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Splicer

In the far off future, there exists technology to weave the DNA of beasts into the human body. A large dose is deposited into the subject, and over a long period of time their body takes on a hybrid form. While this power can become immense, it has been cautioned against attempting more than a single type of beast. Much of this is due to the disturbing appearance that results from most of these attempts, and is met with heavy propaganda showcasing hideously deformed people being labeled as "Nonsapiens". Most Splicers are found in military corps, federal agencies, law enforcement, and gangs across the world. Each type of mutation speaks to the sort of person who chose it, and comes with its own social standings from revered to reviled.
While on occasion there are some who mix the clinically recommended creatures with their own DNA, these are much less potent and result in a splicer never truly realizing their full potential, and are often called Chimeras. Chimera splicers rarely if ever fully realize the amalgamation of their DNA and a chosen beast, and only just if they ever choose this path, and are not to be mistaken with those society deemed Abominations.
hit dice: d8
hit points at 1st level: 8 + your constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per splicer level after 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, shortswords
tools: None
saving throws: Dexterity, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival
starting equipment:

  • (a) a shortsword or (b) any simple weapon

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Leather armor


spellcasting:
class features:
Level Proficiency Bonus Features
1 +2 Genetic Mutation, Savage Nature
2 +2 Call of the Wild
3 +2 Quickened Senses
4 +2 Ability Score Improvement, Genetic Suppression (optional)
5 +3 Extra Attack (x1)
6 +3 Mutagenic Progression
7 +3 Savagery
8 +3 Ability Score Improvement, Genetic Suppression (optional)
9 +4 Instinctive Reaction
10 +4 Mutagenic Progression
11 +4 Extra Attack (x2)
12 +4 Ability Score Improvement, Genetic Suppression (optional)
13 +5 Bestial Tongue
14 +5 Mutagenic Progression
15 +5 Improved Savagery
16 +5 Ability Score Improvement, Genetic Suppression (optional)
17 +6 Chromosomal Amalgamation
18 +6 Blackout
19 +6 Ability Score Improvement, Genetic Suppression (optional)
20 +6 Genetic Shift
Genetic Mutagen
At 1st level, you have chosen a beast to intertwine yourself with through genetic splicing from among the few that have been made compatible with human DNA. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Savage Nature
At 1st level, having taken the beginning steps to become a hybrid creature, your mental inhibitors on your own physical strength and dexterity are weakened. When in combat, gain +2 to the damage you deal using melee weapons.
Call of the Wild
Starting at 2nd level, your animal instincts awaken and you may compel beasts with an intelligence of 6 or lower to aid you for 1d4 rounds. The chosen beast must make a Charisma saving throw, the DC for which is 8 + your Charisma modifier + your level in this class. If you use this to convince a beast to aid you in combat, the chosen beast will flee when this feature ends.
Quickened Senses
Starting at 3rd level, your senses sharpen and you gain +2 to your perception and your passive perception.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Genetic Suppression (optional)
When you reach level 4 in this class, you may choose to do one of the following, representing your focus on growing your bestial nature or retaining more of your humanity. You may change this choice whenever you reach a level in this class that grants an Ability Score Improvement:
  • Gain disadvantage on Wisdom skills, saves, and checks in exchange for advantage on Dexterity skills, saves, and checks.
  • Gain disadvantage on Intelligence skills, saves, and checks in exchange for advantage on Strength skills, saves, and checks.
  • Gain disadvantage on Dexterity skills, saves, and checks in exchange for advantage on Wisdom skills, saves, and checks.
  • Gain disadvantage on Strength skills, saves, and checks in exchange for advantage on Wisdom skills, saves, and checks.
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 to three when you reach 11th level in this class.
Savagery
Beginning at 7th level, you may take one additional action on your turn during combat, leaving yourself open for the next round. Upon use of this feature, you cannot take any reactions until your next turn, and you receive 1.5x damage from the next successful attack against you during this round.
At 15th level, this ability improves and you regain the ability to take reactions after using this feature.
You cannot use this feature again until you complete a short or long rest.
Instinctive Reaction
Beginning at level 9, your reaction time improves and you gain +2 to AC when not wearing armor.
Bestial Tongue
Beginning at 13th level, you may speak to and understand beasts with an intelligence of 7 or below.
Chromosomal Amalgamation
At 17th level, your genetic mutations have progressed and given you the following permanent benefits:
  • +2 to your choice of Strength or Dexterity, this feature is capable of bringing one of these two stats above 20
  • +5 to movement speed
  • Gain an additional 34 hit points this level
Blackout
At 18th level, you may choose to lose yourself to the animal within for up to 4 rounds. When you do this, you may take an attack of opportunity from 5ft away, closing the distance between you and your target when you do. Additionally, while using this feature, all melee and ranged weapon attacks against you have disadvantage. If you end this feature before 4 rounds has been reached, you may use the remaining number of rounds after 6 rounds have passed. If you use this feature for 4 consecutive rounds, you are dazed for 1 round.
You cannot use this feature again until you complete a long rest.
Genetic Shift
At 20th level, you have become a perfect hybrid with the animal you have chosen. Beasts will no longer be hostile toward you unless first provoked. Your Constitution score increases by 4. Additionally, you gain mastery over your bestial instincts. When using Savagery, or Blackout you now take 1/2 damage against nonmagical weapon attacks. If you are in combat and have an animal aiding you due to your Call of the Wild feature, this animal will not leave until combat has ended.

Created by

Ticklesthegamemaster.

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