Zergling

Overview

The Zergling is a small and fast melee attacker and the backbone of the Zerg army. Individual Zerglings are weak, but large groups can surround and terrorize enemy ground forces 

Racial Traits

Ability Score: You gain a +2 to Strength and a +1 to Dexterity.
Age: Zerg do not die of old age
Size: Zerglings are areound 3 feet in build, your size is small.
Speed: Your base walking speed is 25 feet.

Dual Spawn

Starting at 1st level, you never spawn alone. You gain a duplicate of yourself that you control thats a second character you control. Everything is the same in terms of stats and proficiency at level 1. It levels up as you do and gains all the same class abilities as described below.

Zergling Strike

When you attack with your unarmed attacks they deal a d4 and can use Dexterity as their modifier instead of Strength. This increases to 2d4 at 7th level 3d4 at 14th level and 4d4 at 18th level.

Zerg Rush

Starting at 2nd level, you have advantage on an attack roll against a creature if at least one of your allies is a Zerg and is within 5 feet of the creature and the ally isn't incapacitated.

Morph Baneling

Starting at 3rd level, as an action, you can cocoon yourself until the start of your next turn. When you do so your AC becomes 20 and gain temporary hit points equal to five times your Constitution modifier plus your level. At the start of your turn, your AC and temporary hit points return to normal and as long as you have at least 1 hit point you morph into a Baneling gaining the following statistics.

  • You gain temporary hit points equal to half your current maximum hit points (rounded up). 
  • Explode-You detonate in a 10ft radius and deal force damage equal to half its remaining temporary hit points. This does double damage vs structures.

When your temporary hit points drop to 0, you return back to zergling form and take any excess damage to your hit points. Once you use this feature you must finish a short or long rest before you can use it again. 

Metabolic Boost

Beginning at 4th level, your walking speed increases by 15ft.

Adrenal Gland

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn.  

Evasion

At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Centrifugal Hooks

Starting at 13th level, When in baneling form your speed increases by 10ft and you gain temporary hit points equal to your current maximum instead of half. Additionally, you deal double damage against creatures without any armor or shields.

Instictive Movement

At 15th level, when a creature attacks you with a ranged weapon, even if it misses, you can use your reaction to take the dash action toward that creatures. This does not provoke opportunity attacks and all ranged attacks have disadvantage against you until the start of your turn.

Evolution Strain

At 20th level, you begin to evolve and change your genetic makeup. choose one of the following Strain's:

Raptor Strain: Your unarmed attacks damage dice increases to a d8 instead of a d4. Your standing and running jump is doubled. You gain the Pounce attack action.

Pounce: You can jump onto a creature, if you do make a grapple check against the creature. On a success, you force that creature prone and is considered grappled. If you do, you can make an unarmed attack as a bonus action.

Swarmling Strain: You gain a 3rd Zergling duplicate that matches all your stats, levels and proficinies.