Apocae

*Note: If your table does not use the Apoc disease, there are alternate versions of the traits to keep both the thematics of the race without forcing the setting to use Apoc as a mechanic. If using the provided thematics conflict with the setting, consider swapping all Apoc references with "Virulence" similar to the Optional Non-Apoc Trait list!*

## Lore

Apocae are deathless creatures that were once humanoid, given themselves fully to the Apocalipsus disease yet somehow retained their consciousness and faculties. Apocae tend to live secluded lives with their own kind, generally serving a cult-like religion known as the *Five-Headed Spore*, or *The Ruinous Branches*. Whatever distinguishing features they possessed in life is either covered by chitin or sloughed away from the transformation alone, possessing thick black exoskeletons and dark-gray skin. Some may look like traditional Apocalipsus creatures, walking on all four limbs with antennae on their heads and large bulbous thoraxes, though some may keep their body shape and walk as they once did in life with the additional boons that the fungi provides.

## Apocae Features

### General Traits

* **Ability Score Increase:** You can increase any of your scores by 2, and another by 1. One of these scores must be Constitution.
* **Age:** Apocae are born adults and do not age, but must shed their skin and chitin every 2 years.
* **Alignment:** Apocae are chaotic, and lean towards neutral or evil alignments.
* **Size:** Apocae can measure between 2 and 8 feet tall, weighting between 100 and 450 pounds. Your size is either small if it is below 4ft, or medium otherwise, regardless of your weight.
* **Speed:** Your base walking speed is 30ft.
* **Languages:** You know common and one additional language of your choice.

### Apocae Traits

* **Vibrosense:** You are able to discern creatures around you within 30 feet of you without having to see as long as they are in the same plane as you are, provided these creatures are alive. As such, you are fully blind to creatures that are not considered living, such as Constructs or Undead. Additionally, you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Infectious Bite:** As either an action or a bonus action, you are able to bite a creature within range as an unarmed strike. If you successfully hit a creature, you deal piercing damage equal to 1d6 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike. If the creature is visible to you through the Vibrosense trait and is not immune to diseases, they must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus, or gain 1 stage of the Apoc condition. The condition's effect apply immediately once the damage is dealt, instead of the normal wait time for the condition, up to stage 3.
	+ ***Optional:** You may command up to 3 (1d6) Apoc Scuttlers that have been created by any Lesser Apoc Hives that you have contributed to create. In combat, the creatures share your initiative count and act during your turn. The scuttlers are friendly to you and your allies, and they obey your verbal commands (no action required by you). If you don’t issue any, they will use the Defend ability whenever possible.*
* **Deathless:** You gain a single charge of Deathless. If you were to immediately die due to damage or die from a failed Death saving throw, you can choose to instead forego the damage or the roll. When you choose to do so, you immediately become conscious and gain half of your maximum hitpoints, but your Constitution modifier becomes 0 and lose proficiency with Constitution saving throws (if applicable). If your hitpoints drop to 0 after expending the charge, you start your Death saving throws with two failures. You regain your charge of Deathless, your original Constitution modifier amount, and your Constitution saving throw proficiency (if applicable) after a long rest.
* **Hybrid:** You have two creature types: humanoid and deathless. Deathless is treated similarly to undead, with the added effect of being untargetable by necromancy spells that heal or raise a creature (such as Revivify or Animate Dead), and gain immunity to necrotic damage. You can be affected by a game effect if it works on either of your creature types.
* **Fungal:** Because of your ties with the Apocalipsus fungi, you are inherently afraid of fire. You suffer a -2 penalty to all Charisma-based rolls while nearby a source of fire, and are vulnerable to fire damage. However, you are immune to the Apoc disease and cannot gain stages of it, or suffer the detriments associated with them.

### Optional Non-Apoc Traits

* **Virulent Bite *(Infectious Bite Replacement)*:** As either an action or a bonus action, you are able to bite a creature within range as an unarmed strike. If you successfully hit a creature, you deal piercing damage equal to 1d6 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike. If the creature is visible to you through the Vibrosense trait and is not immune to diseases you gain a charge of *Virulence* on a hit, and you can gain charges up to half of your proficiency (rounded down) per short rest. For each charge of Virulence you have, you gain +1 to all ability checks, saving throws, and death saving throws. You lose all charges and bonuses at the end of a short rest.
	+ ***Optional:** You can expend a number of charges of Virulence you have to summon a Virulent Scuttler (see the Apoc Scuttler stat block, ignoring all Apoc mechanics associated) per charge. In combat, the creatures share your initiative count and act during your turn. The scuttlers are friendly to you and your allies, and they obey your verbal commands (no action required by you). If you don’t issue any, they will use the Defend ability whenever possible. You lose all of your Virulent Scuttlers at the end of a short rest.*
* **Unnatural *(Fungal Replacement)*:** Because of your ties with an alien viral strain, you are inherently afraid of fire. You suffer a -2 penalty to all Charisma-based rolls while nearby a source of fire, and are vulnerable to fire damage. However, you are immune to diseases and illnesses of any kind.