Maleborne (Edge of Humanity Supplement)

Malborne

Malborn are cursed beings, born from the corruption of negative energy. Once human or creature, they have succumbed to the influence of darkness, transforming into grotesque, monstrous forms. Driven by insatiable hunger for destruction, they now exist as twisted abominations. Though some retain fragments of their former selves, most have fully embraced their new, cursed existence. The Maleborn serve as harbingers of chaos, spreading fear and ruin wherever they roam, and are feared as enemies that even the most skilled warriors hesitate to face.

As you are a spawn of darkness you get to add +2 to one stat or +1 to two stats.

Class Features

As a Malborne you gain the following class features.

Hit Points

Hit Dice: 1d12 per Malborne level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Malborne level after 1st

Proficiencies

Armor: none
Weapons: none
Tools: None
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose four from Athletics, Acrobatics, Perception, Stealth, Investigation, Insight and Intimidation

Equipment

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

    Table: The Malborne

    LevelProficiency
    Bonus
    FeaturesNegative Energy
    1st+2Negative Energy, Mutated Form, Dark Infusion4 + con
    2nd+2Adaptive Surge, Ability Score Improvement8 + con
    3rd+2Negative Energy Paths, Ability Score Improvement12 + con
    4th+2Ability Score Improvement16 + con
    5th+320 + con
    6th+324 + con
    7th+328 + con
    8th+3Ability Score Improvement32 + con
    9th+436 + con
    10th+440 + con
    11th+444 + con
    12th+4Ability Score Improvement48 + con
    13th+552 + con
    14th+556 + con
    15th+560 + con
    16th+5Ability Score Improvement64 + con
    17th+668 + con
    18th+672 + con
    19th+6Ability Score Improvement76 + con
    20th+680 + con

    Negative Energy

    Through the embrace of darkness, you’ve unlocked the sinister force known as Negative Energy. Unlike Positive Energy, this malevolent power thrives on corruption, decay, and destruction. It manifests as a dark, oppressive aura that harms those connected to light and life. While often wielded by those of malevolent intent, it is a power you now control, using it to inflict suffering and empower yourself. Negative Energy feeds on the souls of the living, and its presence is a harbinger of death and despair.

    Negative Energy Pool

    With your mastery over Negative Energy, you can store this dark force within yourself, harnessing it for later use. You gain Negative Energy Points (NEP) equal to 4 + your Constitution modifier, with an additional 4 points gained at each level.

    Mutated Form

    At 1st level, your body is a blend of monstrous traits, granting you unique physical modifications. Select two mutations from the Mutation list.

    Dark Infusion

    At 1st level, as a bonus action, you can spend 2 NEP to infuse your attacks with Negative Energy, dealing an extra 1d6 necrotic damage on your next hit. Alternatively, you can infuse your body, increasing your movement speed by 10 feet. The effect lasts until the start of your next turn, and you can maintain it at the start of each subsequent turn by spending 1 NEP. The benefits end if the NEP is not spent to maintain the effect.

    Adaptive Surge

    Starting at 2nd level, you can channel Negative Energy to boost your physical prowess or resilience. As a reaction to something while not your turn, you can spend 1 NEP to gain one of the following benefits until the end of your next turn:

    • Precision Boost: Increase your attack rolls by +2.
    • Durability Boost: Gain temporary hit points equal to your level + your Constitution modifier.
    • Speed Boost: Increase your movement speed by 15 feet.

    You can spend additional NEP, up to your proficiency bonus, to increase the effect's potency proportionally.

    Ability Score Improvement

    When you reach 2nd level, and again at 3rd, 6th, 9th, 12th, 15th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    You may also ignore this increase to instead gain a Malborne Feat that you meet the prerequisite of.

    Negative Energy Paths

    Path of the Mutant

    Enhanced Mutations: At 3rd level, each of your mutations gains an enhancement here are the increases.

    Enhanced Claws
    The damage die increases from 1d8 to 2d8, and on a critical hit, the claws can deal an additional 1d8 slashing damage.
    Ferocious Bite
    The bite damage increases from 1d10 to 2d10, and on a crit restore hit points equal to half the damage dealt.
    Hardened Hide
    In addition to the +2 AC, you gain an additional +1 AC, and you also gain resistance to one damage type of your choice: bludgeoning, piercing, or slashing.
    Swift Wings
    Your flying speed increases by 30 feet, and when you take the Dash action while flying, you can take a bonus action to make a melee attack.
    Venomous Projectile
    The spit deals 2d6 poison damage instead of 1d6, and targets hit by the spit must make a Constitution saving throw or be poisoned for 1 minute.
    Tentacle Reach
    The tentacles’ range increases to 15 feet, and on a hit, the target must succeed on a Strength saving throw or be restrained for 1 turn. Also makes climbing easier add your proficiency to your climbing roll.
    Accelerated Healing
    Regeneration now heals 4 hit points at the start of each of your turns, and you can use a bonus action to immediately heal for an additional 1d6 hit points once per short rest.
    Enhanced Sight
    The range of darkvision increases to 120 feet, and you gain the ability to see invisible creatures within your darkvision range.
    Tail Mastery
    Your tail grows longer now deals 1d10 bludgeoning damage, and you can use it to interact with objects or creatures up to 20 feet away.

    Path of the Titan

    Brutal Resilience: At 3rd level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical and magical weapons. Additionally gain a damage threshold equal to your Constitution modifier.

    Path of the Wraith

    Negative Essence Strike: At 3rd level, you can channel the essence of Negative Energy into your strikes, increasing their potency and sapping vitality from your enemies.

    Damage Increase
    When you hit with a melee or ranged attack, you can spend 1 NEP to deal an additional 1d6 necrotic damage. If the target is below half their hit points, the necrotic damage increases to 1d8.
    Vitality Siphon
    When you deal necrotic damage in this way, you regain hit points equal to half the necrotic damage dealt, up to a maximum of your Constitution modifier (minimum of 1).
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