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5th Edition Mutations
5th Edition Mutations
Bigger (passive)
Acidic Blood (passive) You are one size level larger (i.e. from medium size to large
Any melee attacker within 5 feet of you that successfully size). Your Strength and Constitution scores are increased by
inflicts damage with a slashing or piercing attack takes 1d4 2 each, but your Dexterity score is decreased by 2.
acid damage.
Two-handed weapons become versatile weapons for you
In addition, their weapon suffers a permanent, cumulative -1 (you can use them one-handed for the same amount of
modifier to attack and damage rolls. When the modifier damage), or you can use large two-handed melee weapons.
reaches -5, the weapon is destroyed.
Your armor must be custom made, at double the standard
Adhesive Skin (passive, Strength save) cost.
Anyone or anything touching you sticks to your skin. A
Strength save is required to remove stuck weapons. Foes Bleeder (passive)
touching you are grappled unless they make a Strength save. You have disadvantage on death saving throws.
Aggression Field (passive) Blind (passive)
In combat, all foes attack you first, unless they have a closer You have no eyes, or were born blind, and thus suffer from
target. the Blind condition.
Amorphous (concentration) Body Pouch (passive)
You may concentrate to change your body into an amorphous You have a body pouch somewhere on your body (most likely
blob. You may squeeze your body through any opening up to your abdomen), which is roughly the size of pouch-sized
1 inch wide (though, obviously, not your equipment). container (from the equipment list). A simple pat-down
Furthermore, when amorphous you have advantage on search will not discover your pouch, but a thorough strip
checks to remove the Grappled condition. search would immediately reveal it.
Atrophied Arm (passive) Bug Legs (passive)
One of your arms is a shriveled limb, useless for anything. You have insect-like legs covered with spiky hairs which allow
You may not use that arm to hold equipment or to wield you move up vertical surfaces and across ceilings at your
weapons or shields. normal speed. You may also hang from ceilings or walls.
Atrophied Leg (passive) Caustic Spit (ranged attack, Dexterity save)
One of your legs is a withered, near useless stump. Your base Once between short rests as an attack action you may spit an
ground movement rate is halved. acidic glob at one opponent up to 60 feet away. If the target
fails their Dexterity save, they take acid damage equal to your
Strength score.
Note that this mutation won't change the color of your You gain one additional head each time this mutation is
equipment, so it only really works when you're wearing rolled, but gain no additional benefit from the mutation
minimal armor/clothing. (other than, if one head is somehow lost, you still have more
heads to fall back on).
Claws (melee attack)
Your hands have sharp and powerful claws, which you may Eye Stalks (passive)
use to make melee attacks. The claws inflict 1d6 slashing Your eyes are appended to the end of stalks which extend
damage. from your head. These stalks may rotate up to 180 degrees in
either direction, thus effectively granting 'stereo vision.'
Darkvision (passive)
You can see in dim light as if it were bright light (up to 60 In addition, you have a small degree of control over the
feet), and darkness as if it were dim light. stalks, allowing you to 'bend' them slightly, thus allowing you
to peek around a corner, for example.
Deaf (passive)
Lacking ears, or otherwise unable to hear, you suffer from the Faster (passive)
Deaf condition. This mutation contradicts the echolocation Your base speed increases by 10 feet.
mutation.
Fur (passive)
Echolocation (passive) Your body is covered in fur (which may grow over any natural
You possess blindsight with a range of 60 feet. Echolocation armor you have), providing you with resistance against cold
does not work if you're suffering from the Deaf condition. damage.
If you have the poisonous mutation, your poison gland is Tremorsense (passive)
almost certainly integrated with your stinger. You possess tremorsense with a range of 60 feet.
Wings (passive)
You possess flying movement with a speed of 60 feet,
provided you are not encumbered. If you stop flying or go
unconsciousness you immediately fall.