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Credit: Wizards ofthe Coast it: Wizards of the Coast LUTANT 1an man with yellow, slitted eyes throws off his cloak extends his claws, leaping upon the highwayman and [Anvelven woman's head peaks above the water, here eyes in ear but her mouth an gills below in the water. She sinks ‘back down and swims, propelled by her luked tail right next © to goblin at the waters edge, dragging it under with several ~ tentacles. ‘A dwarven man runs through the streets, imposibly fast ‘upon his goatlike legs, leaping clear over a wall to ram the ‘guard accosting his companion, with curled horns protruding from his head. ‘While their appearance are as varied as the beasts wi ‘walk the land, soar the skies, and swim the seas; mutants are tll mortale at their cores, and etill Seok to find a place in civilization. [ACK OF NEw TRADES Mutants have abilities that even mages cannot reproduce for ‘extended periods of time. As stich, even inexperiences mutants ean often make themselves useful in a variety of different tasks. From underwater construction, to digging advanved tunnel structures, fo air mail, mutants can fil roles that noone else can. Of ourse they can also make themselves useful in other ways, like squeezing through keyholes, sniffing out targets, running contrabané, or tearing people apart; though these are obviously looked upon less favorable for obvious reasons, UNEVEN ORIGINS Becoming a mutant is not something people usually train for ‘There are no techniques to learn, spells to memorize, or rituals to perform. As such, most mutants lke to gather together after their mutation process has begun, in an attempt to learn haw ta contra! theie new abilities fem ‘others like them, CREATING A MUTANT ‘When making a mutant, consider two concequences of their ‘mutation. Firstly, how does your character view their mutations? Are they a git, granting you new opportunities? Or are they a curse, making your body no longer your own. ‘and denying you self determination? Secondly, how do you deal with how other people see you? Do you like being special the constant object of attention? Or are you angered ‘or ashamed by the horrified looks and furtive glances? No matter how you answer these question, you shoul also consider how yourm mutations will continue. Will you, as the player, have your character's mutations appear randomly, ‘without rhyme of reasori? Or do you have a plan, in which ‘case, consider mutations! prerequisites and incompatabilities ‘so you can build your perfect organism. THe MUTANT Prof Level "Bonus ” Features ist 42 Mutations, Mutant ee Origin and +2 3rd 42 Animal +2 Ability Score Improvement 43° Multiattack +3. Ability Score Improvement, Mutant Origin Feature 43° Unnatural +3 Ability Score Improvement 4 +4 Mutant Origin Feature Ability Score Improvement Ability Score Improvement, Mutant Origin Feature Ability Score Improvement Ability Score lenprovernent ‘Apex CLass FEATURES ‘Asa mutant, you gain the following class features Hrr Ponts Hit Dice: 1d8 per Mutant level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 148 (or 5) + your Constitution ‘modifier per mutant level after 1st ‘PROFICIENGIES ‘Armor: Light, Medium, Shields ‘Weapons: Simple weapons ‘Tools: None + Saving Throws: Dexerity, Constitution + Skills: Choose two from Acrobaties, Athletics, Intimidation, Nature, Perception, Stealth, Survival Eguirmenr You start with the following equipment, in addition to the equipment granted by your background * (a)asimple weapon and a shield or (b)2 simple weapons © (a)fivejavelins or (b)any simple melee weapon. * Leather armour and alight crossbow with 20 bolts * (aan explorer's pack of (b)a duneonees's pack Moran OriGiIn ‘Your mutations were not natural People with mutations as extensive as yours usually acquire them by two means, detailed at the end of this class deseription: alchemy, curse, or disease. Choose one of these, which grant you features at Ist level and again at 6th level 10th level and 14th level MoraTions Your body undergoes strange and radical changes which ‘grant you new abilities and traits, and often body parts. You have a number of mutations of levels as shown on the Mutant Class Table. ANIMALIA Atlevel 3, your mutations begin fo share a commonality of ‘appearance and origin, Choose a phylum: amphibian, bird insect, fish, mammal or reptile, Your choice determines how your mutations appear, as well as granting you one ofthe: following benefits: AMPHIBIAN Your skin becomes slightly slimmy and slightly translucent, and asa transitional organism, you have seemingly contradictory features. You can now have mutations that are {ncompatable with mutations you already have. Bmp ‘You grow tufts of feathers from various points on your bods, and your bones become hollow and lightweight. You have resistance to falling damage. Inszcr ‘You begin to develope an stiff exoskeleton and grow antennae from your head You gain 5 f. of blindsight. Risa You begin to develope shimmering scales and spines along your back. You have advantage on checks to escape grapples ‘and to end the restrained condition Mamma, Hair grows from all parts of your body, and you gain resistance to cold damage, and advantage on Constitution ‘saving throws against freezing Rerrne ‘Your skin becomes scaly and tough, as well as the ability © recover from grievous wounds. You have advantage on death saving throws, Asrury Score IMPROVEMENT When you reach 4th level and again at 6th, 8th, 12th, 14th, 16th, and 19th level you can increase one ability score of your choice by 2,or increase two ability scores of your choice by LAs normal you can't increase any ability score above 20 using this feature. MULTIATTACK ‘Starting at 5th level, whenever you take the attack action, you can make 2 attacks, instead of I. UNNATURAL Your mutations are more than physical and biological Your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity. APEX {At 20th level. your body's fullest potential is unleashed You gain an additional matation of st, 2nd, 3rd, and th level. ‘This is already accounted for on the Mutant Class Table. MUTANT ORIGINS Mutants require a catalyst for their mutations. Small ‘mutations are a natural part of life, but the radical mutations that mutants undergo require very unnatural causes. Some ‘mutants intentionally inflict mutation upon themselves, others acquire them by accident, or the actions of others. ALCHEMY ‘Your mutations were caused by alchemical agents. This was likely volutary, though itis possible you were poisoned Th gives you more control over your mutations than other ‘mutants, as well as an increased tolerance of potions and poisons. Bonus Provicrenarzs ‘You gain proficiency with Aichemist’s Supplies at Ist level ToucHENep InsIDEs ‘Your body has adjusted to the alchemical substances that you regularly consume. Starting at Ist level you have resistance to poison damage, and advantage on Constitution saving throws against poison. Surrusep Frese [At 6th level, our flesh is awash with the alchemical agents| ‘you have consumed, and becomes toxic to others, Whenever a creature hits you with a bite attack, i takes 1d4 poison damage. Rapp AzsoRrrion ‘Starting at 10th, your body now absorbs the maximum, potency of ingested potions. You now regain the maximum possible hit points from healing potions. Cowrroiep EvoLurion At L4th level you gain the ability to exercise fine and rapid control over your mutations. Choose a level 1, 2 and 3 mutation that you currently have. You ean now exchange these mutations for any other mutation you meet the. prerequisites for after along rest. DIsEASE ‘Your mutations sprung from a horrible disease you contracted In fighting off the disease, your body has dramatically changed, perhaps as an adaptation, perhaps: ‘because the mutation isan effect of the disease itself, ‘Drszase RippLzp ‘Your body is so busy dealing with your diseasse that it has no time to deal with others. Starting at Ist level you are immune to disease, ‘Inuyzss Exrzet ‘At first level you have had so much experience dealing with your disease that you have acquired very practical medical ‘knowledge. You gain proficiency in the Medicine skill ‘Nzorosis ‘Some paris of your body are always dying and being healed ‘Starting at 6th level as a reaction, you ean shed this dead tissue, giving all ereatures within 5 ft. of you disadvantage on, ‘melee attack rolls until the start of your next turn A creature ‘that is immune to poison is uneffected by this trait. Once you. use this feature, you can't do so again until the end of along rest RenewaL Cycle ‘Your hody constantly looses and gains new tissue inthe course of fighting your disease. Starting at 10th level this cycle of replacing dead tissue gives you resistance to necrotic damage. Dynamrc EvoLurion ‘At 14th level, you've managed to direct your disease’s side effects into helpful outgrowths that quickly grow and wither. ‘tthe end of each long rest, you gain a random level 1 and level 2 mutation, These twa mutations are replaced by a random level 1 and level 2 mutation at the end of every long rest MUTATIONS Ifa mutation has prerequisites, you must meet them to gain it, You can gain a mutation atthe same time you meet its prerequisites. You cannot gain a mutation if you already have ‘a mutation that is incompatable with it. LEvEL1 ‘TeerH, CLaws, on Horns Incompatable with Tentacles You grow fearsome natural weapons patterned after those of beasts. Your unarmed strikes now deal 146 slashing damage, or 1d4 slashing damage and you can use Dexterity instead of Strength ‘THICKENED HipE Incompatable with Camouflage Your hide becomes leathery and tough. You gain +1 to your ‘AC when you are not wearing armor. ‘PszvDo-Wines ‘You have a thin membrane which extends from your wrists to ‘your knees. When you fall and are not incapacitated, you can ‘move up to 2 feet horizontally for every 1 foot you fal. ‘Additionally, you can eubtract 100 from a fall when calculating fall damage. ‘ENLARGED HEART Your heart becomes 50% larger and more efficent. You have advantage on saves against exhaustion, and you suffer no ill effects of extended physical activity. Entarcep Lunes ‘Your lungs now extend farther into your torso. You can hold your breath for 15 minutes. ‘WEBBING Incompatable with Nimble Climber Your fingers and (oes are now webbed. You gain a ‘swimming speed equal to your walking speed. Carsyzs Your eyes now resemble those of a feline. You gain 30 ft. of darkvision. This stacks with any existing darkwision you have. Croven Hooves Your feet twist into hooves. You have advantage on Stength and Dexterity saving throws made against effects that would knock you prone. Nowe ‘You get significantly faster. Your base walking speed increases by 10 ft LevEL2 ‘SPinzs, Sharp chitinous spines grow from your arms. When you ‘make an unarmed attack, you can instead choose to fire these spines from your arms. These spines have a range of 30/90, use the Dexterity score, and deal 148 + your Dexterity ‘modifier piercing damage. Musciz Mass ‘Your muscles become significantly stronger, thin and corded like that of apes. Your carrying capacity is doubled, you count ‘as one size larger for the purpose of pushing, pulling, and lifting. Additionally, you have advantage on Strength saving throws. Finally your jumping distance doubles. Acrp Serr ‘You grow glands at the back of your throat capable of producing caustic acid When you make an unarmed strike, you can replace it with an acid spit. The spit has a range of 30, i, is modified by dexterity, and deals 2410 acid damage. You ‘can use this feature a number of times equal to 1 + your Constitution modifier. Razor SHARP Prerequisite: Teeth, Claws, or Horns. ‘Your natural weapons become significantly more ‘dangerous, Your unarmed strikes now deal 1410 slashing, ‘damage, or 148 slashing damage and you can use Dexterity instead of Strength, CAMOUFLAGE Incompatable with Thickened Hide ‘Your skin can now change shade based on your surroundings. You have advantage on Stealth checks. CARAPACE Prerequisite: Thickened Hide Parts of your body are covered in a thick shell You gain +2 to your AC when you are not wearing armor, Guus 2 sets of gills sprout from your neck. You can breathe underwater. Nowoix Cuneser Incompatable with Webbing ‘Your nails become thick and hard, and can dig them into solid eurfacee. You gain a climbing epeed equal to your walking speed ‘Kuen Sznszs ‘Two of your senses sharpens. Choose 2 of the 5 senses, you ‘now have advantage on Perception checks made with these Powsrrut TAIL Prerequisite: Webbed Incompatable with Prehensile Tail ‘You grow a large and muscled tail Your swimming speed Jnereases by 20 ft, and you have advantage on checks to wit, ‘TENTACLES Incompatable with Teeth, Claws, or Horns Several tentacles replace one of your arms. Your reach increases by 5 fe; when you take the Interact Object action, ‘you can interact with 2 objects. Szconp Kner Prerequisite: Nimble You gain a second joint in your legs, which gives you significantly stronger legs. Your base walking speed increases by 10 ft, and your jump distance is doubled LEvEL3 BuazowEr Prerequisite: Nimble Climber and broad. You gain a burrowing speed ‘Wes Gano You grow a web gland like that of spiders, You can cast the web spel at will The DC equals 8 + your Constitution modifier + your proficiency bonus. Savace Prerequisite: Razor Sharp Your natural weapons become resemble those of the deadliest beasts. Your unarmed strikes now deal 1412 slashing damage, or 1410 slashing damage but using the Dexterity score. ‘Venom GLANDS Prerequisite: Teeth, Claws, or Horns or Tentacles, Your natural weapons now drip a dangerous neurotoxin. ‘Whenever you hit with an unarmed strike, you dea additional 2d4 poison damage. Additionally, when you make an unarmed strike, you can make an additional unarmed strike as a bonus action ‘INFRARED SIGHT Prerequisite: Cateyes You gain the ability to sense the infrared spectrum, like a pit viper. You gain the ability to see heat and organisms that ive off heat. This sense is not effected by darkness, fog, or invisibility, but it is blocked by total cover. Ths sight extends 120. ‘Wines Prerequisite: Psoudo Wings ‘You grow a proper set of wings. These wings may be leathery or feathered. You now have a fight speed of 30 f. Grarrtinc Liuas ‘You grow a small set of additional limbs below your armpits. ‘You can now attempt to grapple creatures as.a bonus action. Doing so does not occupy your normal arms. If you chose £0 arapple a creature with both your normal arms and your ‘grappling limbs, you have advantage on those grapple checks. BIozNGINE Prerequisite: Muscle Mass ‘Your body becomes a furnace of bioenergy, and you can ‘unleash it in a devastating blast. As an action, you ean exhale 2.20 ft. cone of ire. This fire deals 846 fire damage, Creatures in the area must make a dexterity saving throw. ‘The DC for this saving throw = 8 + your proficieney bonus + your constitution modifier. Creatures which succeed on this ‘save take half damage. You can use this feature a number of times equal to your Constitution modifier ‘MIND oF THER OWN Prerequsite: Tentacles ‘Your tentacles have nerve centers oftheir own, allowing you (o dedicate less attention to individual attacks. When you take the attack action, you make 3 attacks instead of 2 ‘LeveL 4 ‘Virz Venom Prerequisite: Venom Glands ‘Your venom now has more advanced neurotixc effects ‘When you hit an enemy with an unarmed strike, it must ‘succeed on a Constitution saving throw, with a DC equal to 8 + your Constitution score + your proficiency bonus, or be poisoned until the start of your next turn ‘Teron Prerequisite: Savage Your natural weapons become inhumanly deadly. Your unarmed strikes now deal 248 slashing damage, or 246 slashing damage but using the Dexterity score, REGENERATION You can heal crippling injuries in the blink of an eye. You regain a number of hit points equal to your Constitution ‘modifier. Tis trait does not function if you have taken fire or acid damage that turn. Anmorep HIDE Prerequisite: Carapace ‘Your skin become nigh impenetrable. Your AC inereases by 4 when not wearing armor. Szconp Ser Prerequisite: Grappling Limbs You grow a full set of additional limbs. As a bonus action, you can now take the Attack action or the Interact with, Object action. Additionally, you can now carry an additional ‘one handed weapon while your 2 hands are full. AuozPHous Your body becomes malleable and resilient. You can squeeze ‘through spaces as small as 1 inch in diameter, and you are resistant fo non-magical bludgeoning damage.

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