User:Kmitc1939/sandbox

AUGMENTED: 3.0 - Class features

Hit Points: Hit dice: 1d10 per AUGMENTED level Hit dice at first level: 10 + constitution modifier Proficiency bonus: Armor: light and medium armor Weapons: martial weapons, simple weapons Tools: none Saving throw: constitution, wisdom Skills: choose two skills from Acrobatics, Athletics, Intimidation,history, survival, deception. saving throw: 10+con+proficiency bonus Attack: D20 + strength + proficiency bonus to hit, damage dice + strength + proficiency bonus.

The Augmented feature is a curse of the blood from a creature of great power and intelligence. This blood curse can be drawn to a whole family of creatures, or to one in particular. This effect can also be passed down as a boon from a Deity, fiend, or some other kind of powerful being. This curse can also be of the land not just the blood, turning the wild life in the area into abominations of the natural land. Trees and other plants will grow veins and a crimson red muscle and skin to them, they will grow bloodshot eyes and large mouths with sharp razors for teeth and tongues. Animals can have a normal physical appearance, but then have an outbreak where their mutation rips out of them. Animals can also look like a pile of muscle similar to the trees described before. They can also be a pile and a mix of different creatures, most animals will have a very feral appearance and personality, even smaller creatures will be farel and deadly. To mutate you must first have damage done to you (a min of 1) after taking damage you must roll a wisdom saving throw equal to half of the damage taken from one strike. (as long as your HP is not at max) if you fail this wisdom saving throw one of your mutations rip out of you. (In the order of when you got them) after you run out of mutations to activate you go into the Maddened Mutant effect. You have resistance to bludgeoning, piercing, slashing. And gain another attack. After your mutation drops you have 4 points of temporary exhaustion (disadvantage on ability checks, speed halved, disadvantage on attack rolls and saving throws, max HP halved) meaning you have 4 points of exhaustion but you can get rid of all of them with one long rest While mutated you can add your MUTATION DAMAGE to one attack of your choice, you can add the mutation damage before or after you roll for the attack, You can mutate as many times as u like but you have to take a min of 1 damage. And you still have to take the mutation damage. And while mutated if you are knocked unconscious you pop back up to 1 HP and lose all of your mutations.

1 +2 Mutated fighting, mutations(2),mutation damage(d6), mutation points(1) 2 +2 Class feature 3 +2 Mutation points (2) 4 +2 Ability score improvement, 5 +3 Speed +10, extra attack(1) 6 +3 Mutation damage(2d6, 7 +3 Mutations (3), mutation point(3), mutation save and con +2(1) 8 +3 Class feature 9 +4 Extra attack(2) 10 +4 Ability score improvement 11 +4 Mutation damage(3d6) 12 +4 Extra attack(3),Class feature 13 +5 Mutations (4), mutations points(4) 14 +5 Ability score improvement,Class feature 15 +5 Mutation damage(4d6) 16 +5 mutation save and con +2(2) 17 +6 Mutations (5), mutation points(5) 18 +6 Ability score improvement,Mutation damage(5d6) 19 +6 Mutation points (6) 20 +6 Class feature Mutated fighting: At 2nd level You gain a fighting ability that you will only get to use when mutated. You gain 2 more one at 8th level, and 14th level. You can not take the same one again. Defence: u gain a plus 2 to your AC when you are mutated. Maximum damage. When you roll a 1 or 2 on a damage die for an attack you make, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. MUTATION POINTS While you lvl up you will gain mutation points; these are dice you can add, though they are limited. You can use a mutation point to temporarily mutate a small part of you to gain an advantage in the area, you can also burn a mutation point while you're not mutated. Mutation points can be added to: Add to your damage one mutation point die per mutation point you use Heal one mutation point die per mutation point you use Add your mutation point die to anything you aren't proficient with You regain all mutation points after a long rest, you gain 1 with a short rest. The number of mutation points is determined on your augmented LVL table. Your mutation point dice starts as a d4 and every time u gain another mutation point your dice goes up to a max of a d12. Class features: LEVEL 2: you gain resistance to all ranged weapon attacks. This does not include attacks like spells. If a physical range weapon attack is made you are resistant to the piercing damage but not the magical damage that is added to the attack. LEVEL 8: you gain the fast fighter feature. Once per long rest you can add another attack onto your attack action. At 14th level you gain a second attack when you use this feature. And you can do it two times per long rest. You can not use a mutation point to do another attack after this one. And you can use this as a bonus action if you did not take the attack action on your turn.(it does not cost a bonus action to do if you did use your action as an attack action.) (you also gain a plus 7 to initiative) Level 14: you gain savage mind feature: when you are mutated you gain advantage on charm and comand like spells all spells that involve your mental state you gain advantage on LEVEL 20: when you are in your maddended mutant face you gain disadvantage on your friends and you take away your proficiency bonus on the hit but not the damage. And can also have advantage on not attacking your friends and you gain advantage on the person who attacked you last. MUTATIONS: To mutate u must take a minimum of 1 damage; this can be self inflicted damage you just have to take a minimum of 1 damage. As well as your mutation damage if your mutation is caused on perperpose u lose 1 of the mutation dice u remove that before u roll. This does not take effect until your mutation damage is a (2d6) or more. You choose one of the mutations of the list but you can not change it. You must gain more mutations to have other mutations other than the other one you started with. A part of you is AUGMENTED: ( +5 strength when using this limb max of 20) When u mutatate this limb its size can only go up u can not shrink your size. This limb adds a d4 to damage done with this limb. Your speed increases your climbing and moving speed by 10 feet. the dice added increases to a d6 at 8th lvl a d8 at 15th lvl and a d10 at 20th level.

A part of you is AUGMENTED: as a bonus action you can take another attack, doing normal damage. A part of you is AUGMENTED: your AC is increasing by 2 but you take a -5 to dex roles and you take a -5 feet of movement A part of you is AUGMENTED: one creature you hit with the mutation  has to make a strength saving throw or be knocked prone. Once per turn A part of you is AUGMENTED: you either gain a fly speed of +5 of your movement speed. Or you gain a climbing speed of +5 of your movement speed. you can also use a bonus action to attack every creature within 5 feet of you every creature takes d12 bludgeoning damage. Everyone effected has to roll a dex save if passed damage is halved. If failed they take full damage and are knocked prone. (strength plus proficiency bonus) to hit (plus strength to damage) A part of you is AUGMENTED: your gain resistance in 1 damage type of your choice this resistance only happens when you are mutated. You can change this resistance every time you activate the mutation. A part of you is AUGMENTED: ruff terrain does not affect you, you are resistant to bludgeoning damage that is from falling. You gain a +5 to your movement speed while mutated, and while mutated you have a plus 5 to sneak. A part of you is AUGMENTED: gain another D4 that does one type of damage of your choice you choose this right after mutating. You add this to each attack role. A part of you is AUGMENTED: using a bonus action you can run and leap launching yourself (d10+ strength mod) this is a max jump distance you do not have to jump the whole distance, if you land on a creature they must make a strength saving throw or be knocked prone. A part of you is AUGMENTED: you crit on 19s and 20