Name: Click
HP: 222
Walking Speed: 30 ft
Swimming Speed: 30 ft
Climbing Speed: 30 ft
Armor Class: 10 + 6 + 6 + 3 = 25
Hit Dice: 1D10
Class: Fighter: Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Subclass: Xenomorph Paragon: Xenomorph XX121, commonly referred to as simply the Xenomorph and known colloquially as the Alien, is a highly aggressive endoparasitoid extraterrestrial species. The Xenomorphs are vicious predatory creatures with no higher goals than the propagation of their species and the destruction of any life that could pose a threat to them. Like wasps or bees, Xenomorphs are eusocial, with a fertile Queen breeding a host of subordinate castes. The creatures are known for their potent acidic blood and their pharyngeal jaws, although their biological life cycle, in which their offspring are implanted inside living hosts before erupting violently from their chests, is in many ways their signature aspect.
Level: 20
EXP: ?
Race: Xenomorph.
Background: Unknown.
Alignment: Chaotic Neutral.
Bonus Proficiency: +6
Age: Unknown.
-Stats-
Strength: 1 + 15 + 2 + 2 + 2 = 22
-Modifier: +6
-Saving Throw: +6
Intelligence: 1 + 15 + 1 = 17
-Modifier: +3
-Saving Throw: +3
Charisma: 1 + 8 + 1 = 10
-Modifier: 0
-Saving Throw: 0
Dexterity: 1 + 14 + 1 + 1 = 17
-Modifier: +3
-Saving Throw: +3
Constitution: 2 + 15 + 2 + 1 = 20
-Modifier: +5
-Saving Throw: +5
Wisdom: 1 + 8 = 9
-Modifier: -1
-Saving Throw: -1
Skills-
Athletics(Strength): +6
Acrobatics(Dexterity): +3
Sleight of Hand(Dexterity): +3
Stealth(Dexterity): +3
Arcana(Intelligence): +3
History(Intelligence): +3
Investigation(Intelligence): +3
Nature(Intelligence): +3
Religion(Intelligence): +3
Animal Handling(Wisdom): -1
Insight(Wisdom): -1
Medicine(Wisdom): -1
Perception(Wisdom): -1
Survival(Wisdom): -1
Deception(Charisma): 0
Intimidation(Charisma): 0
Performance(Charisma): 0
Persuasion(Charisma): 0
-Features-
*Race*
—Ability Score Increase: Your Constitution score increases by 2.
—Age. No on truly knows how long a xenomorph can live, but they mature almost a full day after bursting from a host's chest.
—Alignment: Some people will argue that the xenomorph are a neutral or evil creature. One that only cares about either their own survival, or the survival of their colony/queen. Those people would be right.
—Size: Depending on the host, a xenomorph can either be Small or Medium size.
—Speed: Your base walking speed is 35 feet. You have a climbing speed of 20 feet.
—Acidic Blood: When you are damaged by a melee attack, you may use your reaction to coat the creature in caustic blood. The affected creature must make a DC 8 + your proficiency bonus + your Constitution modifier, Dexterity saving throw to take half of the 2d6 acid damage. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). You regain use of this trait after you finish a short or long rest. Additionally, you are resistant to acid damage.
—Heat Susceptibility: Your exoskeleton, though it is tough, it is not invulnerable, you are vulnerable to fire damage. In addition you have disadvantage on saving throws against extreme heat, detailed in chapter 5 of the DMG.
—Unique Exoskeleton: Your exoskeleton, though bipedal, is not the regular shape or build of other humanoids. Armor must be created for you and costs twice as much as a regular suit of armor. You have a natural Armor Class equal to: 10 + your Constitution modifier.
—Natural Weapons: You are a race bred for combat. You have three natural weapons which you can use to make unarmed strike that you are proficient in.
—-Bite: You have a bite attack. If you hit with it, it deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
—-Claws: You have a claw attack. If you hit with it, it deals slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
—-Tail: You have a tail attack that has a reach of 10 feet. If you hit with it, it deals piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
—Languages: Xenomorph do not have a written language, however, they have a spoken one. It is a mixture of shrieks, squeals, gargles and guttural sounds.
This complex primitive tongue has been coined "Xenomorphic", you can speak and understand the language Xenomorphic. You can also read, speak, and understand Common and one other language of your choice. But, you can not write in these languages and to speak in any other language other than
"Xenomorphic", you must mimic the voice of another creature, using a grotesque imitation of the copied creature's own voice.
—Subrace: There are eight subraces for you to choose from Dragonborn, Dwarf, Elf, Gnome, Halfling, Half-Orc, Human and Tiefling. For all subraces that do not specify that they are Small, they are considered Medium in size.
—Human: The facehugger that laid you attached itself to a human. You are exactly as described in the physical appearance segment of this race. You are also the most common type of xenomorph. You gain the following benefits.
—Ability Score Increase. One other ability score of your choice besides Constitution increases by 1.
—Human Versatility: You may choose one skill with which you gain proficiency in.
*Class*
-Fighter-
—Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
—-Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
—Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
—Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
—Martial Archetype: At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
—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.
—Martial Versatility (Optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
• Replace a fighting style you know with another fighting style available to fighters.
• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
—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 and to four when you reach 20th level in this class.
—Indomitable: Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
*Subclass*
-Xenomorph Paragon-
—Improved Exoskeleton: Your Unique Exoskeleton give you an AC equal 10 + your proficiency bonus + your Constitution modifier, when you are not wearing armor.
—Dark Stalker: Your dark carapace makes you blend with the shadows. When you start your turn in dim light or darkness and don't move until the end of the turn, you are invisible.
You also gain advantage on all Dexterity (Stealth) checks made on areas of dim light or darkness, and you can take the Hide action as a bonus action, even when clearly seen, in these light conditions.
Finally, you don't rely on sight to hunt your prey. You gain blindsight up to a range of 10 feet. This increases to 30 feet on an area of darkness.
—Enhanced Weapons: Your natural weapons are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.
In addition, when you take the Attack action and attack with your Natural Weapons, you can use your bonus action to attack with your bite or claw.
—Advanced Traits: When you choose this archetype, you manifest additional traits, related to your Xenomorph nature. You are immune to the effects of extreme cold, have resistance to cold damage and you don't need to breathe.
Finally, you have a climb and swim speed equal to your movement speed.
—Acidic Fluids: Your body constantly produces your caustic blood. You can use your Acidic Blood reaction at will. In addition, you can forgo one of your attacks on your turn to hurl an acidic spit on a creature within 30 feet, forcing that creature to make a saving throw against your acidic blood feature, or suffer its effects.
Finally, you are immune to acid damage.
—Superior Exoskeleton: You are resistant to slashing, piercing and bludgeoning damage from non-magical sources. In addition, your size becomes Large, if it is lower.
*Extra*
-Free-
—Acrobatic: You are great at eluding others, as you are as nimble as the flow of the wind. You gain the following benefits:
• Your Dexterity score increases by 1, to a maximum of 20.
• You gain proficiency in acrobatics. If you already have proficiency in acrobatics, then you can add double your proficiency bonus to skill checks made with the acrobatics skill.
• You have advantage on ability checks to escape a grappled.
—Critical Fated Strike: The gods of war smile favorably on an honorable warrior and their strength is in your arm.
• You score a critical hit on a 19 or 20.
• Upon scoring a critical hit with a weapon attack against a target aware of your presence, you can choose to have all critical hit damage dice be treated as if they rolled the maximum. All creatures in return get advantage on attacks against you until the start of your next turn. You may do so an amount of times equal to your proficeincy bonus, regaining all expended uses after finishing a long rest.
—Goring Fighter: You have learned the where the vital spots of your enemies. Using this knowledge you strike with precision to inflict wounds on your enemies.
• Increase your Strength or Intelligence score by 1, to a maximum of 20.
• When you deal piercing or slashing damage to a creature, you can attempt to make the creature bleed. The creature must make a DC 15 Constitution saving throw. On a failed save, the creature begins to bleed, taking 1d6 damage at the start of each of their turns. They may repeat the saving throw at the end of each of their turns to end this effect. A successful DC 15 Wisdom (Medicine) check can also stop the bleeding. This feature has no effect on constructs, undead, or oozes. You cannot use this feature again until you finish a short or long rest.
—Grappled Ascension: You make your grappled opponents regret letting you grab them, By taking them for an Aerial trip of regrets and pain, Threw the strength of your legs and the grip of your fists You gain the following Abilities:
• When you have an enemy Grappled you can choose to launch yourself and them into the air while still Grappled (Up to 4x your maximum vertical jump height). This ability costs no actions to use, Allowing you to attack, throw, or continue to grapple an opponent mid air, But an opponent must fail on a 2nd grapple check against the grappler with disadvantage, Success negates the effects of this ability, but does not release the original grapple. You gain a number of charges per day equal to your proficiency bonus, before needing a long rest before regaining the charges of this ability.
• You gain immunity to fall damage.
—Gruesome Combatant: You use your skills in combat to put fear into the hearts of those that oppose you.
• Increase either your Strength or Charisma by 1
• When you score a critical hit on an attack against a target, you may use a bonus action to attempt to frighten all enemies within 15 feet that can see you.
Enemies who reach these requirements must make a WIS save (DC 8 + your proficiency bonus + the ability score increased). Upon a failure they become frightened for 1 minute. The frightened targets can attempt this saving throw at the end of their turns, ending the effect on a success.
-Lue-
—Healing Factor: Due to your extreme durability you can recuperate small amounts of health.
• On your turn, you can use a bonus action to regain hit points equal to 1d10 + 1. Once you use this feature, you may not do so again until you complete a short or long rest.
• If you have the Second Wind feature, you instead gain the ability to use that feature twice between short or long rests.
• Additionally, when you finish a long rest with no levels of exhaustion, you regain all expended hit dice, rather than half.
—Internal Inferno: A fire burns within your soul, brighter than the sun itself. You gain the following Benefits as a result
• You learn the Produce Flame Cantrip. Constitution is your spell casting modifier for this spell;.
• You gain resistance to Fire Damage. If you already have resistance to fire damage, you instead benefit from advantage on saving throws against spells and effects that inflict fire damage.
• You can cast "burning hands" once per long rest. Your spell casting ability is constitution.
• You no longer suffer from exhaustion levels when in severe heat.
—Iron Reflexes: You trained yourself to dodge out of dangerous situations and endure battles longer. You gain the following benefits:
• Your hit point maximum increases by an amount equal to your level, and it increases by 1 every time you gain a level.
• 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.
-Boon-
—Musclebound: Upon acquiring this epic boon, your Strength score increases by 2 to a maximum of 22, you gain proficiency in Strength saving throws, and if you already have proficiency in it, your proficiency bonus is doubled for the check. However, this great strength comes with a price, your base movement speed decreases by 5 feet.
—Boon of the Slasher: When you attack a creature with a weapon that deals slashing damage and you roll a 20 on the attack roll, you lop off one of the target's limbs, with the effect of such loss determined by the M. A creature is immune to this effect if it is immune to slashing damage, has no discernible anatomy, has legendary actions, or the GM decides that the creature is too big for its limbs to be cut of with the weapon. Such a creature instead takes an extra 4d6 slashing damage from the hit.
—Boon of The Primeval God: This boon grants you the ability to align yourself with primal raw magic. It is usually granted as a reward to powerful Arcane Elite.
When you gain this boon, choose one of the following primal alignments below, gaining its benefits. This boon can be gained multiple times, each time you can choose a different alignment.
Earth
Your AC increases by 3 while you are wearing no armor or wearing light armor. You can use a shield and still gain this benefit.
-Languages-
*Common.
*Abyssal.
-Proficiency-
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Perception, Survival, Acrobatics,
-Resistance-
*Cold Damage.
*Non Magical Slashing Damage.
*Non Magical Bludgeoning Damage.
*Non Magical Piercing Damage.
*Fire Damage.
-Immunities-
*Extreme Cold.
*Breathing.
*Acid Damage.
*Fall Damage.
-Spells-
*Cantrip*
-Peoduce Flame.
cantrip conjuration
Casting Time: 1 action
Range: Self
Target: Self or a creature within 30 feet of you
Components: V S
Duration: 10 minutes
Classes: Druid
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
