D&D 5E Mutant Race

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Mutant

“Mother Nature was funny that way. Complex.
Unpredictable. And unforgiving as hell if
you fucked around with her.” 

― Chuck Grossart, The Gemini Effect


Fear follows mutants like the plague, and not entirely without good reason. Whether different due to natural biological processes, magical effects, or nuclear contamination, the changes to their physical form distinctly put them into the "dangerous" category. Another, much more irrational, fear is that somehow they will pass on their unique biological features like an infection. While a small subset of mutants do see themselves as being superior life forms, most just want to find a place to fit in, as much as that is a struggle for them.

Playing God

Mutants are often associated with people meddling with forces they don't fully understand. Many scientists will be quick to assert that we are all technically mutants on a small scale, but generally greater levels of biological mutation imply unusual circumstances.

There are cases of people attempting to create mutants artificially, but the majority of these experiments fail on one way or another.

No Status Quo

Each mutant is completely unique, and they display an enormous variety for appearances and features. Some bear a strong resemblance to particular animals, and may even have almost identical anatomical features to them. A large number don't have any mutations which alter their physical appearance, and can blend in among normal humans with absolute ease.

Each mutant has their own specific mutations, and the chances of two mutants having exactly the same mutation set are miniscule. It has, however, been theorized that if a pair of mutants with some similar traits had children, those children would be much more likely to have those similar traits. Potentially, if this process continued it would be possible to create a new species entirely separate to homo sapiens.

Condemned

Many mutants struggle with employment or even fall into poverty, due to a combination of the fear and suspicion around them and their prevalent lack of self control. This causes many mutants to fall into criminal activity, where their mutations are exploited and used to maximum effect. In these cases, some enjoy the freedom they experience in being able to use their mutations freely and without consequence, whereas others see it as just another form of entrapment and oppression.

Those mutants that do manage to find honest employment often find themselves doing manual labor, though some do work their way up to more well-paid jobs. In work, they display incredible determination and drive, desperate to prove their worth in any way possible.

Boundless Possibility

While the great majority of mutants appear at least a little frightening, with tusks, thick skin and extra fingers, it is entirely possible for them to have almost any appearance. One historic example includes a particular mutant that was fortunate enough to be born with an almost angelic appearance, wings and all, and they subsequently went on to be the most successful televangelist that ever lived.

Mutant Names

Mutants typically have normal names for the culture they were born into, but many are given nicknames by their friends, often based on their particular mutation. Whether this is welcome is entirely dependent on the mutant in question.

Mutant Traits

All mutants share the following features.

Ability Score Increase. Your Constitution score increases by 2 and a different ability score of your choice increases by 1

Age. Mutants age as humans do.

Alignment. Mutants are true to themselves more than any law or code of ethics making them more often chaotic, and they generally tend towards neutral more than evil or good.

Size. Mutants come in all shapes and sizes. You can choose to be Medium or Small.

Speed. Your basic walking speed is 30 feet.

Robust Physiology. You have advantage on saving throws against poison and disease, and you have resistance to poison damage.

Infinite Variety. You have 10 mutation points you can spend on mutations. See Mutations.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read and write one language of your choice.

Mutations

Mutations are split into two categories: Positive and Negative. Positive mutations cost mutation points, whereas negative mutations gain you mutation points. You can only gain extra mutation points from up to two negative mutations.

Positive Mutations

Choose from the following modifications. Each has a point value associated with it, and some can be selected multiple times.

Acid Spurt. You can use your action to squirt acidic saliva from your mouth. When you do so, each creature in a 5 by 30 ft. line originating from you must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your acid spurt, you can’t use it again until you complete a short or long rest. This mutation costs 6 points.

Additional Arms. You have an extra pair of arms that are each about as dexterous as a normal non-dominant arm. This arms can be used to hold and use items, and make attacks. You have advantage on Strength (Athletics) checks made to grapple creatures. This mutation costs 6 points.

Adept Climber. You have a climb speed equivalent to your walking speed. This mutation costs 2 points.

You can take this mutation an additional time, spending 3 points to always be under the effects of the Spider Climb spell.

Agile. Your base walking speed increases to 35 feet. This mutation costs 2 points.

Born Swimmer. You have a swim speed of equal to your walking speed. This mutation costs 2 points.

Burrowing. While you have two free hands you have a burrowing speed of 10 feet. This mutation costs 2 points.

Chameleon Skin. Your skin can change color to match your surroundings. While you are Hidden, as long as remain motionless, other creatures have disadvantage on Perception checks to see you, even if you are in plain sight. This mutation costs 4 points.

Cold Adaption. You gain resistance to cold damage and you are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. This mutation costs 4 points.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 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. This mutation costs 3 points.

You can take this mutation an additional time, spending 1 point to increase the range of your darkvision to 120 feet.

Extrasensory. You are able to discern detail of the world around you though means other than sight. You have blindsight up to 30 feet away. This mutation costs 8 points.

Flight. Most often facilitated by large wings, you are able to fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. This mutation costs 6 points.

Gills. You can breathe air and water. This mutation costs 2 points.

Harden. You are able to harden your skin briefly. You can use an action on your turn to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. This mutation costs 3 points.

Healing Factor. You heal at an impressive rate. You can use an action on your turn to regain hit points equal to your level. Once you use this feature, you must finish long rest before you can use it again. This mutation costs 2 points. You can take this mutation up to two additional times, spending 2 points to gain an additional use before a long rest is required each time it is taken.

Heat Adaption. You gain resistance to fire damage and you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. This mutation costs 5 points.

Innate Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast catapult once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

You can choose between Intelligence, Wisdom, and Charisma as your spellcasting ability for these spells. You can cast each of them without verbal or material components. This mutation costs 6 points.

Keen Senses. Gain proficiency in the Perception skill and choose one sense. You gain advantage on Perception rolls that utilize that sense. This mutation costs 3 points.

Long-Limbed Your arms are especially long, and almost reach the floor when they hang down. When you make a melee attack, your reach for it is 5 feet greater than normal. This mutation costs 6 points.

Natural Armor. Your body is particularly tough and resilient to damage. This may be in the form of tough, scaly skin, or perhaps a partial exoskeleton. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. This mutation costs 3 points.

Natural Weapon. You have a natural weapon that you are proficient in. This could be a bite, claw, quill, club tail, tentacle or other feature. You can choose to add your strength or dexterity modifier to the attack roll and deal 1d6 + strength or dexterity modifier damage. The damage type should be selected when you take this trait; bludgeoning, piercing, poison, or slashing damage. At your GM's discretion, this anatomical feature may be able to hold items, but is not dexterous to use anything it holds. This mutation costs 2 points.

You can take this mutation an additional 2 times, spending 1 point each time. The first time, the damage of your natural weapon increases to 1d8. The second time, the damage of your natural weapon increases to 1d10.

Photosynthesis. Rather than eating, you can sustain yourself on sunlight. By spending at least 2 hours in direct sunlight, you are treated as having eaten enough food for that day. At your GM's discretion, you may use other powerful sources of ultraviolet light to gain this benefit instead of sunlight, such as a tanning bed. This mutation costs 1 point.

Poison Breath. You can use your action to exhale a cloud of poison. When you do so, each creature in a 15 ft. cone originating from you must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your poison breath, you can’t use it again until you complete a short or long rest. This mutation costs 6 points.

Quadruped Dash. You are able to move swiftly on all fours. While you are prone you can run on all fours if your hands are free. While doing so, your walking speed increases by 10 feet. Additionally, you do not have disadvantage on melee attack rolls while you are prone. This mutation costs 2 points.
































Resilient Mind. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. This mutation costs 2 points. You can take this mutation one additional time, spending 2 points to gain resistance to psychic damage.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple. This mutation costs 3 points.

Negative Mutations

Choose from the following mutations. Each gains you a certain amount of mutation points you can spend on positive mutations.

Bioluminescence. You emit a soft glow, emitting dim light to a radius of 5 feet. You are always treated as if you are in bright light, and Stealth checks you make in dim light or darkness are made at disadvantage. This effect can be negated if you totally cover your body. This mutation gains you 3 mutation points.

Blindness. You are blind. Unless you have some other means of perceiving the world (such as the Extrasensory mutation or the Arcane Eye spell), you are perpetually affected by the Blinded condition. This mutation gains you 4 mutation points.

Bloodthirst. You have an insatiable thirst for blood. You must drink at least a pint of fresh blood each day, that has been extracted from a living creature for a few days at most. Drinking a pint of blood directly from a creature takes about a minute, and causes 1d6 necrotic damage to the creature. This damage ignores any damage immunities and resistances the creature has. The creature also gains one level of exhaustion.

If you don't drink at least a pint of blood, you suffer one level of exhaustion at the end of the day. If you already have one or more levels of exhaustion, you take two levels instead. This mutation gains you 4 mutation points.

Deafness. You are perpetually affected by the Deafened condition. This mutation gains you 2 mutation points.

Flesh Hunger. You no longer need to eat, in the traditional sense. Normal food no longer contributes to the food you must eat to avoid exhaustion each day, though you may still eat normal food if you wish. Instead, you must eat fresh, raw meat, that has been dead for a couple of days at most. See the Player's Handbook for rules on eating and drinking. This mutation gains you 4 mutation points

Wretched Appearance. You suffer disadvantage on all Charisma ability checks against creatures that can see you. A proper disguise thwarts the disadvantage until discovered. This mutation gains you 3 mutation points.

Monacular Vision. You were born with only one eye. You have disadvantage on Wisdom (perception) checks that rely on sight to see anything further than 30 feet from you, and you have disadvantage on ranged attack rolls against creatures further than 30 feet from you. This mutation gains you 2 mutation points.

Sensitive Ears. You have vulnerability to thunder damage. This mutation gains you 8 mutation points.

Slowness. Your base walking speed is reduced by 5 feet. This mutation gains you 2 mutation points. You can take this mutation one additional time, gaining 2 points to reduce your speed by a further 5 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. This mutation gains you 3 mutation points.

Unnatural Allergy. You have a horrible reaction to a particular substance or energy, causing you harm when you are in contact with it. Work with your GM as to what this substance or energy is; the substance or energy you choose should be common enough that you could reasonably encounter it. Some common options include sunlight, silver, or gold. When you come into direct contact with the substance or energy, you take 1d4 necrotic damage. This damage ignores any damage immunities and resistances you have. You also take this damage if you start your turn in direct contact with the substance or energy. Additionally, when in contact with the substance, you suffer extreme pain and have disadvantage on attack rolls and ability checks. This mutation gains you 4 mutation points.

Randomized Mutations

If you want to randomize the mutations your character has, roll on the following table. If you don't have the required mutation points for the rolled mutation, or if you already have the mutation (and it can't be taken more than once) reroll the result.

Random Positive Mutation
d100 Mutation Point
Cost
Mutation
1-2 6 Acid Spurt
3 8 Additional Arms
4-9 2/2 Adept Climber
10-15 2 Agile
16-21 2 Born Swimmer
22-27 2 Burrowing
28-30 4 Chameleon Skin
31-33 4 Cold Adaption
34-37 3/1 Darkvision
38 8 Extrasensory
39 6 Flight
40-45 2 Gills
46-49 3 Harden
50-53 2/2/2 Healing Factor
54-56 5 Heat Adaption
57-58 6 Innate Psionics
59-62 3 Keen Senses
63-64 6 Long-Limbed
65-68 3 Natural Armor
69-74 2/1/1 Natural Weapon
75-80 1 Photosynthesis
81-82 6 Poison Breath
83-88 2 Quadruped Dash
89-94 2/2 Resilient Mind
95-100 3 Slippery
Random Negative Mutation
d20 Mutation Point
Gain
Mutation
1-2 3 Bioluminescence
3-4 4 Blindness
4-5 4 Bloodthirst
6-7 2 Deafness
8-9 4 Flesh Hunger
10 6 Hideous Appearance
11-12 2 Monacular Vision
13 8 Sensitive Ears
14-15 2/2 Slowness
17-18 3 Sunlight Sensitivity
19-20 4 Unnatural Allergy

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Art

Races

Pastor Hell: bluerainCZ on DeviantArt.
Logan: Fezat1 on DeviantArt.
Wasteland Mutant: KillKennyKat on DeviantArt.
Four Arms: Micheal Sanchez on ArtStation.

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

Bring your Game to the 21st Century

Bottom Text

Created for the Dungeons & Dragons 5th Edition fantasy role-playing game by Wizards of the Coast.

 

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