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Mutant

A dwarven wretch has his arm cut off, his


green blood spatters onto his allies, healing them;
his arm regrows in seconds in the shape of a sword, the
dwarf merely winces from the pain as he impales his
surprised amputator with his bloody stump.
Winged, four-armed and goat-legged, the mutant squares
off against the nalfeshnee that corrupted his bloodline. Now
more powerful than the demon who granted the human his
gift, the mutant earns his long-awaited vengeance.
Crowds clear in the streets, making space for a runaway
cow. A hulking goliath, larger than anyone has seen before,
chases after it, running and crawling along the wall of
buildings to avoid the mass of people. He retrieves his
livestock, a mere dog in comparison, picks up the cow
with one hand, and turns to walk home.
The multi-eyed, black-furred werebear skulks in the
shadows, invisible to his prey. When the time is right, he
closes the gap between them in three huge jumps, his giant
paw extends passed the reach of his dinner, avoiding
retaliation.
Mutants are an incredibly varied and chaotic lot, with little
to unite them, save for their ugly appearance. Mutants can
adapt to any situation, whether in combat or without, their
arcane magics are akin to uncontrolled sorcery, unleashed in
physical strength enough to impress the strongest barbarian.
Monsters
The peoples of the times of Myth are a suspicious and
superstitious lot, quick to blame malformities on curses and
evidence of evil acts. As such, many mutants are exiled from
polite society, forced into servitude and menial labour, or
forced to make their way in the wilds, living with animals.
Many mutants adapt to their humble lifestyles, content to
master their crafts or live life away from the prejudice of
society. Some however, hold long grudges and never forget
the way they were treated by the populace, and use their gifts
to enact vengeance. These few, horrible creatures give
mutants a bad reputation. Most mutants are simply good-
hearted individuals seeking to make the best of a double-
sided curse.
Considering these circumstances, it is then rare to
find a mutant who lives outside the adventuring lifestyle.
They find kinship in the lost and weary souls of the
world, and find their abilities put to good use clearing
the dungeons and sewers of the world of evil creatures.
Indeed with the nigh-impossibility of earning a better
life in cities and towns, many mutants earn fame and
fortune as mighty adventurers.
Blood Magic
The arcane gifts of the mutant are derived from their
anomalous blood. Many variations of mutants exist,
some of which display evidence of similar mutations,
leading theorists to hypothesize a single entity being
responsible for the creation of mutants. Many
discredit this theory.

Mutant 1
The Mutant
Proficiency Unarmoured Spell HP Spell
Level Bonus Features Movement Cost Level
1st +2 Blood Magic, Unnatural Origin, Unarmoured — 4 1st
Defense
2nd +2 Fighting Style, Unarmoured Movement +5 ft. 4 1st
3rd +2 Mutations (2) +5 ft. 4 1st
4th +2 Ability Score Improvement +5 ft. 4 1st
5th +3 Extra Attack +10 ft. 8 2nd
6th +3 Unnatural Origin Feature +10 ft. 8 2nd
7th +3 Mutations (3) +10 ft. 8 2nd
8th +3 Ability Score Improvement +10 ft. 8 2nd
9th +4 Unarmoured Movement Improvement +15 ft. 12 3rd
10th +4 Unnatural Origin Feature +15 ft. 12 3rd
11th +4 Mutations (4) +15 ft. 12 3rd
12th +4 Ability Score Improvement +15 ft. 12 3rd
13th +5 — +20 ft. 16 4th
14th +5 Unnatural Origin Feature +20 ft. 16 4th
15th +5 Unarmoured Movement Improvement +20 ft. 16 4th
16th +5 Ability Score Improvement +20 ft. 16 4th
17th +6 — +25 ft. 20 5th
18th +6 Mutations (5) +25 ft. 20 5th
19th +6 Ability Score Improvement +25 ft. 20 5th
20th +6 Super Mutant +25 ft. 20 5th

Disease, unique happenstance, divine or infernal Think of how the world around you will act as your mutant
intervention, exposure to a toxic or volatile chemical, or walks through a city or town, and how would you react in
otherworldly portal; may all cause mutations in different turn? Do you march proud, displaying your glorious physical
individuals. To be sure, these are merely examples, and many form for all to see? Or do you hide under a cloak, scuttling
other cases of mutants gaining their powers may exist. through back alleys? Are you alone in your social outcast, or
do other mutants exist in your world? If the former, then you
Creating a Mutant are truly a unique specimen. Either way, you are worthy of
The most important question to consider when creating your awe and fear.
mutant is the origin of your power. As a starting character, How have your mutations affected your state of mind?
you'll choose an origin that ties to a celestial or corrupted Have they affected your sanity, or do you remain resolute in
bloodline, lycanthropy, or perhaps genetic manipulation and the face of unfathomable change? Do you look upon them
experimentation, but the exact source of your power is up to with pride, reveling in their power, or do you scorn them,
you to decide. Is it a family curse, passed down through looking down on your mutations with disgust? Do you
generations? A horrible disease you contracted? Were you the embrace your mutations, or seek a way to rid yourself of
victim of a mad wizard's experiments? Did you fall into a vat them? Your choice of race is also an important question.
of toxic chemicals? Tieflings, warforged, and minotaur, are less likely to draw
Your choice of gestational mutations can also greatly aid in attention from their own kind.
creating a unique appearance and identity for your mutant; it Quick Build
can be a badge of honour or mark of shame. Your choice can You can make a mutant quickly by following these
even specialize your combat style, from melee, ranged, or suggestions. First, make Constitution your highest ability,
spellcaster. Along the same lines, you may wish to plan which followed by Strength or Dexterity, depending on whether you
higher level mutations you wish to access. You may want to want to focus on melee weapons or on archery (or finesse
appear more bestial, primitive and monstrous, or downplay weapons). Second, choose the urchin background.
your looks with subtlety and stealth.
Mutant
2
When you do so, choose a number of mutant spells equal
to your Constitution modifier + half your mutant level,
Class Features rounded down (minimum of one spell). The spells must be of
As a mutant, you gain the following class features a level which you can cast.
For example, if you are a 5th-level mutant, with a
Hit Points Constitution of 12, your list of prepared spells can include
Hit Dice: 1d12 per mutant level three spells of 1st or 2nd level, in any combination. Casting a
Hit Points at 1st Level: 12 + your Constitution modifier spell doesn't remove it from your list of prepared spells.
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution You can change your list of prepared spells when you finish
modifier per mutant level after 1st a long rest. Preparing a new list of mutant spells requires
time spent exercising and concentrating: at least 1 minute
Proficiencies per spell level for each spell on your list.
Armor: None
Weapons: Simple weapons Spell Hit Point Cost
Tools: Disguise kit The Mutant table shows how many Hit Points you must
Saving Throws: Constitution, Strength sacrifice to cast a spell. The table also shows what the level of
Skills: Choose two from Acrobatics, Arcana, Athletics, your spells is; all of your spells are cast the same level. To cast
Deception, Intimidation, Perception, Performance, Stealth, one of your mutant spells of 1st-level or higher, you must
and Survival expend Hit Points.
Mutant cantrips cost 2 Hit Points to cast, this cost does not
Equipment increase.
You start with the following equipment, in addition to the For example, when you are 5th level, to cast the spell
equipment granted by your background: longstrider, you must spend 8 Hit Points, and you cast it as a
(a) a greatclub or (b) five javelins 2nd-level spell.
(a) two handaxes or (b) any simple melee weapon Spellcasting Ability
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an Constitution is your spellcasting ability for your mutant
explorer's pack spells, since their power is derived from your physical
Unnatural Origin mutations. You use your Constitution whenever a spell refers
to your spellcasting ability. In addition, you use your
Choose an unnatural origin, which describes the source of Constitution modifier when setting the saving throw DC for a
your mutated power: Abomination, Biformed, Blessed mutant spell you cast and when making an attack roll with
Bloodline, Corrupted Bloodline, or Lycanthropy all detailed one.
later in the class description.
Your choice grants you features at 1st level and again at Spell Save DC = 8 + your proficiency modifier + your
6th, 10th, and 14th level. Constitution modifier
Spell Attack Modifier = your proficiency modifier + your
Origin Spells Constitution modifier
Each origin has a list of associated spells. You gain access to
these spells at the levels specified in the origin description. Spellcasting Focus
Once you gain access to an origin spell, you always have it You can use your blood as a spellcasting focus for your
prepared. Origin spells don't count against the number of mutant spells. You must have a dagger or similar weapon or
spells you can prepare each day. tool with which to cut yourself.
If you gain an origin spell that doesn't appear on the When you cast a mutant spell of 1st-level or higher, you can
mutant spell list, the spell is nonetheless a mutant spell for cut yourself, dealing slashing damage equal to the level of the
you. spell cast. For example, if you cast the 3rd-level spell life
transference, you take 3 slashing damage in addition to the
Unarmoured Defense Hit Point cost of the spell. This damage cannot be reduced or
prevented in any way.
You have an extremely tough hide. While you are not wearing Additionally, you can cast one spell that you have prepared
any armour, your Armor Class equals 10 + your Dexterity without requiring or expending material components. When
modifier + your Constitution modifier. You can use a shield you do, the Hit Point cost of the spell is doubled, and you
and still gain this benefit. cannot use this feature again for 7 days.
Blood Magic Your Spells Are Mutations
You have learned to draw on the arcane magic that has laid When you cast a mutant spell, your body and mind work to
dormant in your blood. See chapter 10 of the Player's change form, expand or evolve yourself. When you cast spells
Handbook for the general rules of spellcasting. The Mutant on other creatures or living things, you are spreading your
spell list is detailed at the end of this document. mutated genes to the target for the duration of the spell.
Taking this into account, your spells differ vastly in
Preparing Spells
appearance from other spellcasters.
You prepare the list of mutant spells that are available for you
to cast, choosing from the mutant spell list.
Mutant
3
Fighting Style Unarmoured Movement
At 2nd level, you adopt a particular style of fighting as your Starting at 2nd level, your speed increases by 5 feet while you
specialty. Choose one of the following options. You can't take are not wearing armor. This bonus increases when you reach
a Fighting Style option more than once, even if you later get certain mutant levels, as shown in the Mutant table.
to choose again. At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
during the move.
Archery At 15th level, you gain a climbing speed equal to your
You gain a +2 bonus to attack rolls you make with ranged walking speed, and you can move up, down, across, and stop
weapons. on vertical surfaces and upside down along ceilings, though
you must have at least one free hand to do so. You can't move
Dueling this way on a slippery surface, such as one covered by ice or
When you are wielding a melee weapon in one hand and no oil.
other weapons, you gain a +2 bonus to damage rolls with that
weapon. Mutations
Great Weapon Fighting At 3rd level, you gain two mutations of your choice, you gain
When you roll a 1 or 2 on a damage die for an attack you one additional mutation of your choice at 7th level, and again
make with a melee weapon that you are wielding with two at 11th, and 18th level. Your mutation options are detailed at
hands, you can reroll the die and must use the new roll, even the end of the class description.
if the new roll is a 1 or a 2. The weapon must have the two- Additionally, when you gain a level in this class, you can
handed or versatile property for you to gain this benefit. choose one of the mutations you have and replace it with
another mutation which you meet the prerequisites for.
Thrower Gestational Mutations cannot be replaced.
Increase the range of throwing weapons you wield by 20/40.
Monstrosity
Two-Weapon Fighting You gain the monstrosity creature type. You can be affected
When you engage in two-weapon fighting, you can add your by a game effect if it works on either of your creature types.
ability modifier to the damage of the second attack.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
The Mutant Race
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
This template can be applied to any race to further 1. As normal, you can't increase an ability score above 20
explain your mutant background. Your class does
not need to be a mutant to use this template.
using this feature.
The following traits replace all racial traits of your
race, except ability score increase, age, alignment, Extra Attack
size, speed and languages. If you are a human, you At 5th level, you can attack twice, instead of once, when you
must use the variant human traits. take the Attack action on your turn.
Gestational Mutations. You have two gestational
mutations of your choice from the mutant class.
Mutations. Once you reach 3rd level, and again at Super Mutant
5th level, you gain one mutation of your choice At 20th level, you have gained conscious control over your
from the mutant class. You must meet the mutations and can change them at-will.
prerequisites. As an action, you can replace one of your mutations with
another mutation which you meet the prerequisites for. You
regain the ability to do so again when you finish a short or
long rest.
In addition, whenever you finish a long rest, you can
replace a number of your mutations equal to your
Constitution modifier, with other mutations which you meet
the prerequisites for.
If a mutation states that it cannot be replaced when you
gain a level, it cannot be replaced with this feature.

Unnatural Origins
Different mutants claim different origins for their innate
magic. Although limitless variations exist, most of these
origins fall into six main categories: Abominations, Biformed,
the Blessed Bloodline, the Corrupted Bloodline, Cybernetic
Organisms and Lycanthropy.
Mutant
4
.
Abomination
You are an abomination, much like the infamous Mr. Hyde.
Hulking, brutish and ugly, abominations tear through battles
as easily as city streets. Their magics are focused on
enhancing their physical prowess and aptitude, their
mutations; on brute force, combat, and masking their hideous
appearance.
Abomination Spells
Mutant Level Spells
1st jump
5th enlarge/reduce
9th haste
13th guardian of nature
17th contagion

Bonus Proficiency
At 1st level, you gain proficiency with one type of artisan's tool
of your choice.
Gestational Mutations
At 1st level, you gain the powerful build gestational mutation,
and one other of your choice.
Tougher Hide
At 6th level, your skin grows remarkably resilient. You gain
resistance to poison and acid damage, and you have
advantage on saving throws you make to resist the Poisoned
condition.
Change Stance
At 10th level, you have learned to adapt to any battle scenario.
Whenever you finish a long rest, you can replace your
Fighting Style with another option from the Fighting Style
class feature.

Brute Strength
Starting at 14th level, you gain the ability to use your own
blood to bolster your physical form. When you start casting a
mutant spell on your turn and expend Hit Points, you can
increase your size by one category—from Medium to Large,
for example.
This increase lasts for 1 minute. It ends early if you die or
are incapacitated. Until it ends, you enjoy the following
benefits:
Your current Hit Points and your Hit Point maximum both
increase by 1 per mutant level.
Your reach increases by 5 feet.
Your walking speed increases by 5 feet.
You have advantage on Strength checks and Strength
saving throws.
You gain a bonus to the damage rolls of your melee
weapon attacks; the bonus equals your Constitution
modifier (minimum of +1).
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Mutant
5
Unconditional Support
Biformed At 6th level, you can use an action to end one condition or
These mutatns take one of the most common mutations to magical effect currently affecting your twin. In addition, your
the extreme, twins. Mutants of this caliber have no inherent twin can use an action to end one condition or magical effect
magical ability, for in the womb, their sorcerous powers were currently affecting you.
so violent that they erupted through mutation into an exact
copy of themselves. Two people, of one mind, capable of Twin's Boon
performing feats of teamwork and strategy that no single At 10th level, you mast mastered the art of team attacks. You
creature can. Even capable of reunifying and separating, gain the following benefits:
sometimes only half-way, their enemies are vulnerable to If your twin is alive and you can see your twin, whenever
attacks impossible to predict. you or your twin roll a 1 on an attack roll, ability check, or
Monozygotic Mutation
saving throw, you can reroll the die and must use the new
At 1st level, you have earned the true allegiance of your twin, roll. If your twin is dead, you can’t be frightened.
who adventures and fights alongside you. Your twin has the When you and your twin are reunified into the same body,
statistics of a commoner, and gains the racial traits of your and you use the Attack action, you can make one weapon
race. attack as a bonus action as your twin partially separates
You or your twin can use an action to reunify or separate from your body to make the attack.
from eachother. When reunified, your twin is absorbed into You can use this feature a number of times equal to your
your body, your twin loses all actions, and you can Constitution modifier (a minimum of once). You regain all
communicate telepathically with it. When you separate, your expended uses when you finish a long rest.
twin steps from your body into an empty space within 5 feet
of you. Two Minds, One Body
If your twin is ever slain, the magical bond you share At 14th level, when you reunify with your twin into one body,
allows you to return it to life. With an 8 hour ritual, you call you can take one additional Action and Reaction on your next
forth your twin’s spirit and use your magic to create a new turn on top of your regular action. You can also perform the
body for it, however doing so reduces your Hit Point Dash or Disengage actions as a bonus action until the end of
maximum by half until you finish a long rest. your next turn. Once you use this feature you cannot do so
again until you finish a short or long rest.
Twin's Bond
Your twin gains a variety of benefits while it is linked to you.
It rolls for initiative like any other creature, but you
determine its actions, decisions, attitudes, and so on. If you
are incapacitated or absent, your companion acts on its own.
Your twin has abilities and game statistics determined in
part by your level. Your twin uses your proficiency bonus
rather than its own. In addition to the areas where it normally
uses its proficiency bonus, a twin also adds its proficiency
bonus to its AC and to its damage rolls.
Your twin gains proficiency in two skills of your choice
from the mutant skill list. It also becomes proficient with
Constitution and Strength saving throws. For each level you
gain after 1st, your twin gains an additional hit die and
increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class
feature, your twin’s abilities also improve. Your twin can
increase one ability score of your choice by 2, or it can
increase two ability scores of your choice by 1. As normal,
your twin can’t increase an ability score above 20 using this
feature unless its description specifies otherwise.
Whenever you gain the Mutations class feature, you can
choose to give the mutation to your twin instead, provided it
meets the prerequisites.
Your twin shares your alignment and personality traits.
Gestational Mutations
At 1st level, you and your twin each gain one gestational
mutation of your choice.

Mutant
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Blessed Bloodline
A rare and double-sided gift, mutants of a blessed bloodline
are known as wretches. Imbued with celestial powers,
wretches wander the land healing the sick and weary, but
become ever uglier with every casting of a spell, leading only
the most kind-hearted and open-minded individuals to
approach them for healing.
Blessed Bloodline Spells
Mutant Level Spells
1st cure wounds
5th lesser restoration
9th aura of vitality
13th death ward
17th greater restoration

Bonus Proficiency
At 1st level, you gain proficiency with the Medicine skill.
Gestational Mutations
At 1st level, you gain the god touched gestational mutation,
and one other of your choice.
Purity of Blood
At 6th level, you have grown accustomed to the pain of
speaking with celestials. You gain resistance to radiant
damage. Additionally, your mutated blood can heal others,
when you are hit with a weapon attack you can use a
Reaction to spray your blood on each creature within 5
feet of you. Affected allies regain Hit Points equal to your
Constitution modifier.
Blood Donations
At 10th level, you can collect the blood of opponents you have
hurt in combat, and use it to bolster your healing spells, or
harm your enemies.
The first time you hit a creature with a melee attack on
your turn, you gain a Blood Donation die, which is a d4. You
can have a number of Blood Donation dice equal to your
mutant level. You can use your Blood Donation dice in the
following ways:
When you cast a mutant spell that restores Hit Points to a
creature, you can expend a number of dice to increase the
healing, up to half of your current dice total. Roll the dice
and add it to the number of Hit Points the creature
regains from the spell.
When you take the Attack action on your turn, you can
expend a number of Blood Donation dice, up to half of
your current dice total, to gain a bonus to attack and
damage rolls you make with weapons until the end of your
turn. The bonus is equal to the number of dice you spent.
Acid Blood
At 14th level, hostile creatures sprayed with your blood from
your Purity of Blood feature take acid damage equal to your
Constitution modifier. In addition, once per round, you can
use your Purity of Blood feature without using a Reaction.

Mutant
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Corruption Resistance
Corrupted Bloodline At 6th level, you gain resistance to poison and necrotic
Tieflings are the inspiration for many derisive comments and damage, and you have advantage on saving throws you make
even jealous respect. They are the topic of many a to resist the Charmed condition.
philosophical discussion, for they are a race so gifted with
power that so many scorn. Blood Empowerment
Some tielfings realize the truth in an old saying: "some Beginning at 10th level, you can invoke the power of your
people are born great". These individuals seek to harness the blood to deal more damage with your spells.
magics that lie in their blood, drawing out the demon inside When you cast a mutant spell of 1st-level or higher that
themselves. Their magics are derived from the fires of the deals damage, you can choose to sacrifice additional Hit
Nine Hells, and their mutations are inherited from Asmodeus Points, up to half of your Hit Point maximum, to deal
himself. additional necrotic damage to one of the targets of the spell.
The damage dealt is equal to the amount of Hit Points you
Corrupted Bloodline Spells
sacrificed to cast the spell.
Once you use this feature, you cannot do so again until you
Mutant Level Spells have finished a long rest.
1st ray of sickness
5th melf's acid arrow Bloodless Magic
At 14th level, you have learned to cast spells without harming
9th vampiric touch yourself. On your turn, you can choose to cast spells without
13th charm monster sacrificing Hit Points, this effect requires no action, and lasts
until the end of your next turn. Once you use this feature, you
17th destructive wave cannot do so again until you have finished a short or long
rest.
Bonus Proficiency
At 1st level, you gain proficiency with the Religion skill.
Gestational Mutations
At 1st level, you gain the born under a sign gestational
mutation, and one other of your choice.

Mutant
8
Modern Magic Spells
Mutant Level Spells
1st remote access
5th arcane hacking
9th protection from ballistics
13th conjure knowbot
17th shutdown

Gestational Mutations
At 1st level, you gain the thick skull gestational mutation, and
one other of your choice.
If your campaign uses the rules for Modern Magic, you
instead gain the on/off cantrip, and one gestational mutation
of your choice.
More Metal Than Flesh
At 6th level, the cybernetic grafts you have implanted in your
body have made you more resilient.
You can suffer additional death saving throw failures. The
number of additional failures you can suffer is equal to the
number of non-gestational Mutations you have.
You can also attach or imbed Warforged Components as if
you were a warforged. Once attached, a component cannot be
removed unless you allow it.
Investiture of Steel
At 10th level, you have reached your evolutionary destination,
having become more than warforged. You are self forged. You
gain the following benefits:
Bludgeoning, piercing, and slashing damage that you take
from nonmagical weapons is reduced by 3.
You project an aura, strengthening weapons. You and
friendly creatures within 10 feet of you deal an additional
Cybernetic Organism 1d4 damage with weapon attacks.
Warforged are an intriguing race, and regard for them ranges Nanorobotic Infestation
from viewing them as property to accepting them as people. At 14th level, you gain the ability to infect a humanoid’s body
Most folks resent, distrust, or tolerate warforged. You take a with living circuitry. You can use an action to make a melee
different view: You want to become one. During the Last War, spell attack against a humanoid. The target must make a
a few master makers who worked in the foundries that Constitution saving throw against your spell save DC as a
produced warforged became convinced that warforged were techno virus quickly spreads through its body. On a failed
exemplars of perfection. Now renegades from their former save, the target takes 8d10 psychic damage, or half as much
employers, these individuals seek to improve their own forms damage on a successful one.
by installing mechanical augmentations into their flesh. If the target dies as a result of this damage, it rises at the
end of your turn as a cybernetic husk under your control for 1
Cybernetic Organism Spells minute. On each of your turns, you can use a bonus action to
Mutant Level Spells
mentally command the target, if it is within 60 feet of you.
You decide what action the husk will take and where it will
1st hunter's mark move during its next turn, or you can issue a general
5th enhance ability command, such as to guard a particular chamber or corridor.
If you issue no commands, the husk only defends itself
9th lightning arrow against hostile creatures. Once given an order, the husk
13th stoneskin continues to follow it until its task is complete. While
17th skill empowerment
reanimated in this way, a creature doesn't require air, food,
drink, or sleep.
Once you use this feature, you cannot do so again until you
If your campaign uses the rules for Modern Magic, you may finish a long rest.
choose the following list of Origin Spells instead.

Mutant
9
Polymorph Immunity
Lycanthropy At 6th level, you become immune to any spell or magical
Were-wolves, bears, boars, rats and tigers, the forms of the effect that would alter or change your physical form, unless
lycanthrope are many, yet unified by birth, or bite, through a you choose to be affected.
disease with no known cure. These mutants too, enhance
their corporeal forms with mutations and magics, yet differ Lycanthropic Fighting Style
from Abominations, in that most lycanthropes rely on stealth At 10th level, you have learned to hunt from the wild beasts of
and subterfuge to make their way in life. your heritage. You gain a benefit based on your Lycanthropic
Bloodline.
Lycanthropy Spells
You can use this feature only once per combat.
Bear. When you make a melee weapon attack, you can
Mutant Level Spells choose to add your Constitution modifier to the attack and
1st animal friendship damage rolls of that attack.
5th pass without trace
Boar, Wolf. If you move at least 15 feet straight toward a
target and then hit it with a melee weapon attack on the same
9th nondetection turn, the target takes an extra 2d6 damage. If the target is a
13th dominate beast creature, it must succeed on a Strength saving throw against
your Spell Save DC or be knocked prone.
17th commune with nature Rat. When you damage a creature with a melee weapon
attack and the creature's size is larger than yours, you can
Gestational Mutations cause the attack to deal extra damage to the creature. The
At 1st level, you gain the nature touched gestational mutation, extra damage equals your mutant level.
and one other of your choice. Shark, Tiger. If you surprise a creature and hit it with an
attack on your first turn in combat, the attack deals an extra
Lycanthropic Bloodline 4d6 damage to it.
At 1st level, choose an animal from the following list to serve
as your progenitor. Your choice of animal grants you Pack Tactics
proficiency in one skill and is used by features you gain later. At 14th level, you have learned to hunt alongside your pack
You may decide on an animal that doesn't appear on this members.
list, such as a crocodile, elk or goat, if you do, choose an You have advantage on an attack roll against a creature if at
appropriately similar animal such as a boar in the case of a least one of your allies is within 5 feet of the creature and the
goat. You gain physical attributes of your bloodline to an ally isn't incapacitated.
extent of your choice, for instance; you may look exactly like a Once per turn, you can deal an extra
werewolf, or simply have a wolfish grin. 2d6 damage to one creature you hit with
Bear. Werebears are old, solemn and wise. You gain an attack if you have
proficiency in the History skill. advantage on the
Boar. Wereboars are ferocious warriors who charge into attack roll.
battle, living on impulse. You gain proficiency in the Athletics
skill.
Rat. Wererats have learned to live in the hidden and
forgotten areas of society. You gain proficiency in the Survival
skill.
Shark. Weresharks are the most superstitious of all
lycanthropes, paying homage to many a sea born deity. You
gain proficiency in the Religion skill.
Tiger. Weretigers hunt alone, tracking prey, and waiting for
the right time to strike. You gain proficiency in the Nature
skill.
Wolf. Werewolves are pack hunters who often employ
actual wolves in their hunting parties. You gain proficiency in
the Animal Handling skill.
Shapechange
At 6th level, you can alter your corporeal form to shapeshift
into the beast associated with your Lycanthropic Bloodline.
You can use an action to polymorph into a medium or small
animal, or back into your true form. Your statistics are the
same in each form. Any equipment you are wearing or
carrying isn’t transformed. If you die, you revert back to your
true form. In addition, you have advantage on Wisdom
(Perception) checks that rely on hearing or smell.

Mutant
10
Natural Weapon
Gestational Mutations You gain a natural weapon in the form of claws, sharpened
teeth, or horns, or simply the hard skin of your tough hide
These mutations are granted by your Unnatural Origin at 1st adds force to your blows.
level. You have a natural weapon which you can use to make
unarmed strikes. If you hit with it, it deals 1d4 bludgeoning,
Bizarre Birthmark piercing, or slashing damage (as appropriate to the weapon).
You have an odd birthmark or tattoo in the shape of your
choice, conceivably from whomever gave you your powers. Nature Touched
You know one cantrip of your choice from the mutant spell Your birth was influenced by a powerful fey creature, such as
list. a dryad or eladrin. Your tough skin may be attributed to a
bark-like quality, your hair may be tough and root-like or may
Blindsense even flower at its tips.
You were born blind, or even without eyes, but your other You know the druidcraft cantrip.
senses have become more acute as a result.
You are immune to the Blinded condition. This mutation Powerful Build
does not impair your sight in any way. You are incredibly strong and larger than average.
You count as one size larger when determining your
Born Under a Sign carrying capacity and the weight you can push, drag, or lift.
Your birth was influenced by an aberration or monstrosity,
your skin might have a slight tinge of blue, or small vestigial Quills
horns may protrude from your head. You can cause sharp quills to protrude or eject from your
You know the prestidigitation cantrip. body.
When you grapple a creature, or you are hit with a grapple
Chameleon attack, you can use a reaction to cause your quills to extend,
Your skin has mild camouflage effect, allowing you to blend dealing 1 piercing damage to the creature.
into your surroundings. You can also fire your quills as a projectile. Quills deal 1
You can take the Hide action as a bonus action on your piercing damage, have a range of 20/60, and you use your
turn. Dexterity modifier for attack and damage rolls with them. You
are proficient with your quills.
Eyes of the Predator
You were born with the eyes of a cat, wolf, owl or other Silver Tongue
predatory creature. You have an incredible gift for speech and languages.
You can see in dim light within 60 feet of you as if it were You are proficient with the Persuasion skill, and you can
bright light, and in darkness as if it were dim light. You can't speak one additional language of your choice.
discern colour in darkness, only shades of gray.
Tail
Enlarged Ears You have a long tail, perhaps that of a wildcat, demon or
You were born with very large ears, or perhaps animorphic monkey, which aids your balance.
ears such as those of a hound, rabbit or elephant. You are proficient with the Acrobatics skill.
You have advantage on Wisdom (Perception) checks you
make that rely on sound, and you have advantage on saving Thick Skull
throws you make to resist the Deafened condition. Sticks and stones don't break your bones, and words will
never hurt you.
Featureless Face You have resistance to psychic damage, and advantage on
You were born without a visible mouth, eyes (and brows), Strength and Constitution saving throws you make to resist
nose or ears. You are likely bald, and if male: do not have the Stunned condition.
facial hair.
You gain a +2 bonus to any ability check you make to avoid Third Eye
detection while wearing a disguise. In addition, you have You were born with a third eye, in the middle of your forehead
advantage on Charisma (Deception) checks you make to lie. most likely.
You are proficient with the Insight skill. In addition, you can
God Touched communicate telepathically with any creature within 10 feet
Your birth was influenced by a powerful celestial being. Your of you that speaks at least one language. This mutation does
skin may appear unblemished, your eyes may turn pure white, not grant you the ability to understand each other, if the
or perhaps when the light is just right, people can see a halo creature does not share a language with you.
above your head.
You know the thaumaturgy cantrip. Venom Glands
You have pockets of poison stored within your mandibles.
Light Fingers As part of a long rest, if you have vials, you can produce
Your hands are extremely long, thin and nimble. one basic poison at the end of the rest. Additionally, if you hit
You are proficient with the Sleight of Hand skill. a creature with a bite attack, you deal 1d4 poison damage to
the creature, in addition to the regular damage of the attack.
Mutant
11
Create Minor Homunculus
Mutations You have learned to generate life from your mutated blood.
You learn the find familiar spell and you can cast it as a
You gain two mutations of your choice at 3rd level, and again ritual, when you do, you do not sacrifice Hit Points. You
at 7th, 11th, and 18th level. If a mutation has prerequisites, always have it prepared and it doesn't count against the
you must meet them to manifest it. number of spells you can prepare each day. When you cast
At the DM's discretion, you may be granted additional the spell, you can choose one gestational mutation to give
mutations as treasure, quest rewards, or divine boons. your familiar.
Ability Score Improvement Crown of Bones
Prerequisite: 5th level A circular crown of horns grows from the bone of your skull,
Your latent magical powers manifest in the most primal way, intimidating, but too brittle for combat.
increasing your physical aptitude and abilties. Choose Intelligence or Wisdom. You gain proficiency in
You can increase one ability score of your choice by 2, or saving throws with your chosen ability score, and you can add
you can increase two ability scores of your choice by 1. As the modifier of your chosen ability score to your initiative
normal, you can't increase an ability score above 20 using this checks.
mutation. This mutation can be gained twice. If you take it a second
Once chosen, this mutation cannot be replaced when you time, you must choose the ability score you did not choose
gain a level. the first time.
Adrenaline Boost Dislocatable Jaw
Your adrenal glands secrete a far more potent form of Prerequisite: 7th level
adrenaline, enabling you to react to threats faster. As an action, you can attempt to engulf a creature you are
You gain proficiency in Dexterity saving throws and a +2 grappling that is at least one size smaller than you. Make an
bonus to intiative checks. unarmed strike against the target, if the attack hits, the target
is swallowed, and the grapple ends. The swallowed creature
Amphibious is blinded and restrained, it has total cover against attacks
You grow gills or your lungs adapt to water, and your hands and other effects outside of you, and it takes 1d8 acid damage
and feet grow webbing. at the start of each of your turns. Your can have only one
You can breathe underwater, you gain a swimming speed creature swallowed at a time.
equal to your walking speed, and you ignore any of the If you die, a swallowed creature is no longer restrained by
drawbacks caused by a deep, underwater environment. you and can escape from your corpse using 5 feet of
movement, exiting prone.
Back-up Organs
Prerequisite: 11th level Dragon Breath
You have grown secondary, and in some cases tertiary organ Prerequisite: 6th level
systems to better protect yourself. You gain the ability to exhale bursts of elemental energy as
Any critical hit against you becomes a normal hit, and you though you had dragon blood in your veins. As an action, you
are immune to instant death. can exhale volatile energy in a 15-foot cone in front of you.
Choose acid, cold, fire, lightning, poison, or thunder. Each
Clawed Feet creature in that area must make a Dexterity saving throw,
Your toenails grow long and hard, and a large claw protrudes taking 1d8 damage of the chosen type on a failed save, or half
from your heel. as much damage on a successful one.
You gain a climbing speed equal to your walking speed, and
you have advantage on Strength and Dexterity saving throws Elemental Resistance
made against forced movement or effects that would knock Whether by nature of your origin, experience in battle or
you prone. If you have the equine build racial trait, this exposure to natural, and unnatural, forces, you have grown
mutation removes the 4-foot climbing penalty. resistant to the elements.
Choose acid, cold, fire, lightning, poison or thunder
Create Homunculus damage. You gain resistance to the chosen damage type. This
Prerequisite: 18th level mutation can be gained multiple times, choosing a different
You have learned to generate life from your mutated blood. damage type each time.
You can cast the create homunculus spell once without
sacrificing Hit Points (not including the damage dealt by the Extra Attack
spell). You regain the ability to cast the spell in this way when Prerequisite: 11th level
you have finished a long rest. When you cast the spell, you You have grown faster, stronger, better, and more adaptable.
can choose one mutation or gestational mutation to give your You can attack three times, instead of twice, whenever
homunculus, the mutation may not have any prerequisites, you take the attack action on your turn.
nor can it be the create minor homunculus mutation.

Mutant
12
Hulking Hurler
Extra Eyes Prerequisite: Four arms
You grow two additional eyes somewhere on your head.
You can see normally in darkness, both magical and All weapons you wield gain the thrown (20/60) property.
nonmagical, to a distance of 120 feet.
Improved Bloodless Magic
Eyes of Many Races Prerequisite: 18th level, bloodless magic class feature
Prerequisite: extra eyes Your Bloodless Magic class feature now lasts for a number of
Each of your eyes mutates additional turns (beyond your next turn) equal to your
to that of a different race Constitution modifier.
or species and may do so
constantly. Gift of Tongues
You can read all Your tongue can mutate to match the native speaker of
writing, and you can whichever language you are speaking, or perhaps you grow
take the Search an additional tongue.
action as a bonus You learn two additional languages of your choice. In
action. addition, you can mimic sounds you have heard, including
voices. A creature that can hear the sounds can tell that they
Flexible Bones are imitations with a successful Wisdom (Insight) check
Your bones become slightly opposed by your Charisma (Deception) check.
flexible and can be bent at-will,
not much, but enough to make it Limb Regeneration
easier to squeeze into small spaces. Prerequisite: 7th level
You gain a +2 bonus to Dexterity checks to make to escape
a grapple, or free yourself from bonds. In addition, you can You can regenerative capabilities have improved, taking on
squeeze into a space as small as 5 inches across. lizard like traits, you may even grow a sheen of scales.
You can gain this mutation twice. The second time you gain If you lose a limb while you have this mutation, it
it, the bonus increases to +4, and even your skull can flex and immediately starts to regrow. At the end of your next turn, the
bend, allowing you to squeeze into spaces as small as 1 inch regrowth completes, and you take 1d8 psychic damage. Any
across, however if you do, your speed is reduced to 5 feet limbs lost prior to gaining this mutation regrow over the
during the squeeze. course of 24 hours, re-growing limbs are unusable during
this time.
Four Arms
Prerequisite: 18th level Magic Resistance
You have magic coursing through your veins, spells have little
You grow an additional pair of arms on your sides, from the effect on you.
tops of your shoulders, or even additional forearms on your You have advantage on saving throws against spells and
existing appendages. You gain the following benefits: other magical effects.
You can wield additional weapons in your extra hands, the Metabolic Boost
weapons must have the light property. This feature does Your metabolism is more efficient than others'.
not grant you extra attacks. Whenever you regain Hit Points, you regain an additional 2
You can dual wield two-handed weapons and versatile Hit Points. This benefit also applies to Temporary Hit Points
weapons as though they were two-handed, the weapons gained.
may not have the heavy or special properties.
You have advantage on grapple attacks you make against Multiple Origins
creatures your size or smaller. This mutation was first discovered when a pair of Biformed
Giant's Leap mutants were born, one angelic, and one corrupted.
Prerequisite: 7th level Choose an Unnatural Origin different from the origin you
chose at 1st level. You gain the Origin Spells associated with
Your leg muscles strengthen, and you grow taller. the Unnatural Origin you choose.
Your long jump distance is equal to your walking speed and The Biformed Unnatural Origin cannot be chosen.
your high jump distance is equal to half your walking speed, Once chosen, this mutation cannot be replaced when you
with or without a running start. gain a level, and it can be gained multiple times.
Giant Strength Mutated Resistance
Prerequisite: 18th level, brute strength class feature Prerequisite: 6th level, multiple origins
You can now use Brute Strength twice between rests, but no You unlock more of your latent origin's abilities. You gain the
more than once on a turn. If you use that feature while under 6th-level feature associated with the origin you chose for your
its effects, its increases to your size, hit points, reach, and Multiple Origins mutation.
walking speed are cumulative. Once chosen, this mutation cannot be replaced when you
gain a level, and it can be gained multiple times.
Mutant
13
Unnatural Origin Feature Natural Weapon Master
You gain specialized natural weapon of your choice, such as a
Abomination Tougher Hide spear-tipped tail or bladed wings (if you possess those extra
Blessed Bloodline Purity of Blood limbs). In addition, the damage of your natural weapons
Corrupted Bloodline Corruption Resistance increases by one size, according to the following chart.
This mutation can be gained multiple times, gaining a new
Cybernetic Organism More Metal Than Flesh natural weapon each time, and increasing the damage as
Lycanthropy Polymorph Immunity appropriate.
Natural Weapon Master Damage
Mutated Offense 1d4 - 1d6 - 1d8 - 1d10 - 1d12
Prerequisite: 10th level, multiple origins, mutated resistance
You unlock more of your latent origin's abilities. You gain the One Mind, Two Bodies
10th-level feature associated with the origin you chose for Prerequisite: 18th level, two minds, one body class feature
your Multiple Origins mutation.
Once chosen, this mutation cannot be replaced when you You and your twin can perform the Help action on eachother
gain a level, and it can be gained multiple times. without using an Action, you must be separated to do so. You
can also communicate telepathically with your twin, as long
Unnatural Origin Feature as you are on the same plane of existence.
Abomination Change Stance
Pack Frenzy
Blessed Bloodline Blood Donations Prerequisite: 18th level, pack tactics class feature
Corrupted Bloodline Blood Empowerment
The damage of your Pack Tactics feature increases to 4d6. In
Cybernetic Organism Investiture of Steel addition, you have advantage on all melee attack rolls against
Lycanthropy Lycanthropic Fighting Style any creature that doesn't have all its Hit Points.
Mutated Specialist Pheromones
Prerequisite: 14th level, multiple origins, mutated resistance, Your blood is volatile and can be secreted as an airborne
mutated offense toxin, giving you influence over other humanoids.
As an action, you can attempt to charm a humanoid you
You unlock more of your latent origin's abilities. You gain the can see within range. It must make a Wisdom saving throw,
14th-level feature associated with the origin you chose for and does so with advantage if you or your companions are
your Multiple Origins mutation. fighting it. If it fails the saving throw, it is charmed by you for
Once chosen, this mutation cannot be replaced when you a number of hours equal to your Charisma modifier, or until
gain a level, and it can be gained multiple times. you or your companions do anything harmful to it. The
charmed creature regards you as a friendly acquaintance.
Unnatural Origin Feature When the effect ends, the creature knows it was charmed by
Abomination Brute Strength you.
Blessed Bloodline Acid Blood
Corrupted Bloodline Bloodless Magic
Cybernetic Organism Nanorobotic Infestation
Lycanthropy Pack Tactics

Nanorobotic Virus
Prerequisite: 18th level, nanorobotic
infestation class feature
Your Nanorobotic Infestation class
feature now works on any type of
creature. In addition, constructs
have disadvantage on the saving
throw imposed by your Nanorobotic
Infestation feature.
Natural Weapon Finesse
Prerequisite: natural weapon master
You can use Dexterity instead of
Strength for the attack and
damage rolls of your unarmed strikes.

Mutant
14
Restless
Photosynthesis Your mutated genes and regenerative capabilities negate your
Prerequisite: 5th level need for sleep.
You gain resistance to radiant damage, and as long as you are You no longer need to sleep and can't be forced to sleep by
in direct sunlight, you are immune to the effects of any means. To gain the benefits of a long rest, you can spend
exhaustion. all 8 hours doing light activity, such as keeping watch or
maintaining gear.
Potent Spellcasting
Prerequisite: 8th level Scales
Prerequisite: 18th level, tough hide
You can add your Constitution modifier to the damage you
deal with any mutant cantrip. Your skin has mutated into hard scales like that of a dragon,
or the carapace of a bulette.
Prehensile Tail You gain resistance to bludgeoning, piercing and
Prerequisite: 6th level slashing damage from non-magical weapons.
You grow a long tail which you can maneuver and control, its Scorpion Stinger
appearance takes on a form of your choosing. You can use Prerequisite: prehensile tail
your tail for the following actions:
Your tail becomes a natural weapon which you can use to
You can draw or stow an additional weapon each turn. make unarmed strikes. If you hit with it, it deals 1d6 (or your
You can perform the somatic components of spells. natural weapon master die) piercing damage, and the target
You can perform Sleight of Hand (if proficient). must make a Constitution saving throw against your spell
You can use a bonus action to throw a dagger or dart. save DC or become poisoned for 1 minute. The target can
use its action on its turn to repeat the saving throw, ending
Purifier the effect on a success.
Prerequisite: 18th level, acid blood class feature
The amount of Hit Points restored to your allies from your Shadowborn
Purity of Blood feature, and the Acid damage dealt to your Prerequisite: 7th level
enemies, increases to 2 x your Constitution modifier. Your skins darkens to match the shadows.
When you are in an area of dim light or darkness, you can
Untapped Potential use your action to become invisible until you move or take an
You unlock a reserve of strength from inside yourself, hidden action or a reaction.
since birth.
You gain two Gestational Mutations of your choice. Once Spell Resistance
chosen, this mutation cannot be replaced when you gain a Prerequisite: 7th level, magic resistance
level, and it can be gained multiple times.
You have magic coursing through your veins, spells have even
Quadruped less effect on you.
You grow another torso extending from your back side You have resistance to damage from spells.
complete with an additional set of legs. Your weight is
doubled, and your feet mutate into hooves or claws. You gain
the following benefits:
Your walking speed increases by 10 feet.
You count as one size larger when determining your
carrying capacity and the weight you can push or drag.
Your hooves are natural melee weapons, which you can
use to make unarmed strikes. If you hit with them, you
deal bludgeoning damage equal to ld4 + your Strength
modifier.
If you move at least 30 feet straight toward a target and
then hit it with a melee weapon attack on the
same turn, you can immediately follow that attack
with a bonus action, making one attack against
the target with your hooves.
In addition, if you do not have the clawed feet
mutation, any climb that requires hands and feet is
especially difficult for you because of your equine
legs. When you make such a climb, each foot of
movement costs you 4 extra feet, instead of the
normal 1 extra foot.

Mutant
15
.
Silk Spinner
You can produce an extremely durable thread, with a high
tensile strength. As an action, you can produce 20 feet of
spidersilk rope from your chest, hands, mouth or other
orifice. You can produce up to 100 feet of thread, and regain
the ability to produce another 100 feet when you finish a long
rest.
The thread can be sticky or non-sticky (your choice).
Spidersilk thread has 15 Hit Points, and may be broken with
a successful Strength check against your spell save DC. The
spidersilk starts to lose durability after a time, taking a -5
penalty to its DC every 6 hours, until it becomes nothing
more than dry, insubstantial wisps.
Spiked Skin Weapon Arm, Elemental
Prerequisite: quills Prerequisite: 10th level, weapon arm or a natural weapon
The damage dealt by your quills increases to 3. In addition, You infuse your weapon arm with elemental energy, setting it
you can extend your quills at-will without requiring an action, aflame or crackling with energy, or perhaps it even begins to
when you grapple a creature, or you are hit with a grapple decay, and spread disease.
attack. Choose acid, cold, fire, lightning, necrotic, poison or
thunder damage. When you hit a creature with your weapon
Tough Hide arm, the creature takes extra damage of the chosen type,
Your skin grows tougher and harder, better able to withstand equal to your Constitution modifier (minimum 1).
the blows of battles and lynchings. You can gain this mutation multiple times, choosing a
While you are not wearing armour, you gain a +1 bonus to different weapon arm each time.
your AC. You can gain this mutation multiple times.
Weapon Arm, Elongated
True Chameleon Prerequisite: 7th level, weapon arm or a natural weapon
Prerequisite: 14th level, shadowborn
You can stretch the muscles of your arm and grow or extend
Your skin can change to match any surrounding area. your weapon. You gain the following benefits:
You can cast invisibility on yourself at will, without
sacrificing Hit Points or expending material components. The range for melee attacks you make with your weapon
arm increases by 5 feet.
Two Heads You can sever the tissue of your weapon arm at-will to
Prerequisite: 11th level, restless propel it forward. You can sacrifice 2 Hit Points to throw
your weapon arm with a range of 20/60. Your weapon arm
You grow another head on your shoulders. You decide regrows immediately.
whether this extra head is sentient or not, along with its
personality. When one of your heads is asleep, the other is You can gain this mutation multiple times, choosing a
awake. different weapon arm each time.
You have advantage on Wisdom (Perception) checks and
on saving throws against being blinded, charmed, deafened, Weapon Arm, Improved
frightened, stunned, and knocked unconscious. Prerequisite: 7th level, weapon arm or a natural weapon
You weapon arm grows stronger, and the weapon more
Weapon Arm durable.
One of your hands mutates into a weapon, likely made of Your weapon arm or natural weapon gains a +1 bonus to
veiny flesh with a blade of bone. its attack and damage rolls and counts as magical for the
One of your hands becomes a one-handed weapon with purpose of overcoming resistance to nonmagical weapons.
which you are proficient, this precludes the use of that hand You can gain this mutation multiple times, up to a
for any other actions. You cannot be disarmed of that maximum of 3 times per weapon arm.
weapon, unless the hand or arm is cut off or otherwise
amputated, or you replace this mutation. Wings
You can change your weapon arm into another weapon Prerequisite: 14th level
with which you are proficient whenever you finish a long rest.
This mutation can be gained multiple times. Wings of a form of your choosing, such as those of angels,
bats, or owls sprout from your back, or down from your arms.
Cybernetic Organisms may develop wings of canvas, or even
a jet pack.
As an action, you can cause to wings to sprout from your
body or absorb back into it. While you wings are out, you gain
a flying speed equal to your walking speed.
Mutant
16
3rd-Level
Mutant Spells Bestow Curse
Catnap
Cantrips (0-level) Feign Death
Acid Splash Life Transference
Eldritch Blast Gaseous Form
Infestation Haste
Poison Spray Meld into Stone
Primal Savagery Plant Growth
Thorn Whip Protection from Energy
Revivify
1st-Level Speak with Dead
Absorb Elements Speak with Plants
Beast Bond Tongues
Cause Fear Water Breathing
Comprehend Languages Water Walk
Detect Poison and Disease
Disguise Self 4th-Level
Expeditious Retreat Freedom of Movement
False Life Giant Insect
Feather Fall Greater Invisibility
Grease Guardian of Nature
Jump Staggering Smite
Longstrider Stoneskin
Mage Armor 5th-Level
Purify Food and Drink
Shield Awaken
Speak with Animals Circle of Power
Wrathful Smite Commune with Nature
Zephyr Strike Contagion
Rary's Telepathic Bond
2nd-Level Skill Empowerment
Alter Self Steel Wind Strike
Barkskin
Beast Sense
Blur
Multiclassing
Darkvision When you advance in level, and at your DM's discretion, you
Detect Thoughts may take the option to multiclass into a mutant.
Enhance Ability
Enlarge/Reduce Prerequisites
Invisibility You must meet the following prerequisites to qualify for a
Magic Weapon mutant.
Nystul's Magic Aura Multiclassing Prerequisites
Protection from Poison Ability Score Minimum
Ray of Enfeeblement
See Invisibility Constitution 13
Spider Climb
Spike Growth Proficiencies
Warding Bond You gain the following proficiencies when you multiclass into
Web a mutant.
Multiclassing Proficiencies
Mutant Feats Proficiencies Gained
At certain leveIs, your class gives you the Ability Score Disguise kit, one skill from the class's skill list
Improvement feature. Using the optional feats rule, you can
forgo taking that feature to take a feat of your choice instead. Spellcasting
If you have both the Spellcasting class feature and the Blood
Mutation Magic class feature from the mutant class, you can expend
Prerequisite: mutant Hit Points, and use the spell slots you gain from the Blood
Magic feature to cast spells you know or have prepared from
You gain one mutation, or two gestational mutations of your classes with the Spellcasting class feature, and you can use
choice. You must meet the prerequisites. the spell slots you gain from the Spellcasting class feature to
cast mutant spells you know.
Mutant
17
When not in combat, Multiplicity may change forms at will.
When you draw the weapon, roll a d4 to determine the
Mutated Equipment weapon's form, according to the following table.
Mutants have access to certain magical items that other d4 Weapon Form
classes do not. These items are detailed here.
1 Dagger
Multiplicity 2 Dart
Weapon (dagger), legendary (requires attunement by a 3 Javelin
mutant) 4 Spear
A horrific weapon created from nightmare, Multiplicity
is alive with malevolence, filled with an unspeakable Multiplicity also periodically and randomly alters its
thirst for blood and flesh. Multiplicity has the general appearance in slight ways. The bearer has no control over
shape and size of a dagger, but in place of a smooth these minor alterations, which have no effect on the item's
cutting edge, it has a toothy row of jagged barbs. Old use.
blood mixed with dark grease oozes from the teeth, Highly Versatile. Without requiring an action, Multiplicity
and when the weapon is swung in battle, the serrated can also shrink or enlarge itself automatically while in spear
edge rocks back and forth to chew through flesh and form to adhere to your needs; you only need to grasp the
bone. weapon with another hand to do so.
The blade is all that remains of the first mutant and Multiplicity has the three-handed versatile (1d10) and four-
his first mutation. A mutants' powers originate very similarly handed versatile (1d12) properties. While wielded in three or
to sorcerers, it could be said that they are one and the same. four hands, Multiplicity gains the reach property.
When a sorcerer's powers have gone uncontrolled for too Returning. Immeditately you make a ranged attack with
long, the magic may run unchecked, and a mutant is born. Multiplicity, the weapon flies back to your hand.
The first mutant, having no one to teach him of his powers,
had a violent eruption of aether explode from his body. All Great-Handed Gauntlets
that remains is what was one his hand, instilled with a Wondrous item, very rare (requires attunement by a
fragment of his mind. mutant with Four Arms mutation)
Magic Weapon. Damage with this weapon counts as
magical for the purpose of overcoming resistance to The Great-Handed Gauntlets are a pair of double-handed
bludgeoning, piercing and slashing damage from non-magical plate gauntlets. Both the right and left-handed gauntlets are
weapons. fitted for two hands, one on top of the other, to accomodate
Sentience. Multiplicity is a sentient chaotic neutral four-armed mutants.
weapon with an Intelligence of 8, a Wisdom of 10, and a While wearing these gloves, you can dual-wield two-handed
Charisma of 16. It has hearing and darkvision out to a range weapons with the heavy and/or special properties.
of 120 feet. In addition, while wearing the gauntlets, you can learn the
The weapon communicates by transmitting emotions, most commonly used name of any one humanoid by looking
sending a tingling sensation through the wielder's hand when that creature in the eyes. As an action, choose one creature
it wants to communicate something it has sensed. It can within 10 feet of you that you can see, and can see you. Make
communicate more explicitly, through visions or dreams, an Intimidation check, contested against the target's Insight
when the wielder is either in a trance or asleep. check. If you succeed, you learn the most commonly used
Personality. Multiplicity's state of mind has degenerated name of the target.
past the point of having a purpose or developing goals. It
seems to take pleasure in being coated with blood, expecially Glamoured Robe
that of another mutant. Occasionally it forces its wielder to
blurt out obscenities in Deep Speech or Undercommon, and Wondrous item, uncommon
delights in the change of mood around it wielder upon doing The glamoured robe, in its true form, is a plain brown hooded
so. The weapon's only need and want is constant change, robe, but it morphs and alters itself to an appropriate size and
lacking the power to alter much else, it occasionally changes shape to conform to the wearer's needs, such as shrinking for
it own form. a small character or growing extra sleeves for extra arms, or
Any non-mutant to touch the weapon feels a sense of slots for wings.
distaste when in contact with it, and continues to sense You can use a bonus action to speak the robe's command
discomfort while wielding it. word and cause the robe to assume the appearance of any set
Mutate. You can speak a command word (Deep Speech for of clothing or some other kind of armor. You decide what it
"change") as a bonus action to cause Multiplicity to alter into looks like, including color, style, and accessories, but the robe
one of the following weapons of your choice: dagger, dart, retains its normal bulk and weight. The illusory appearance
javelin, or spear. lasts until you use this property again or remove the robe.
You can also speak the command word to alter the
weapon's appearance in minor ways. Such alterations don't
change the weapon's properties, but may change how it is
worn, carried, or wielded. For instance, while Multiplicity is in
spear form, and you are wielding it in one hand, you may have
it appear as a shortsword.
Mutant
18

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