Xenocore Adept

Xenocore Adept

Available with DM subscription

Class Features

Hit Die d8
Primary Ability Constitution, Intelligence
Saving Throws Constitution, Intelligence
Archetype Transformation
Ability Categories transformations
Caster Progression None

Proficiencies

Armor Light armor
Weapons Simple weapons
Tools Tinker's tools
Skills Choose two: Arcana, Investigation, Nature, Perception, Survival

Class Resources

Xenocore Charge

Max 2

Xenocore Charge is the stored energy of your device. You spend it to assume alien forms and to power Partial Shift.

Reset
Short or long rest
Spending
You expend Xenocore Charge to use a transformation or a class feature that lists a cost. You cannot spend more Charge than you have. Transformation costs are 1 Charge for level 1–4 forms, 2 Charge for level 5–10 forms, 3 Charge for level 11–16 forms, and 4 Charge for level 17–20 forms. Partial Shift costs 1 Charge.
Recovery
You regain all expended Xenocore Charge when you finish a short or long rest. At level 17, Apex Genome allows one transformation per long rest without spending Charge. At level 18, Evolved Core allows one Partial Shift per short rest without spending Charge.

Class Abilities

Transformations

Cragskin Grazer
1 minute 1 Xenocore Charge Level 1
Action Bonus Action
Range Self
Target Self
Movement 30 feet
Attack / Save Gore attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 14 + Constitution modifier.

A broad, stone-plated herbivore with a battering skull and stubborn footing.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed. Your AC becomes 14 + your Constitution modifier. You gain a gore attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d8 + your Constitution modifier piercing damage. You have advantage on Strength saving throws and ability checks to avoid being moved or knocked prone.

Changes:

Glimmerfin Skitter
1 minute 1 Xenocore Charge Level 1
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 40 feet swimming, 30 feet climbing
Attack / Save Bite attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 13 + Constitution modifier.

A small, many-finned amphibian with reflective scales and darting movement.

Rules Text:

You transform into a Small creature with a 30-foot walking speed, a 40-foot swimming speed, and a 30-foot climbing speed. Your AC becomes 13 + your Constitution modifier. You gain a bite attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d6 + your Constitution modifier piercing damage. You can breathe air and water. You have advantage on Dexterity (Stealth) checks made in water or darkness.

Changes:

Emberthroat Drake
1 minute 1 Xenocore Charge Level 1
Action Bonus Action
Range Self
Target Self
Movement 30 feet
Attack / Save Bite attack: +Constitution modifier + Proficiency Bonus to hit. Breath weapon: DC 8 + Proficiency Bonus + Constitution modifier Dexterity saving throw.
Defense AC 13 + Constitution modifier; resistance to fire damage.

A compact drake with a furnace-like throat and heat-resistant hide.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed. Your AC becomes 13 + your Constitution modifier. You gain a bite attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d6 + your Constitution modifier piercing damage. You have resistance to fire damage. You gain a breath weapon (Recharge 5–6): as a Magic action, you exhale fire in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 2d6 fire damage on a failed save or half as much on a successful one.

Changes:

Chitinous Rampart
1 minute 1 Xenocore Charge Level 2
Action Bonus Action
Range Self
Target Self
Movement 25 feet
Attack / Save Slam attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 15 + Constitution modifier; resistance to piercing damage.

A squat, armored scavenger that turns its shell into a living barricade.

Rules Text:

You transform into a Medium creature with a 25-foot walking speed. Your AC becomes 15 + your Constitution modifier. You gain a slam attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d8 + your Constitution modifier bludgeoning damage. You have resistance to piercing damage.

Changes:

Nightlens Stalker
1 minute 1 Xenocore Charge Level 3
Action Bonus Action
Range Self
Target Self
Movement 40 feet
Attack / Save Claw attack: +Constitution modifier + Proficiency Bonus to hit. Blinding effect: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 13 + Constitution modifier; darkvision 120 feet.

A sleek nocturnal predator with clustered eyes and silent claws.

Rules Text:

You transform into a Medium creature with a 40-foot walking speed. Your AC becomes 13 + your Constitution modifier. You gain a claw attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d6 + your Constitution modifier slashing damage. You have darkvision out to 120 feet. You have advantage on Wisdom (Perception) checks relying on sight. Once per transformation, when you hit a creature with a claw attack, you can force it to make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). On a failed save, the target has the Blinded condition until the end of its next turn.

Changes:

Blinded

Sporeling Drifter
1 minute 1 Xenocore Charge Level 4
Action Bonus Action
Range Self
Target Self
Movement 25 feet walking, 10 feet flying (hover)
Attack / Save Spore lash attack: +Constitution modifier + Proficiency Bonus to hit. Transformation aura: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 12 + Constitution modifier; resistance to poison damage.

A drifting fungal colony shaped like a small floating creature.

Rules Text:

You transform into a Small creature with a 25-foot walking speed and a 10-foot flying speed (hover). Your AC becomes 12 + your Constitution modifier. You gain a spore lash attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 1d6 + your Constitution modifier poison damage. When you transform, each creature within 10 feet of you must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Poisoned condition until the end of its next turn. You have resistance to poison damage.

Changes:

Poisoned

Ironhide Brute
1 minute 2 Xenocore Charge Level 5
Action Bonus Action
Range Self
Target Self
Movement 30 feet
Attack / Save Slam attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 14 + Constitution modifier.

A massive, slab-muscled alien with a hide like layered iron.

Rules Text:

You transform into a Large creature with a 30-foot walking speed. Your AC becomes 14 + your Constitution modifier. You gain a slam attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 2d8 + your Constitution modifier bludgeoning damage. You have advantage on Strength checks and Strength saving throws. Your carrying capacity doubles.

Changes:

Stormwing Glider
1 minute 2 Xenocore Charge Level 5
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 40 feet flying
Attack / Save Talon attack: +Constitution modifier + Proficiency Bonus to hit. Lightning burst: DC 8 + Proficiency Bonus + Constitution modifier Dexterity saving throw.
Defense AC 13 + Constitution modifier; resistance to lightning damage.

A leather-winged raptor crackling with static charge.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed and a 40-foot flying speed. Your AC becomes 13 + your Constitution modifier. You gain a talon attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d8 + your Constitution modifier slashing damage. You have resistance to lightning damage. Once per transformation, as a Magic action, you release a lightning burst in a 20-foot radius centered on yourself. Each creature in that area must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 3d8 lightning damage on a failed save or half as much on a successful one.

Changes:

Acidmaw Lurker
1 minute 2 Xenocore Charge Level 6
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 20 feet burrowing
Attack / Save Bite attack: +Constitution modifier + Proficiency Bonus to hit. Acid spit: DC 8 + Proficiency Bonus + Constitution modifier Dexterity saving throw.
Defense AC 13 + Constitution modifier; resistance to acid damage.

A burrowing predator with a corrosive bite and a gullet full of acid.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed and a 20-foot burrowing speed. Your AC becomes 13 + your Constitution modifier. You gain a bite attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d8 + your Constitution modifier acid damage. You have resistance to acid damage. Once per transformation, as a Magic action, you spit acid at a point within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 4d6 acid damage on a failed save or half as much on a successful one.

Changes:

Phaseback Trickster
1 minute 2 Xenocore Charge Level 7
Action Bonus Action
Range Self
Target Self
Movement 30 feet; teleport up to 30 feet twice per transformation as a Bonus Action
Attack / Save Phase claw attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 14 + Constitution modifier; advantage on Dexterity saving throws.

A flickering, many-jointed creature that slips between spaces.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed. Your AC becomes 14 + your Constitution modifier. You gain a phase claw attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d8 + your Constitution modifier force damage. You have advantage on Dexterity saving throws. Twice per transformation, as a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see.

Changes:

Frostshell Bastion
1 minute 2 Xenocore Charge Level 8
Action Bonus Action
Range Self
Target Self
Movement 25 feet
Attack / Save Ice slam attack: +Constitution modifier + Proficiency Bonus to hit. Cold cone: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 15 + Constitution modifier; resistance to cold damage; retaliatory 1d6 cold damage.

A domed, ice-crusted alien that radiates cold and punishes attackers.

Rules Text:

You transform into a Medium creature with a 25-foot walking speed. Your AC becomes 15 + your Constitution modifier. You gain an ice slam attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d10 + your Constitution modifier cold damage. You have resistance to cold damage. When a creature hits you with a melee attack, it takes 1d6 cold damage. Once per transformation, as a Magic action, you exhale a 15-foot cone of cold. Each creature in the cone must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 4d8 cold damage on a failed save or half as much on a successful one.

Changes:

Venomweaver
1 minute 2 Xenocore Charge Level 9
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 30 feet climbing
Attack / Save Venom bite attack: +Constitution modifier + Proficiency Bonus to hit. Web shot: DC 8 + Proficiency Bonus + Constitution modifier Strength saving throw.
Defense AC 13 + Constitution modifier; resistance to poison damage.

A spindly, climbing horror that spins paralytic webbing and bites with venom.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed and a 30-foot climbing speed. Your AC becomes 13 + your Constitution modifier. You gain a venom bite attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d6 + your Constitution modifier poison damage. You have resistance to poison damage. Once per transformation, when you take the Attack action, you can replace one attack with a web shot against a creature within 30 feet. The target must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Restrained condition until the end of its next turn.

Changes:

Restrained

Sandshifter Nomad
1 minute 2 Xenocore Charge Level 10
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 30 feet burrowing
Attack / Save Sand slam attack: +Constitution modifier + Proficiency Bonus to hit. Dust cloud: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 13 + Constitution modifier; tremorsense 30 feet.

A dust-colored burrower that swims through earth and senses vibrations.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed and a 30-foot burrowing speed. Your AC becomes 13 + your Constitution modifier. You gain a sand slam attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d8 + your Constitution modifier bludgeoning damage. You have tremorsense out to 30 feet. You can move through sand, earth, or mud without leaving a tunnel. Once per transformation, as a Magic action, you create a 10-foot-radius dust cloud centered on a point within 30 feet. Each creature in the cloud must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Blinded condition until the end of its next turn.

Changes:

Blinded

Thunderclap Beetle
1 minute 2 Xenocore Charge Level 10
Action Bonus Action
Range Self
Target Self
Movement 30 feet
Attack / Save Ram attack: +Constitution modifier + Proficiency Bonus to hit. Thunderclap: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 14 + Constitution modifier; resistance to thunder damage.

A broad carapace beetle that stores concussive sound in its shell.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed. Your AC becomes 14 + your Constitution modifier. You gain a ram attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 1d10 + your Constitution modifier bludgeoning damage. You have resistance to thunder damage. Once per transformation, as a Magic action, you release a thunderclap in a 15-foot radius centered on yourself. Each creature in that area must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 4d8 thunder damage and having the Deafened condition until the end of its next turn on a failed save, or half as much damage on a successful one.

Changes:

Deafened

Voidmaw Devourer
1 minute 3 Xenocore Charge Level 11
Action Bonus Action
Range Self
Target Self
Movement 30 feet
Attack / Save Void bite attack: +Constitution modifier + Proficiency Bonus to hit. Life drain: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 14 + Constitution modifier; resistance to necrotic damage.

A gaunt, lamprey-like horror whose bite drinks life from the air.

Rules Text:

You transform into a Large creature with a 30-foot walking speed. Your AC becomes 14 + your Constitution modifier. You gain a void bite attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 2d10 + your Constitution modifier necrotic damage. You have resistance to necrotic damage. Once per transformation, when you hit a creature with a void bite, you can force it to make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). On a failed save, the target takes an additional 4d8 necrotic damage, and you regain Hit Points equal to half that necrotic damage.

Changes:

Crystalwing Sovereign
1 minute 3 Xenocore Charge Level 12
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 60 feet flying
Attack / Save Crystal talon attack: +Constitution modifier + Proficiency Bonus to hit. Radiant burst: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 15 + Constitution modifier; resistance to radiant damage.

A winged alien of living crystal that scatters blinding radiance.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed and a 60-foot flying speed. Your AC becomes 15 + your Constitution modifier. You gain a crystal talon attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 2d8 + your Constitution modifier radiant damage. You have resistance to radiant damage. Once per transformation, as a Magic action, you emit a 30-foot-radius burst of radiant light centered on yourself. Each creature in that area must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 5d8 radiant damage and having the Blinded condition until the end of its next turn on a failed save, or half as much damage on a successful one.

Changes:

Blinded

Magmaforged Colossus
1 minute 3 Xenocore Charge Level 13
Action Bonus Action
Range Self
Target Self
Movement 30 feet
Attack / Save Magma fist attack: +Constitution modifier + Proficiency Bonus to hit. Eruption: DC 8 + Proficiency Bonus + Constitution modifier Dexterity saving throw.
Defense AC 15 + Constitution modifier; resistance to fire damage; retaliatory 1d10 fire damage.

A hulking furnace-bodied alien with fists of molten stone.

Rules Text:

You transform into a Large creature with a 30-foot walking speed. Your AC becomes 15 + your Constitution modifier. You gain a magma fist attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 2d10 + your Constitution modifier fire damage. You have resistance to fire damage. When a creature hits you with a melee attack, it takes 1d10 fire damage. Once per transformation, as a Magic action, you cause the ground within a 20-foot radius centered on a point within 60 feet to erupt. Each creature in that area must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 5d8 fire damage on a failed save or half as much on a successful one.

Changes:

Ghostlight Phantom
1 minute 3 Xenocore Charge Level 14
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 30 feet flying (hover); can move through creatures and objects as difficult terrain
Attack / Save Spectral touch attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 14 + Constitution modifier; resistances as listed; invisibility once per transformation.

A translucent, drifting entity that flickers between solid and spectral.

Rules Text:

You transform into a Medium creature with a 30-foot walking speed and a 30-foot flying speed (hover). Your AC becomes 14 + your Constitution modifier. You gain a spectral touch attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 2d8 + your Constitution modifier cold damage. You have resistance to cold, necrotic, and piercing damage from nonmagical attacks. You can move through creatures and objects as if they were difficult terrain. Once per transformation, as a Bonus Action, you can have the Invisible condition for 1 minute or until you attack.

Changes:

Invisible

Riftstalker Hunter
1 minute 3 Xenocore Charge Level 15
Action Bonus Action
Range Self
Target Self
Movement 40 feet; teleport up to 60 feet as a Bonus Action
Attack / Save Rift blade attack: +Constitution modifier + Proficiency Bonus to hit; no saving throw.
Defense AC 14 + Constitution modifier.

A lean, blade-limbed predator that steps through short spatial rifts.

Rules Text:

You transform into a Medium creature with a 40-foot walking speed. Your AC becomes 14 + your Constitution modifier. You gain a rift blade attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 2d8 + your Constitution modifier force damage. As a Bonus Action, you can teleport up to 60 feet to an unoccupied space you can see. Once per transformation, when you hit a creature with a rift blade attack, you can mark it. Until the end of your next turn, your attacks against the marked creature have advantage and deal an extra 2d6 force damage.

Changes:

Aetherial Serpent
1 minute 3 Xenocore Charge Level 16
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 50 feet flying (hover)
Attack / Save Psychic fang attack: +Constitution modifier + Proficiency Bonus to hit. Psychic scream: DC 8 + Proficiency Bonus + Constitution modifier Intelligence saving throw.
Defense AC 14 + Constitution modifier; resistance to psychic damage.

A long, floating serpent whose scales hum with psychic resonance.

Rules Text:

You transform into a Large creature with a 30-foot walking speed and a 50-foot flying speed (hover). Your AC becomes 14 + your Constitution modifier. You gain a psychic fang attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 2d10 + your Constitution modifier psychic damage. You have resistance to psychic damage. Once per transformation, as a Magic action, you unleash a psychic scream in a 30-foot cone. Each creature in the cone must make an Intelligence saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 5d8 psychic damage and having the Stunned condition until the end of its next turn on a failed save, or half as much damage on a successful one.

Changes:

Stunned

Starforged Titan
1 minute 4 Xenocore Charge Level 17
Action Bonus Action
Range Self
Target Self
Movement 40 feet
Attack / Save Star slam attack: +Constitution modifier + Proficiency Bonus to hit. Starfall: DC 8 + Proficiency Bonus + Constitution modifier Dexterity saving throw.
Defense AC 16 + Constitution modifier; resistance to radiant and force damage.

A towering alien forged from star-metal, radiating crushing gravity and light.

Rules Text:

You transform into a Huge creature with a 40-foot walking speed. Your AC becomes 16 + your Constitution modifier. You gain a star slam attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 3d10 + your Constitution modifier radiant damage. You have resistance to radiant and force damage. Once per transformation, as a Magic action, you call down a starfall in a 30-foot-radius sphere centered on a point within 120 feet. Each creature in that area must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 8d8 radiant damage on a failed save or half as much on a successful one.

Changes:

Chronovore
1 minute 4 Xenocore Charge Level 18
Action Bonus Action
Range Self
Target Self
Movement 60 feet; teleport up to 30 feet as a Bonus Action
Attack / Save Time rend attack: +Constitution modifier + Proficiency Bonus to hit. Temporal pulse: DC 8 + Proficiency Bonus + Constitution modifier Wisdom saving throw.
Defense AC 15 + Constitution modifier; advantage on initiative rolls.

A sleek, many-eyed predator that moves in stuttering bursts of borrowed time.

Rules Text:

You transform into a Medium creature with a 60-foot walking speed. Your AC becomes 15 + your Constitution modifier. You gain a time rend attack: +your Constitution modifier + Proficiency Bonus to hit, reach 5 feet, one target. Hit: 3d8 + your Constitution modifier force damage. You have advantage on initiative rolls. As a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see. Once per transformation, as a Magic action, you release a temporal pulse in a 30-foot radius centered on yourself. Each creature in that area must make a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). On a failed save, a creature has the Stunned condition until the end of its next turn.

Changes:

Stunned

Nullfield Leviathan
1 minute 4 Xenocore Charge Level 19
Action Bonus Action
Range Self
Target Self
Movement 30 feet walking, 40 feet swimming
Attack / Save Null maw attack: +Constitution modifier + Proficiency Bonus to hit. Null pulse: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 16 + Constitution modifier; advantage on saves against spells and magical effects.

A vast, deep-sea horror that swallows magic and sound in its wake.

Rules Text:

You transform into a Large creature with a 30-foot walking speed and a 40-foot swimming speed. Your AC becomes 16 + your Constitution modifier. You gain a null maw attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 3d10 + your Constitution modifier force damage. You have advantage on saving throws against spells and magical effects. Once per transformation, as a Magic action, you emit a null pulse in a 20-foot radius centered on yourself. Each creature in that area must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). On a failed save, a creature can't cast spells or use magical abilities until the end of its next turn.

Changes:

Xenocore Apex
1 minute 4 Xenocore Charge Level 20
Action Bonus Action
Range Self
Target Self
Movement 40 feet walking, 40 feet flying
Attack / Save Apex strike attack: +Constitution modifier + Proficiency Bonus to hit. Xenocore cone: DC 8 + Proficiency Bonus + Constitution modifier Constitution saving throw.
Defense AC 17 + Constitution modifier; resistance to two chosen damage types.

A perfect amalgam of every encoded form, wearing the xenocore's full potential as a body.

Rules Text:

You transform into a Huge creature with a 40-foot walking speed and a 40-foot flying speed. Your AC becomes 17 + your Constitution modifier. You gain an apex strike attack: +your Constitution modifier + Proficiency Bonus to hit, reach 10 feet, one target. Hit: 4d10 + your Constitution modifier force damage. You have resistance to two damage types of your choice from acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Once per transformation, as a Magic action, you unleash a 60-foot cone of xenocore energy. Each creature in the cone must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 10d8 force damage on a failed save or half as much on a successful one.

Changes:

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Xenocore Adept is a transformation class with a short-rest resource, limited known forms, and no spellcasting. Its power comes from adaptable physical forms, natural weapon attacks, movement modes, resistances, and area-control breath abilities. The class uses the standard 5.5 proficiency bonus, ASI levels 4/8/12/16/19, and subclass feature levels 3/6/10/14.
Level Prof. Features Resources Spell Slots
1 +2 Xenocore Device, Encoded Library, Adaptive Physiology - -
2 +2 Chimeric Resilience - -
3 +2 Subclass feature: Field Catalog, Stellar Arsenal, or Mimicry - -
4 +2 Ability Score Improvement or Feat - -
5 +3 Adaptive Strike, Encoded Library improvement: known forms 3 - -
6 +3 Subclass feature: Adaptive Overlay, Meteor Dash, or Predator's Patience - -
7 +3 Genetic Override - -
8 +3 Ability Score Improvement or Feat - -
9 +4 Rapid Reversion, Encoded Library improvement: known forms 4 - -
10 +4 Subclass feature: Split Sample, Gravity Well, or Vanishing Shift - -
11 +4 Core Saturation, Adaptive Strike improvement: three attacks - -
12 +4 Ability Score Improvement or Feat - -
13 +5 Partial Shift, Encoded Library improvement: known forms 5 - -
14 +5 Subclass feature: Perfect Recall, Starfall Transformation, or Apex Predator - -
15 +5 Perfected Core - -
16 +5 Ability Score Improvement or Feat - -
17 +6 Apex Genome, Encoded Library improvement: known forms 6, Rapid Reversion improvement: twice per long rest - -
18 +6 Evolved Core - -
19 +6 Ability Score Improvement or Feat - -
20 +6 Xenocore Apotheosis - -

Class Features

Xenocore Device (Level 1)

You carry an ancient xenocore device that encodes alien genetic patterns. It is the source of your transformations and the focus of your class features.

Prerequisite: Xenocore Adept level 1

Encoded Library (Level 1)

The device contains a growing library of alien forms. You know a limited number of transformations and can learn more by sampling genetic material during play.

Prerequisite: Xenocore Adept level 1

Adaptive Physiology (Level 1)

Your body adapts instantly when you assume an alien form, gaining temporary resilience.

Prerequisite: Xenocore Adept level 1

Chimeric Resilience (Level 2)

The xenocore reinforces your altered physiology, making you harder to harm while transformed.

Prerequisite: Xenocore Adept level 2

Adaptive Strike (Level 5)

You learn to coordinate the alien instincts of your forms, striking faster while transformed.

Prerequisite: Xenocore Adept level 5

Genetic Override (Level 7)

You can coax secondary traits from your encoded library without fully changing form.

Prerequisite: Xenocore Adept level 7

Rapid Reversion (Level 9)

When a transformation is about to fail, the xenocore pulls you back from the brink.

Prerequisite: Xenocore Adept level 9

Core Saturation (Level 11)

Your xenocore stores more charge and can be overclocked for short bursts of resilience.

Prerequisite: Xenocore Adept level 11

Partial Shift (Level 13)

You can manifest a single alien trait without fully transforming.

Prerequisite: Xenocore Adept level 13

Perfected Core (Level 15)

Your device and body work in perfect sync, improving your defensive and adaptive traits.

Prerequisite: Xenocore Adept level 15

Apex Genome (Level 17)

Once per long rest, you can draw deeply on the xenocore without spending its charge.

Prerequisite: Xenocore Adept level 17

Evolved Core (Level 18)

Your xenocore learns to sustain a partial shift on its own.

Prerequisite: Xenocore Adept level 18

Xenocore Apotheosis (Level 20)

You briefly become a living expression of the xenocore's full potential.

Prerequisite: Xenocore Adept level 20

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!