Infested
Overview
The zerg hyperevolutionary virus (or hyper-evolutionary virus) is an infectious disease through which infestation of living organisms is carried out. Terrans and dogs are susceptible to its effects, becoming infested terrans and roverlisks respectively. The protoss are (mostly) immune
Racial Traits
Hyperevolutionary Virus: Choose either Terran or Protoss, when you do you gain all the Racial Traits of that race. Additionally, you speak the languages that race knows.
Mutated Assualt
At 1st level you gain one of the following dependent on the race you chose.
Terran: Your body has mutated, you gain the following.
- Claws that deal 1d8+finesse modifier piercing damage or Arm Scythes that deal 2d4+strength modifier slashing damage.
- You can make an additional attack as a bonus action when you make a claw/scythe attack.
- Body morph: You gain two visual mutations, this could be spikes, bone wings etc. anything you can imagine.
Protoss: You maintain most of your protoss form minus a few small distinctions.
- Psi=Blades: You create two Psi-Blades one on each arm. These blades deal 1d8+finesse energy damage.
- You can make an additional attack as a bonus action when you make a Psi=Blade attack.
- Small Marks: You gain two small mutation changes, these could be a spiked mouth, Zerg like eye, small spines etc. anthing you can imagine.
Telepathic Awarness
Starting at 2nd level, you gain the ability to sense your previous kind. Depending on which race you choose, as an action, you can open your senses and are aware of any of your previous kind within 60ft. If you do you know the direction and how many creatures there are. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest. At 7th level, this increases to 1 mile.
Champion of the Overmind
Starting at 3rd level, the Overmind bestows upon you a portion of its grand power called Absorption. When you kill a creature you absorb its essence regaining one of your hit die and temporary hit points equal to your Charisma modifier. Additionally, the essence bestows upon you a piece of information that creature had knowledge of that you didnt. At 18th level, you know all the creature knew in life.
Extra Attack
Beginning at 5th level, when you take the attack action you can make two attacks instead of one.
Kinetic Boost
Starting at 7th level, your powers begin to take form and enhance your abilities. You gain one of the following based on your race.
Terran
Leaping Strike: As an action, you can jump a number of feet equal to your strength modifier times your level (min. 5ft) takings no fall damage. If a creature is in the area you land you can make a melee attack against that creature as part of the same action.
Protoss:
Kinetic Blast: As an action, you send a wave of Kinetic energy at a creature with 120ft. Make a Ranged attack using your Wisdom or Charisma as your attack and damage modifier. On a hit it deals 2d10+ modifier force damage.
Consume
Beginning at 10th level, you gain the ability to consume the creep and other dead zerg. As an action, you regain 1d4+1 hit points for every 5ft of creep or dead zerg you eat.
Psionic Abilities
At 13th level, your powers have taken shape and become more lethal. You gain one of the following based on your race.
Terran
Crushing Grip: As an action, target a point you can see withing 60ft. Each creature in a 5ft radius of that point must make a Constitution Saving Throw. DC 8 + prof. bonus + Wisdom modifier. On a failure, the creature is stunned until the end of your next turn and takes force damage equal to your Strength modifier. This feature can be used a number of times equal to your Charisma modifier.
Protoss
Psionic Shift: As an action, you can move up to twice your movement speed in a direct line. You pass through any creature that is in that area and can make an attack against each creature you pass through. You can use this feature a number of times equal to your Wisdom modifier. You regain asll expended uses when you finsih a Long Rest.
Chain Reaction
Starting at 14th level, when you hit an enemy with a melee attack you can use your reaction to deal force damage targerting up to 4 other creatures. This damage is equal to your Charisma modifier. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest.
Zerg Reconstruction
Starting at 15th level, you have the ability to bring life back to your brood family. As an Action, you can revive a dead zerg to 1 hit point, provided that all its main body parts in available. Once you use this feature you must finish a Short or Long Rest.
Mend
At 18th level, as an action, you instantly heal yourself for 100 hit points and heal any of your allies within 15ft of you for 50 hit points. Once you use this feature you cant do so again until you finish a Long Rest.
Apocalypse Born
At 20th level, your powers have reached its peak and you are ready to bring doom upon all those that call you your enemy. You gain one of the following based on your race.
Terran
Fury: Your rage swells up and unleashes upon your enemies. Every successful consecutive hit increases your damage by 1. When you miss on an attack or if you end your turn withiout attacking your damage increases is reset. When you reach thresholds in damage you gain additional benefits:
- +5 damage: Your movement speed is doubled
- +10 damage: You can make an additional attack as part of your attack action.
- +20 damage: You have advantage on all attack rolls
- +50 damage: Your Fury doesnt end if you dont attack and lasts for up to a minute instead. This minute resets when you hit an enemy.
Protoss
Ability Enhancements: Your Psi-Blades increase to 2d8
Infest Broodling: When you hit an enemy with a melee attack you infest it with the broodling spores. When that creature dies two broodlings burst out of it and are under your command. They last a number of minutes equal to your Wisdom modifier plus half your level. Wen you reach thresholds in broodlings you gain additional benefits:
- 5 Broodlings: Broodlings gain broodling tactics. Gaining advantage on attack rolls as long as their is another broodling within 5ft of the attack target.
- 10 Broodlings: Whenever another broodling spawns all their life timers are reset.
- 20 Broodlings: Broodlings survive an aditional minute for each broodling under your control.
- 50 Broodlings: You now spawn three broodlings instead of two.
Broodling
Small Zerg
Armor Class 10 (natural)
Hit Points 11 (2d8+3)
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 4 (-3) 11 (+0) 15 (+2)
Saving Throw Prof: Str. Dex. Wis.
Senses: Passive Percetion 10
Laguages: Telepathy to Creator planet wide
Challenge 1/2
Prof. Bonus: 2
Attack bonus equal to half the creators prof. bonus
Claws. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 4 (1d4+2) slashing damage