Your lineage factors have been modified by the Germa Kingdom and their top scientists. As a result, you have been granted increased strength, durability, and speed since birth to serve their militaristic empire.
Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
Elemental Powers
Your affinity for elemental powers grants you the option to learn some non-hybrid spells that focus on weapon attacks. When your Hybrid Power (Spellcasting) feature lets you learn a hybrid spell of 1st level or higher, you can select the spell from the following list of germa powers (spells), in addition to the hybrid spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Hybrid Power (spell) for you.
Germa Powers (Spells)
Hybrid Power (Spell) Level Hybrid Power (Spell)
1st Compelled Duel
1st Searing Smite
1st Thunderous Smite
1st Wrathful Smite
2nd Branding Smite
2nd Magic Weapon
3rd Blinding Smite
3rd Elemental Weapon
4th Staggering Smite
Soldier's Durability
At 1st level, your germa lineage gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin and bones have the consistency of steel and appears dented when damaged. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
Elemental Absorption
At 6th-level, you have learned to absorb certain elemental effects. Choose between fire, lightning, thunder, and poison. You know have resistance to the chosen damage type. Additionally, whenever you are damaged by the chosen damage type, the next hybrid power (spell) you cast against an enemy deals additional damage equal to 1d6 of the chosen damage type.
This damage die increases to a d8 at the 14th level and a d10 at the 18th level.
Modified Flesh
Beginning at 14th level, you can unleash the germa 66 lineage factors that lie dormant in your body. As a bonus action, you can spend 1 or more hybrid points to transform your body for 10 minutes. For each hybrid point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn red and form a crosshair around your pupils.
You gain a flying speed equal to your walking speed and can hover. As you fly, your feet or shoes emit short bursts of air.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
Your body, along with any equipment you are wearing or carrying, becomes slick and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from non-magical restraints or being grappled.
Warping Implosion
At 18th level, you can unleash your hidden germa abilities, granting you the ability to use a space-warping dash. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 hybrid points to use it again.