You may launch this once per short rest.
HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12+Con mod
Hit Points at Higher Levels: 1d12 (7)+Con mod
PROFICIENCIES
Armor: All natural armor
Weapons: All natural weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Any two physical
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Heavy Carapace (Chain Mail)
Guard
Level
Proficiency Bonus
Features
1st
+2
Guard Type, Racial Traits
2nd
+2
Fighting Style
3rd
+2
Biomorph I
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Type Feature, Magic Attacks
7th
+3
Bestial Action
8th
+3
Ability Score Improvement
9th
+4
Type Feature
10th
+4
Biomorph II
11th
+4
Crushing Blows
12th
+4
Ability Score Improvement
13th
+5
Type Feature
14th
+5
Biomorph III
15th
+5
Mettle
16th
+5
Ability Score Improvement
17th
+6
Smash
18th
+6
Biomorph IV
19th
+6
Ability Score Improvement
20th
+6
Lord Of The Guard
Guard Type-At level one, choose whether you wish to be a Tyrant Guard or a Hive Guard.
Racial Traits-At level one, you gain the following racial traits:
-Ability Score Increase: +2 Strength
-Speed: Base speed is 30'
-Size: Size is medium
-Synapse: You have resistance to psychic damage
-Brawny: You are treated as large when it would be advantageous for you, though your space and reach remain 5'
Fighting Style-Choose Archery, Great Weapon Fighting, Dueling, or Defense fighting styles.
Biomorph-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Heavy Carapace: Your natural carapace now gives you an AC of 18.
-Improved Extended Heavy Carapace: Your natural carapace now gives you an AC of 19.
Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.
Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.
Magic Attacks-At level six, your weapons now count as magical.
Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.
Crushing Blows-At level eleven, your attacks now deal double the dice in damage.
Mettle-At level eleven, whenever you are subjected to a saving throw besides Dexterity that allows a save for partial effect, you instead suffer no ill effects on a success.
Smash-At level seventeen, you may make attacks without your proficiency bonus, in which case, you add twice that to your damage rolls.
Lord Of The Guard-At level twenty, you are a supreme Guard. Increase your current and max Strength and Constitution by 4, to a max of 30.
Weapon Morph (Tyrant)-At level one, you gain Crushing Claws, a Bonesword and Boneshield, or a Lash Whip and Boneshield. The Boneshield is a shield. The Lash Whip is a whip with a d6 damage die. The Bonesword is a longsword with a d10 (versatile d12) damage die. And the Crushing Claws are a two-handed, heavy weapon with a 2d8 damage die.
Subrace (Tyrant)-You gain the additional following racial traits:
-Ability Score Increase: Your Constitution increases by 1
-Protection: As a reaction, you may interpose yourself between an adjacent ally and an attack. You and the ally switch places, and you take the full brunt of the attack, sparing the ally.
Weapon Morph (Tyrant II)-At level six, you gain one additional choice of weapons.
Blind Rampage-At level nine, if you witness an ally die or be knocked out, you may make one additional attack as a bonus action until either the ally recovers or you take a rest.
Powerful Limbs-At level thirteen, you gain a burrow speed of 10'.
Weapon Morph (Hive)-At level one, you gain an Impaler Cannon or a Shock Cannon. These heavy weapons cannot be effectively on the move-you must either spend a bonus action to stabilize them, or not move in order to fire them without disadvantage. In addition, despite being ranged weapons, they rely on your Strength score. The Impaler Cannon deals 1d12 points of piercing damage with a range of 200'/800', and treats cover as one step lower (half to none, 3/4ths to half, total to 3/4ths-though note that you still require a way to know the target is there to target someone with full cover). The Shock Cannon deals 1d8 points of piercing and 1d8 points of lightning damage with a range of 120'/480'. In addition, your massive limbs grant you unarmed strikes dealing 1d6 damage.
Subrace (Hive)-You gain the additional following racial traits:
-Ability Score Increase: Your Wisdom increase by 1
-Deadeye: You gain Darkvision out to 30'
Weapon Morph (Hive II)-At level six, you gain the other weapon.
Stable Platform-At level nine, you may move up to half speed and still fire your weapons without disadvantage.
Climbing Spurs-At level thirteen, you gain a climb speed equal to your land speed.
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con mod
Hit Points at Higher Levels: 1d10 (6)+Con mod
PROFICIENCIES
Armor: Light and Medium natural armor
Weapons: Natural weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Any three
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Light Carapace (Leather Armor) or Medium Carapace (Scale Mail)
Warrior
Level
Proficiency Bonus
Features
Synaptic Burst
1st
+2
Warrior Type, Racial Traits
-
2nd
+2
Synapse, Synaptic Burst
2
3rd
+2
Biomorph I
3
4th
+2
Ability Score Improvement
4
5th
+3
Extra Attack
5
6th
+3
Type Feature, Magic Attacks
6
7th
+3
Bestial Action
7
8th
+3
Ability Score Improvement
8
9th
+4
Type Feature
9
10th
+4
Biomorph II
10
11th
+4
Synaptic Overload
11
12th
+4
Ability Score Improvement
12
13th
+5
Type Feature
13
14th
+5
Biomorph III
14
15th
+5
Eternal Warrior
15
16th
+5
Ability Score Improvement
16
17th
+6
Continual Overload
17
18th
+6
Biomorph IV
18
19th
+6
Ability Score Improvement
19
20th
+6
Warrior Prime
20
Warrior Type-At level one, you must choose to be a Warrior or a Shrike.
Racial Traits-At level one, you gain the following racial traits:
-Ability Score Increase: Intelligence and Charisma +1
-Speed: Base speed is 30'
-Size: Size is medium
-Synapse: You have resistance to psychic damage
-Darkvision: You have Darkvision out to 60'. Unlike other Darkvision, you still see in color.
Synapse-At level two, you gain access to the Hive Mind's synaptic field. This allows you to greatly increase your allies' abilities so long as they remain within range. Anyone with the Synapse racial trait is is eligible for this bonus. At the level you get this, they are able to see what you see, allowing them to operate in darkness without having Darkvision of their own. At level five, they may add your Intelligence modifier to their damage rolls. At level eleven, they may add your Wisdom modifier to their saving throws. At level seventeen, they may add your Charisma modifier to their skill checks. Range is either 30', or your class levels times five feet.
Synaptic Burst-At level two, you are able to temporarily overload your Synapse field for various bonuses, costing a number of Synaptic Burst points. The abilities take a bonus action to manifest, unless otherwise stated. You have are the following abilities:
-Focused Attack (2 Points): Until the start of your next turn, all allies within your Synapse range gain your proficiency bonus to their attack rolls. After this, your Synapse field fades for 1d4 rounds, as the strain catches up.
-Improved Focused Attack (5 Points): As Focused Attack, but it does not cause your Synapse field to fail.
-Durability (3 Points): All allies within your Synapse range gain your level plus your Intelligence modifier as THP.
-Improved Durability (9 Points): Your allies within Synapse range regain your proficiency bonus HP every turn for the next ten turns at the start of their round.
-Killing Strike (1 Point): Until the start of your next turn, all allies within your Synapse range gain your proficiency modifier to their damage rolls.
Biomorph-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then subsequently on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Light Carapace: Your natural carapace now gives you an AC of 12+Dex mod.
-Improved Extended Light Carapace: Your natural carapace now gives you an AC of 13+Dex mod.
-Extended Medium Carapace: Your natural carapace now gives you an AC of 15+Dex mod (max 2).
-Improved Extended Medium Carapace: Your natural carapace now gives you an AC of 16+Dex mod (max 3).
-Eyes Of The Night: Your Darkvision now extends 120'
-Improved Eyes Of The Night: Your Darkvision can now penetrate magical darkness, and you gain Blindsight out to 10'
Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.
Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.
Magic Attacks-At level six, your weapons now count as magical.
Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.
Synaptic Overload-At level eleven, you may temporarily overload your Synaptic field as a bonus action. Double all bonuses granted by it for three plus 1d3 rounds. After that, it fails until you take a short rest.
Eternal Warrior-At level fifteen, the might of the Hive Mind keeps you going when lesser warriors would fall. You can never die due to massive damage or insta-kill spells. Only failing death saving throws can kill you. (Power Word Kill is now changed to drop you to 0 HP, rather than killing you outright.) In addition, you can act normally while making death saving throws, must fail six of them to die, and have advantage on them.
Continual Overload-At level seventeen, your Synaptic Overload can be maintained after it would usually end. For each turn you maintain it, you take 2d10 damage that may not be resisted or ignored in any way. In addition, your Synaptic field returns after two minutes of rest, rather than a short rest. You may only enter a state of Synaptic Overload once per short rest, though.
Warrior Prime-At level twenty, you gain +2 to all current stats and maximum stats.
Weapon Morph (Warrior)-At level one, you gain a set of Scything Talons (light, finesse, 1d8 slashing weapons) and a Fleshborer (ranged 50'/200' 1d10 piercing) or a Spike Rifle (ranged 100'/400' 1d8 piercing).
Subrace (Warrior)-At level one, you gain the following racial traits:
-Ability Score Increase: Any two stats of your choice increase by 1, but you may not increase any stat already increased by your main racial traits
-Tough: You gain an extra 1 HP per level
Improved Weapon Morph-At level six, you gain a Venom Cannon (1d8 bludgeoning and 1d8 poison damage at range 200'/800', requires either a bonus action to stabilize or not to move to fire without disadvantage) or a Barbed Strangler (1d10 slashing damage in a 10' burst centered on any point within range, requires a DC 8+Proficiency modifier+Dexterity modifier Dexterity save to take full damage, half on success, with advantage on the save if made from long range, range 200'/800') and any two from Lash Whip (whip with 1d6 damage die), Bonesword (longsword with d10 (d12 versatile)), and Boneshield (shield).
Bonus Biomorph-At level nine, you gain one additional biomorph.
Synapse Range Increase-At level thirteen, you may increase your Synapse range by 50%.
Weapon Morph (Shrike)-At level one, you gain a set of Scything Talons (light, finesse, 1d8 slashing weapons) and a Fleshborer (ranged 50'/200' 1d10 piercing) or a Spike Rifle (ranged 100'/400' 1d8 piercing).
Subrace (Shrike)-At level one, you gain the following racial traits:
-Ability Score Increase: Dexterity increases by 2
-Gliding Wings: You are under a constant Feather Fall effect so long as you can spread your wings, and may move horizontally 3' for every 1' you fall by gliding.
Improved Wings-At level six, you can fly for up to one minute at a time with a speed equal to your base land speed. After flying in this manner, you must rest for at least ten minutes before flying again.
True Flight-At level nine, you can fly at a speed equal to your base land speed without needing to rest any more than normal.
Speedy Flight-At level thirteen, your flight speed doubles.
Hit Dice: d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con Mod
PROFICIENCIES
Armor: Light Natural Armor
Weapons: Natural Weapons
Tools: None
Saving Throws: Dexterity and Strength
Skills: Any two physical skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Light Carapace (Leather Armor)
Gaunt
Level
Proficiency Bonus
Features
1st
+2
Gaunt Type, Racial Traits
2nd
+2
Fighting Style
3rd
+2
Biomorph I
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Type Feature, Magic Attacks
7th
+3
Bestial Action
8th
+3
Ability Score Improvement
9th
+4
Type Feature
10th
+4
Biomorph II
11th
+4
Hungering Swarm
12th
+4
Ability Score Improvement
13th
+5
Type Feature
14th
+5
Biomorph III
15th
+5
Evasion
16th
+5
Ability Score Improvement
17th
+6
Extra Attack II
18th
+6
Biomorph IV
19th
+6
Ability Score Improvement
20th
+6
Gaunt Prime
Gaunt Type-At level one, you must choose whether you were made a Hormagaunt, or a Termagant.
Racial Traits-At level one as well, you gain the Gaunt race. This replaces any former race, or, more likely, you simply started as a Gaunt. This grants the following traits:
-Ability Score Increase: +2 Dexterity
-Speed: Base speed is 30'
-Size: Size is small
-Synapse: You have resistance to psychic damage
-Nimble: You gain proficiency in Acrobatics
Fighting Style-At level two, you may gain the Defensive, Archery, or Two-Weapon Fighting fighting style.
Biomorphs-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then subsequently on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Light Carapace: Your natural carapace now gives you an AC of 12+Dex mod.
-Improved Extended Light Carapace: Your natural carapace now gives you an AC of 13+Dex mod.
Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.
Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.
Magic Attacks-At level six, your weapons now count as magical.
Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.
Hungering Swarm-At level eleven, your very blades and bullets hunger for the blood of your foes. You may add your proficiency bonus to your damage rolls and may choose to, when attacking with advantage, make two attack rolls without advantage instead.
Evasion-At level fifteen, when making a save against an effect that allows a Dexterity save for half damage, you take half damage on a failed save and no damage on a successful one.
Gaunt Prime-At level twenty, you are a pinnacle of Gaunthood. Increase your current and max Dexterity by 4, to a max of 30, and increase the die size of all natural attacks by one step.
Weapon Morph (Gaunt)-At level one, you gain a set of nasty retractable claws called Scything Talons. These are light, finesse weapons that deal 1d8 points of slashing damage.
Subrace (Gaunt)-You gain the following additional racial traits:
-Ability Score Increase: Constitution increases by 1
-High Jumper: You may use Dexterity instead of Strength for jump distances
Bounding Leap-At level six, you are under a constant, non-magical Jump effect. In addition, you may add your Dexterity and Strength scores together to see how far you can jump, rather than just Strength.
Rending Claws-At level nine, your talons become Rending Claws. Increase their damage to 1d10.
Acid Maw-At level thirteen, you may replace one attack per turn with an Acid Maw attack. The Acid Maw is a light, finesse weapon that deals 2d6 piercing damage and 1d8 acid damage.
Weapon Morph (Gant)-At level one, you gain a Fleshborer or Spike Rifle, integrated into your body. The Fleshborer is a ranged (50'/200') weapon that deals 1d10 piercing damage, and the Spike Rifle is a ranged (100'/400') weapon that deals 1d8 piercing damage. In addition, you gain a bite, which is a finesse weapon that deals 1d4 piercing damage.
Subrace (Gant)-You gain the following additional racial traits:
-Ability Score Incrase: Any two mental stats increase by 1
-Darkvision: You gain Darkvision out to 30'
Weapon Morph (Gant II)-At level six, you also gain the gun you didn't pick at level one.
Devourer-At level nine, you gain a Devourer, a fast-firing gun. It is ranged (75') and makes two attacks per regular attack, but all of its attacks are made at a disadvantage.
Strangleweb-At level thirteen, you gain something akin to a net launcher built into yourself. This works pretty much exactly like a net, except it has a range of 30'/120', a break DC of 8+your proficiency+your Con mod, and has HP equal to one-fifth your own. You may launch this once per short rest.
HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12+Con mod
Hit Points at Higher Levels: 1d12 (7)+Con mod
PROFICIENCIES
Armor: All natural armor
Weapons: All natural weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Any two physical
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Heavy Carapace (Chain Mail)
Guard
Level
Proficiency Bonus
Features
1st
+2
Guard Type, Racial Traits
2nd
+2
Fighting Style
3rd
+2
Biomorph I
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Type Feature, Magic Attacks
7th
+3
Bestial Action
8th
+3
Ability Score Improvement
9th
+4
Type Feature
10th
+4
Biomorph II
11th
+4
Crushing Blows
12th
+4
Ability Score Improvement
13th
+5
Type Feature
14th
+5
Biomorph III
15th
+5
Mettle
16th
+5
Ability Score Improvement
17th
+6
Smash
18th
+6
Biomorph IV
19th
+6
Ability Score Improvement
20th
+6
Lord Of The Guard
Guard Type-At level one, choose whether you wish to be a Tyrant Guard or a Hive Guard.
Racial Traits-At level one, you gain the following racial traits:
-Ability Score Increase: +2 Strength
-Speed: Base speed is 30'
-Size: Size is medium
-Synapse: You have resistance to psychic damage
-Brawny: You are treated as large when it would be advantageous for you, though your space and reach remain 5'
Fighting Style-Choose Archery, Great Weapon Fighting, Dueling, or Defense fighting styles.
Biomorph-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Heavy Carapace: Your natural carapace now gives you an AC of 18.
-Improved Extended Heavy Carapace: Your natural carapace now gives you an AC of 19.
Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.
Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.
Magic Attacks-At level six, your weapons now count as magical.
Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.
Crushing Blows-At level eleven, your attacks now deal double the dice in damage.
Mettle-At level eleven, whenever you are subjected to a saving throw besides Dexterity that allows a save for partial effect, you instead suffer no ill effects on a success.
Smash-At level seventeen, you may make attacks without your proficiency bonus, in which case, you add twice that to your damage rolls.
Lord Of The Guard-At level twenty, you are a supreme Guard. Increase your current and max Strength and Constitution by 4, to a max of 30.
Weapon Morph (Tyrant)-At level one, you gain Crushing Claws, a Bonesword and Boneshield, or a Lash Whip and Boneshield. The Boneshield is a shield. The Lash Whip is a whip with a d6 damage die. The Bonesword is a longsword with a d10 (versatile d12) damage die. And the Crushing Claws are a two-handed, heavy weapon with a 2d8 damage die.
Subrace (Tyrant)-You gain the additional following racial traits:
-Ability Score Increase: Your Constitution increases by 1
-Protection: As a reaction, you may interpose yourself between an adjacent ally and an attack. You and the ally switch places, and you take the full brunt of the attack, sparing the ally.
Weapon Morph (Tyrant II)-At level six, you gain one additional choice of weapons.
Blind Rampage-At level nine, if you witness an ally die or be knocked out, you may make one additional attack as a bonus action until either the ally recovers or you take a rest.
Powerful Limbs-At level thirteen, you gain a burrow speed of 10'.
Weapon Morph (Hive)-At level one, you gain an Impaler Cannon or a Shock Cannon. These heavy weapons cannot be effectively on the move-you must either spend a bonus action to stabilize them, or not move in order to fire them without disadvantage. In addition, despite being ranged weapons, they rely on your Strength score. The Impaler Cannon deals 1d12 points of piercing damage with a range of 200'/800', and treats cover as one step lower (half to none, 3/4ths to half, total to 3/4ths-though note that you still require a way to know the target is there to target someone with full cover). The Shock Cannon deals 1d8 points of piercing and 1d8 points of lightning damage with a range of 120'/480'. In addition, your massive limbs grant you unarmed strikes dealing 1d6 damage.
Subrace (Hive)-You gain the additional following racial traits:
-Ability Score Increase: Your Wisdom increase by 1
-Deadeye: You gain Darkvision out to 30'
Weapon Morph (Hive II)-At level six, you gain the other weapon.
Stable Platform-At level nine, you may move up to half speed and still fire your weapons without disadvantage.
Climbing Spurs-At level thirteen, you gain a climb speed equal to your land speed.
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con mod
Hit Points at Higher Levels: 1d10 (6)+Con mod
PROFICIENCIES
Armor: Light and Medium natural armor
Weapons: Natural weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Any three
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Light Carapace (Leather Armor) or Medium Carapace (Scale Mail)
Warrior
Level
Proficiency Bonus
Features
Synaptic Burst
1st
+2
Warrior Type, Racial Traits
-
2nd
+2
Synapse, Synaptic Burst
2
3rd
+2
Biomorph I
3
4th
+2
Ability Score Improvement
4
5th
+3
Extra Attack
5
6th
+3
Type Feature, Magic Attacks
6
7th
+3
Bestial Action
7
8th
+3
Ability Score Improvement
8
9th
+4
Type Feature
9
10th
+4
Biomorph II
10
11th
+4
Synaptic Overload
11
12th
+4
Ability Score Improvement
12
13th
+5
Type Feature
13
14th
+5
Biomorph III
14
15th
+5
Eternal Warrior
15
16th
+5
Ability Score Improvement
16
17th
+6
Continual Overload
17
18th
+6
Biomorph IV
18
19th
+6
Ability Score Improvement
19
20th
+6
Warrior Prime
20
Warrior Type-At level one, you must choose to be a Warrior or a Shrike.
Racial Traits-At level one, you gain the following racial traits:
-Ability Score Increase: Intelligence and Charisma +1
-Speed: Base speed is 30'
-Size: Size is medium
-Synapse: You have resistance to psychic damage
-Darkvision: You have Darkvision out to 60'. Unlike other Darkvision, you still see in color.
Synapse-At level two, you gain access to the Hive Mind's synaptic field. This allows you to greatly increase your allies' abilities so long as they remain within range. Anyone with the Synapse racial trait is is eligible for this bonus. At the level you get this, they are able to see what you see, allowing them to operate in darkness without having Darkvision of their own. At level five, they may add your Intelligence modifier to their damage rolls. At level eleven, they may add your Wisdom modifier to their saving throws. At level seventeen, they may add your Charisma modifier to their skill checks. Range is either 30', or your class levels times five feet.
Synaptic Burst-At level two, you are able to temporarily overload your Synapse field for various bonuses, costing a number of Synaptic Burst points. The abilities take a bonus action to manifest, unless otherwise stated. You have are the following abilities:
-Focused Attack (2 Points): Until the start of your next turn, all allies within your Synapse range gain your proficiency bonus to their attack rolls. After this, your Synapse field fades for 1d4 rounds, as the strain catches up.
-Improved Focused Attack (5 Points): As Focused Attack, but it does not cause your Synapse field to fail.
-Durability (3 Points): All allies within your Synapse range gain your level plus your Intelligence modifier as THP.
-Improved Durability (9 Points): Your allies within Synapse range regain your proficiency bonus HP every turn for the next ten turns at the start of their round.
-Killing Strike (1 Point): Until the start of your next turn, all allies within your Synapse range gain your proficiency modifier to their damage rolls.
Biomorph-At levels three, ten, fourteen, and seventeen, you gain a Biomorph from the following list (the improved versions require their predecessors):
-Toxin Sacs: Your attacks are especially deadly, laced with a potent venom. Unfortunately, the venom must penetrate deep to be effective. When you roll a critical hit, double the damage dealt, but half of it is poison damage.
-Improved Toxin Sacs: Your venom is even more potent. Add 1d6 poison damage to every attack you make.
-Adrenal Glands: You have hyperfast reactions. Gain advantage on any Dexterity saving throw made from a source you can see.
-Improved Adrenal Glands: Your reactions turn even faster. Gain advantage on Initiative checks and Acrobatics checks made to escape grapples.
-Flesh Hooks: You develop spiny hooks that rip and tear. When grappled or grappling someone else, inflict 2d4 slashing damage to them at the start of the grapple, and then subsequently on each of your turns as a bonus action.
-Improved Flesh Hooks: Your flesh hooks now count as magical for the purposes of doing damage, and increase the damage to 2d8.
-Extended Light Carapace: Your natural carapace now gives you an AC of 12+Dex mod.
-Improved Extended Light Carapace: Your natural carapace now gives you an AC of 13+Dex mod.
-Extended Medium Carapace: Your natural carapace now gives you an AC of 15+Dex mod (max 2).
-Improved Extended Medium Carapace: Your natural carapace now gives you an AC of 16+Dex mod (max 3).
-Eyes Of The Night: Your Darkvision now extends 120'
-Improved Eyes Of The Night: Your Darkvision can now penetrate magical darkness, and you gain Blindsight out to 10'
Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may increase any one ability score by two, any two ability scores by one, or take a feat. As usual, you may not increase a stat above 20 in this manner.
Extra Attack-At level five, you may attack twice when taking the Attack action. At level seventeen, three times.
Magic Attacks-At level six, your weapons now count as magical.
Bestial Action-At level seven, you may take the Dash action, make one Shove attempt, make one attempt to grapple, or make a single attack with disadvantage as a bonus action.
Synaptic Overload-At level eleven, you may temporarily overload your Synaptic field as a bonus action. Double all bonuses granted by it for three plus 1d3 rounds. After that, it fails until you take a short rest.
Eternal Warrior-At level fifteen, the might of the Hive Mind keeps you going when lesser warriors would fall. You can never die due to massive damage or insta-kill spells. Only failing death saving throws can kill you. (Power Word Kill is now changed to drop you to 0 HP, rather than killing you outright.) In addition, you can act normally while making death saving throws, must fail six of them to die, and have advantage on them.
Continual Overload-At level seventeen, your Synaptic Overload can be maintained after it would usually end. For each turn you maintain it, you take 2d10 damage that may not be resisted or ignored in any way. In addition, your Synaptic field returns after two minutes of rest, rather than a short rest. You may only enter a state of Synaptic Overload once per short rest, though.
Warrior Prime-At level twenty, you gain +2 to all current stats and maximum stats.
Weapon Morph (Warrior)-At level one, you gain a set of Scything Talons (light, finesse, 1d8 slashing weapons) and a Fleshborer (ranged 50'/200' 1d10 piercing) or a Spike Rifle (ranged 100'/400' 1d8 piercing).
Subrace (Warrior)-At level one, you gain the following racial traits:
-Ability Score Increase: Any two stats of your choice increase by 1, but you may not increase any stat already increased by your main racial traits
-Tough: You gain an extra 1 HP per level
Improved Weapon Morph-At level six, you gain a Venom Cannon (1d8 bludgeoning and 1d8 poison damage at range 200'/800', requires either a bonus action to stabilize or not to move to fire without disadvantage) or a Barbed Strangler (1d10 slashing damage in a 10' burst centered on any point within range, requires a DC 8+Proficiency modifier+Dexterity modifier Dexterity save to take full damage, half on success, with advantage on the save if made from long range, range 200'/800') and any two from Lash Whip (whip with 1d6 damage die), Bonesword (longsword with d10 (d12 versatile)), and Boneshield (shield).
Bonus Biomorph-At level nine, you gain one additional biomorph.
Synapse Range Increase-At level thirteen, you may increase your Synapse range by 50%.
Weapon Morph (Shrike)-At level one, you gain a set of Scything Talons (light, finesse, 1d8 slashing weapons) and a Fleshborer (ranged 50'/200' 1d10 piercing) or a Spike Rifle (ranged 100'/400' 1d8 piercing).
Subrace (Shrike)-At level one, you gain the following racial traits:
-Ability Score Increase: Dexterity increases by 2
-Gliding Wings: You are under a constant Feather Fall effect so long as you can spread your wings, and may move horizontally 3' for every 1' you fall by gliding.
Improved Wings-At level six, you can fly for up to one minute at a time with a speed equal to your base land speed. After flying in this manner, you must rest for at least ten minutes before flying again.
True Flight-At level nine, you can fly at a speed equal to your base land speed without needing to rest any more than normal.
Speedy Flight-At level thirteen, your flight speed doubles.