Infested

Class Features

As an Infested, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per infested level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infested level after 1st

Proficiencies

  • Armor: Shields
  • Weapons: All Simple and Martial weapons.

  • Saving Throws: Strength, Constitution
  • Skills: Choose 4 from the following list: Acrobatics, Athletics, Animal Handling, Survival, Nature, Arcana, Sleight of Hand.

Equipment

You start with the following equipment, in addition
to the equipment granted by your background:

  • (a) a quarterstaff or (b) a shortsword
  • (a) a hand crossbow and 30 bolts or (b) 10 darts
  • Thief's tools, and an adventurer's pack

Ha-ealveri

You have formed a symbiotic relationship with an organism known as a Ha-ealveri. This small, wormlike creature grants you powers in exchange for a home within your body and assorted goods and services, which varies from Ha-ealveri to Ha-ealveri. If you upset the Ha-ealveri you host, it will leave, depriving you of your powers.

The Infested
Level Proficiency Bonus Features Transformations Energy Points Mod Capacity
1st +2 Ha-ealveri, Transformation, Symbiotic Energy, Unarmored Defense 2 1
2nd +2 Fighting Style 2 2
3rd +2 Improved Immune System, Ha-ealveri Strain, Mods 3 3 1
4th +2 Ability Score Improvement, Martial Versatility (Optional) 3 4 1
5th +3 Extra Attack 3 5 1
6th +3 Mods Improvement 4 6 2
7th +3 Strain Feature 4 7 2
8th +3 Ability Score Improvement, Martial Versatility (Optional) 4 8 2
9th +4 Mods Improvement 4 9 3
10th +4 Strain Feature 4 10 3
11th +4 - 4 11 3
12th +4 Ability Score Improvement, Martial Versatility (Optional), Mods Improvement 5 12 4
13th +5 - 5 13 4
14th +5 Strain Feature 5 14 4
15th +5 Mods Improvement 5 15 5
16th +5 Ability Score Improvement, Martial Versatility (Optional) 5 16 5
17th +6 - 6 17 5
18th +6 Mods Improvement 6 18 6
19th +6 Ability Score Improvement, Martial Versatility (Optional) 6 19 6
20th +6 Perfected Symbiosis, Mods Improvement Unlimited 20 7

Transformation

You can temporarily merge with the Ha-ealveri you host, causing drastic temporary mutations, such as the loss of all hair on your body, the growth of bony protrusions, and more. During these transformations, you have access to a variety of powers based on a substance referred to by the Ha-ealveri as "Symbiotic Energy."

You can use abilities with this Symbiotic Energy to cause effects and phenomena reminiscent of magic. "Spells" (Exclusively cantrips) cast in this manner use your Constitution modifier as their spellcasting ability. Your "Spellcasting modifier" is equal to your proficiency bonus + your Constitution modifier. Your "Spell save DC" is equal to 8 + PB + Constitution modifier. Both of these also apply to non-spell abilities that use Symbiotic energy. You have a number of Energy Points equal to your Infested level.

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 energy point to make one melee attack as a bonus action.
  • Patient Defense. You can spend 1 energy point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 energy point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Defence

Your mutations allow you a form of natural armor. While you're not wearing armor, you have an AC equal to 10 + Dexterity modifier + Constitution modifier. You can wield a shield and still gain this benefit.

Fighting Style

At second level, 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.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Eldritch Warrior. You learn two cantrips of your choice from the Warlock spell list. They count as infested spells for you, and Constitution is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Warlock spell list.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Unarmed Combat. 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. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Improved Immune System

The organism that resides in your body boosts your immune system, providing immunity to all diseases.

Ha-ealveri Strain

At third level, your Ha-ealveri fully matures. At this point, it specializes into one of many different morphs, or "Strains," which provides different bonuses to their host. Additionally, each Strain can be further divided into "Models," which provide even more specialization. The three main Strains, Bladewyrm, Gravii, and Shryke, are detailed at the end of this entry. Your Strain gives you features at 3rd, 7th, 10th, and 14th level.

Mods

You gain the ability to mutate the Ha-ealveri within your body. You gain access to a number of Mods. You can pick one Mod to use on your Ha-ealveri at 3rd level, gaining another slot at 6th, 9th, 12th, 15th, 18th, and 20th level. You can switch the Mods you have active at the end of a long rest, but can never have more Mods than your capacity. Modifications are detailed after the subclasses. You may not have multiple instances of a single mod at a time.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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 replace a fighting style you know with another fighting style available to infested. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Perfected Symbiosis

You and your Ha-ealveri have reached the pinnacle of unity. Your walking speed is increased by 10ft., you gain 30ft. of blindsight, and you can move across vertical surfaces and liquids without falling during the move if you couldn't already.

Bladewyrm Strain

The Bladewyrm Strain, colloquially known as Wyrms, consistently produces masters of all martial combat, particularly combat involving swords. The three Bladewyrm Models are the Common Bladewyrm, the Drakeblade Bladewyrm, and the Deathshroud Bladewyrm.

Swordsmaster

When you select this Strain at 3rd level, your Mutualist specializes. You learn the Sword Burst cantrip and deal extra damage on every attack you make with a sword (Shortsword, Greatsword, Rapier, etc.). At 3rd level, you deal 2 extra damage, at 9th, you deal 3 extra damage, and at 16th level, you deal 4 extra damage. Additionally, your Model grants you another damage bonus, depending on the situation and Model. Select a Model from the following, which you cannot change later:

  • Common Bladewyrm: All non-spell attacks deal Swordsmaster damage. You can use this feature a number of times equal to your Proficiency bonus per Transformation
  • Drakeblade Bladewyrm: When you hit with a non-spell attack, you can add elemental damage equal to your Swordsmaster damage. When you hit, you can pick between fire, cold, lightening, and acid damage. You can use this feature a number of times equal to your Proficiency Bonus per Transformation.
  • Deathshroud Bladewyrm: When you hit with a non-spell attack, you can add necrotic damage equal to your Swordsmaster damage. You can use this feature a number of times equal to your Proficiency Bonus per Transformation.

Blade Dash

When you take this Strain at 3rd level, you can make a Blade Dash. As an action, you spend 1 energy point to move forward up to your walk speed to an enemy and make an attack with an Ethereal Wyrmblade, which functions as a Longsword. The Ethereal Wyrmblade counts as magical for the purposes of overcoming resistances and hitting intangible creatures.

Radial Flash

At 7th level, you can perform a Radial Flash. As an action, you spend 2 energy points and raise your Ethereal Wyrmblade. All creatures within 30ft. must make a CON save or take 2d8 + Constitution modifier radiant damage and be blinded for 3 turns. A creature that succeeds the save takes half damage and is not blinded.

If you took the Deathshroud Model at 3rd level, you instead perform a Radial Screech. As an action, you release a deafening shout. All creatures within 30ft must make a CON save or take 2d8 + Constitution modifier thunder damage and be pushed back 5ft. A creature that passes the save takes half damage and is not pushed back.

Radial Spikes

At 10th level, you can summon Radial Spikes. As an action, you spend 3 energy points and stab your Ethereal Wyrmblade into the ground. All enemies within 30ft must make a DEX save or take 2d8 + Constitution modifier + Proficiency Bonus piercing damage and their movement speed is reduced to zero. A creature that passes the save takes half damage and their movement speed is unaffected.

Ethereal Wyrmblade

At 14th level, you can fully manifest your Ethereal Wyrmblade.As a bonus action, you spend 2 spell slots and replace whatever weapon you currently have in your hands with an Ethereal Wyrmblade, which functions as a +3 Longsword and counts as magical for the purposes of overcoming resistances and hitting intangible creatures. Each round the Ethereal Wyrmblade is active, it uses up 1 energy point as maintenance. Once per turn, you can use the Ethereal Wyrmblade to make a ranged attack, with a maximum range of 120ft using the Wyrmblade's to-hit and damage. The Model you selected at 3rd level subtly changes the way your Ethereal Wyrmblade functions.

  • Common Bladewyrm: The Wyrmblade deals pure slashing damage. The Wyrmblade also functions as a Vorpal Longsword on a melee critical hit.
  • Drakeblade Bladewyrm: The Wyrmblade functions as an activated Flametongue Sword. You can, as a bonus action, change the element of the sword to any of the following: fire, cold, lightning, and acid.
  • Deathshroud Bladewyrm: The Wyrmblade deals an additional 4d6 necrotic damage on a hit.

Gravii Strain

A Strain of Infested particularly adapted to control the bodies of their foes. They utilize magnetism, gravity, and other invisible forces to capture and manipulate their enemies. The three Gravii Models are the Common Gravii, the Coil Gravii, and the Pneumatic Gravii.

Magnetism

When you take this Strain at 3rd level, you become extremely magnetically active. You learn the Mage Hand cantrip and can, as a bonus action, call metallic objects to you. You can call up to half your Infested level, rounded down, in pounds of ferrous metals. Your Model has no effect on this, though you do select it here, and cannot change it later. Models: Common Gravii, Coil Gravii, and Pneumatic Gravii.

Vortex Yank

At 3rd level, when you take this Strain, you can manipulate magnetism and gravity to pull in objects and entities. As an action, you spend 1 energy point. Pick an object or creature within 30ft. to pull. If the target is a creature, the target must make a Strength saving throw. On a failure, the target is pulled closer to you, ending at the closest empty space in a direct line to you. On a success, there is no effect. If the target is an object, you must make a Constitution check. On a success, the target is pulled to the closest empty space to you on a straight line between you and the target.

  • Coil Gravii: Magnetic Chains: If you chose the Coil Model, when you target a creature with Vortex Yank, if the target fails the check, they instead cannot take reactions until the start of its next turn.
  • Pneumatic Gravii: Vortex Push: Vortex Yank instead pushes the target back 5ft. and deals 1d8 + Constitution Modifier force damage. If the target succeeds the save (or you fail the check if targeting an object), they take half damage and are not pushed back.

Vortex Field

At 7th level, you can magnetize areas of space. Cost: 2 Energy Points. As an action, you cause one of the following effects based on your Model:

  • Common and Coil Gravii: You magnetize an area around a hostile creature. This effect lasts for 1 minute or until your concentration breaks, whichever is shorter. The creature must make a Constitution saving throw, or take additional damage equal to your constitution modifier every time it takes damage.
  • Pneumatic Gravii: You magnetize an area in a 15ft cone in front of you. This cone lasts 1 minute or until you break concentration, whichever is shorter. Every time a ranged attack targeting you would pass through the cone, make a Constitution check equal to your Energy save DC. On a success, you take half damage from the attack, rounded up, reflecting the remaining damage you would have taken back at the attacker. On a failure, you take damage as normal.

Vortex Blast

At 10th level, you can weaponize magnetism. As an action, you spend 3 energy points, and force up to 3 creatures you can see within 60ft to make a Constitution save equal to your Energy save DC or take 3d6 force damage. On a success, they take half damage.

Gravitic Crush

At 14th level, you have mastered the weaponization of gravity and magnetism. As an action, you may spend 4 energy points and force one enemy you can see within 60ft to make a Constitution save equal to your Energy save DC or take 10d6 force damage. On a success, they take half damage.

Shryke Strain

Shryke Infested are the masters of electricity and speed. The three Shryke Models are the Common Shryke, the Roaud Shryke, and the Mach Shryke.

Static Potential

When you take this Strain at 3rd level, you gain resistance to lightning damage if you haven't already. You also learn the Shocking Grasp cantrip.

  • Mach Shryke: If you selected the Mach Model, you do not gain resistance to lightning damage, and gain 10ft of movement speed.

Mellt

When you take this Strain at 3rd level, you can strike your foes with electricity. You can use 1 Energy point to strike 1 enemy you can see within 60ft with lightning. The target makes a Dexterity saving throw or take 1d10 lightnig damage. They take no damage on a success.

  • Mach Shryke: If you selected the Mach model, you instead move up to your movement speed to an enemy and make an unarmed attack. On a hit, you deal 1d8 lightning damage instead of the normal bludgeoning damage.

Lightning Dash

At 7th level, you can increase the speed of you and your allies. As a bonus action, you spend 1 Energy point and increase the movement speed of you and up to 3 allies by 10ft until the end of your next turn.

Static Barrier

At 10th level, you can manipulate the electric energy in the area to protect yourself. As an action, you can expend 3 energy points and give yourself or one ally you can see within 60ft temporary hit points equal to your proficiency bonus + your Constitution modifier.

Voltage Discharge

At 14th level, you can release a blast of electricity. As an action, you expend 4 Energy points. All creatures within 30ft of you must make a Dexterity saving throw or take 4d6 lightning damage and be unable to take reactions until the end of their next turn.

Modifications

Vitalitism

Your hit point maximum increases by 1 point for every Infested level that you have.

Energy Well

Your energy point maximum increases by a number equal to your proficiency bonus.

Offensive Prowess

Prerequisite: 6th level in Infested.

You may add your proficiency bonus to the damage rolls of non-spell attacks.

Agility

Your speed increases by 10ft.

Thunderous Impact

Prerequisite: 9th level in Infested.

You cause a shockwave when you hit the ground from a substantial height. You take half fall damage, and all creatures within 10ft must make an STR save equal to your Energy Save DC or be knocked prone and take thunder damage equal to half what you took in fall damage. On a successful save, they take no damage and are not knocked prone.

Energetic Mastery

Prerequisite: 9th level in Infested.

You may add your proficiency bonus to damage rolls caused by Energy Abilities.

Powerful Leap

Your long and high jumps increase by 10ft without a running start.