

A halfling girl retreats from town and into the woods, trying to obscure her newly mutated form. Where she seeks solitude, she finds surprise company; a group of thugs see her hunch over, appearing vulnerable. As they approach, she turns, and they see she is much more than just a halfing. The forest is silent that night.
An eladrin laughs as she picks berries grown from her own body. She spreads infectious joy, moving window to window and leaving bundles of mint leaves for whomever she fancies that evening.
In a deep, dark cavern, a dragonborn was exploring the depths of an unknown realm when his feet suddenly lifted off the ground. His body began to morph and change, and he could hear the dark secrets of the unknown plane. As his form continued to evolve, he gained new abilities that emulated the powers of the universes eldritch horrors. The dragonborn was both terrified and exhilarated by the changes taking place within him.
These mutants all shared one thing in common: they had embraced and furthered the changes made in their bodies to access abilities that defied the impossible. While some feared and shunned them, others recognized the power and potential that lay within the mutants. It was said that becoming a mutant did not turn one evil, but rather showed the world one's true nature. And for these mutants, that true nature was one of immense power and potential.
Class Features
As a Mutant, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Mutant level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Mutant level after 1st
Proficiencies
- Armor: None
- Weapons: None
- Tools: None
- Saving Throws: Constitution, Strength
- Skills: Choose two from Athletics, Acrobatics, Stealth, Nature, Medicine, Perception, Intimidation, and Survival
Mutant Appearance
While there are images used to represent this class throughout this book, it is important to say that these are representations of the more extreme end of the mutations a character could have. You are in complete control of the aesthetics and severity of your mutated appearance . There is also always the option that your transformation is beautiful and your new mutant appearance can be stunning.
You can talk with your DM about how Mutants are integrated into the world. It can be hard and less enjoyable for everyone at the table if every NPC you encounter has a strong reaction to Mutants or they automatically consider Mutants hostile.
My suggestion is to have the Mutants be treated like Warlocks; While their power comes from a more dangerous and perhaps forbidden place, they can still engage and interact with society, all while being part of the magical make up of your world.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) Burglar's Pack, Diplomat's Pack, Dungeoneer’s Pack, Entertainer’s Pack Explorer's Pack, Priest's Pack, or a Scholar's Pack
-
(a) a collar and leash made of 10 foot chain, (b) a sturdy glove, (c) a bit and bridle, riding saddle, and saddlebags, or (d) a wooden bowl, a flute, 5 glass vials and a sponge
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Mutant Ability Table
Level | Proficiency Bonus | Features | Mutation Capacity | Bonus Hit Die |
---|---|---|---|---|
1st | +2 | Corporeal Transformation, Mutation Strain | - | - |
2nd | +2 | Deviant Lifesource, Unnatural Regeneration | - | 2 |
3rd | +2 | Monstrous Aspects | - | 2 |
4th | +2 | Ability Score Improvement | - | 2 |
5th | +3 | Extra Attack | - | 3 |
6th | +3 | Mutation Feature | + 1 | 3 |
7th | +3 | Monstrous Aspects | +1 | 3 |
8th | +3 | Ability Score Improvement | +1 | 3 |
9th | +4 | Threatening Presence | +1 | 4 |
10th | +4 | Monstrous Aspects | +1 | 4 |
11th | +4 | Mutation Feature | +2 | 4 |
12th | +4 | Ability Score Improvement | +2 | 4 |
13th | +5 | Primal Presence | +2 | 4 |
14th | +5 | Mutation Feature | +2 | 4 |
15th | +5 | Monstrous Aspects | +2 | 5 |
16th | +5 | Ability Score Improvement | +3 | 5 |
17th | +6 | Arcane Rejection | +3 | 5 |
18th | +6 | Impossible Stamina | +3 | 5 |
19th | +6 | Ability Score Improvement | +3 | 5 |
20th | +6 | Mutation Feature | +3 | 6 |









Corporeal Transformation
At 1st level, your Mutation has activated and begins your transformation. Choose the nature of your Mutation strain and you gain the following Mutant abilities:
Mutation Strain: At 1st level, you must choose the nature of your Mutation. Your choice grants you features when you choose it at 1st level and additional benefits at 6th, 11th, 14th, and 20th levels.
Organic Weapon: You develop a certain natural weapon, that you proficient in, depending on your Mutation Strain. At 6th level these count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mutation Capacity: Each Mutation has a certain Mutation Capacity modifier depending on its strain. You Mutation Capacity is how you determine your AC and it increases over time. While you aren’t wearing armor or holding a shield, your AC equals 8 + your Mutation Capacity + your Constitution modifier.
Mutant Stamina: Your mutations have given you increased stamina. As you increase levels as a Mutant you are given a bonus to the amount of Hit Die you have as seen on the bonus Hit Die column of the Mutant table. These Hit Die do not add to your total hit point maximum.
Mutant Save DC: Some of your Mutant features require your target to make a saving throw. The saving throw DC is calculated as follows: Mutant save DC = 8 + your Proficiency Bonus + your Constitution modifier.
Deviant Lifesource
At 2nd level you recover all your Hit Dice after you finish a long rest.
Unnatural Regeneration
Also at 2nd level, as a bonus action, you can expend a number of your Hit Die up to your proficiency bonus to regenerate and heal your body. Roll the expended Hit Die and you regain Hit Points equal to the total + your Constitution modifier.
Once you use this feature you can not do so again until you finish a short or long rest.
Monstrous Aspects
Once you reach 3rd level your body, blood, and life force is mutating and growing. Choose a feature of your choice, to gain, from the Monstrous Aspect table.
When you gain certain Mutant levels, you gain additional Monstrous Aspects of your choice, at 7th, 10th, and 15th level. A level prerequisite refers to your Mutant level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Threatening Presence
At 9th level, you can use a bonus action to choose up to a number of creatures equal to your proficiency bonus that are within 30 ft of you and attempt to have them perceive you as their biggest threat.
Each creature must succeed on a Wisdom saving throw against your Mutant save DC or the creature has disadvantage on attack rolls against creatures other than you. The effect ends at the end of the creatures next turn unless you expend a Hit Die, which prolongs the effects for another round.
Once you use this feature you can not do so again until you finish a short or long rest.
Primal Impulse
At 13th level, if you have already used your reaction in a round, you can expend a Hit Die in order to use another reaction.
You can use this feature a number of times equal to your Constitution modifier and you regain all uses after a long rest.
Arcane Rejection
At 17th level, your warped form has started to develop the ability to reject magic and spell effects.
You can add your Constitution modifier on any saving throw against spells and other magical effects.
Impossible Stamina
At 18th level, you can draw on your inner reserve of mutated power.
If you finish a short rest and have no Hit Die, you can focus and recover in your incredible new form in order to regain half your Hit Dice.
Once you regain your Hit Dice with this feature, you must finish a long rest before you can use this feature again.
Monstrous Aspects Table
3rd level features
Mutation |
Effect |
---|---|
Enhanced Physical Form |
The distance you can jump is tripled and you can use your Constitution modifier, instead of the relevant skill modifier, when you make a Athletics, Acrobatic, or Stealth check. |
Healthy Form |
When you gain a level and you roll your hit dice to increase your hitpoint maximum, roll two hit die and take the higher result. |
Hunters Instinct |
You gain blindsight of 20 feet, also you can use your Constitution modifier, instead of the relevant skill modifier, when you make a Perception check. |
Eldritch Secrets |
You can learn one cantrip, and one 1st level spell from the Mutant Spell list. When you cast your 1st level spell You can't do so again until you finish a long rest or you expend a number of Hit Die equal to the level of the spell. |
7th level features
Mutation |
Effect |
---|---|
Twisted Skill Set |
You have started to learn how to work with your mutation and use it to your advantage. You gain expertise in 2 skills that you are proficient in. |
Improved Mutation |
Anytime you roll a Hit Die, or multiple Hit Dice, you gain +2 to the result of each individual roll. |
Brooding Strikes |
Once per turn you can add your Mutant Capacity to an attack roll with your Organic Weapon |
Forbidden Knowledge |
(Requires the Eldritch Secrets aspect.) Your relationship to magic and spell casting has deepened. You can learn one 2nd level spell from the Mutant Spell list. When you cast your 2nd level spell You can't do so again until you finish a long rest or you expend a number of Hit Die equal to the level of the spell. |
10th level features
Mutation |
Effect |
---|---|
Ambush Attack |
If you hit a creature with an attack with your organic weapon you can use your bonus action to expend a hit die to force that creature to make a Strength saving throw against your Mutant Save DC or be knocked prone. |
Corrupted Stamina |
You can can expend 1 Hit Dice to gain advantage, after you roll, on any Strength, Dexterity, or Constitution ability or saving throw |
Primal Intelligence |
After you make a Wisdom or Intelligence ability check or saving throw you can use your primal intellect to expend 1 Hit Die, roll the Hit Die, and add the number rolled to the result. You can do this after you roll but before you know the result. |
Magical Evolution |
(Requires the Forbidden Knowledge aspect.) As your mutation grows so does your ability to cast stronger spells. You can learn one 3rd level spell from the Mutant Spell list. When you cast your 3rd level spell You can't do so again until you finish a long rest or you expend a number of Hit Die equal to the level of the spell. |
15th level features
Mutation |
Effect |
---|---|
Militant Mutant |
Increase your Mutant Capacity by 2 and when you make an initiative roll you can add your Mutant Capacity to the result. |
Consumed Vitality |
When you hit a creature, you can consume up to an amount of Hit Die equal to your proficiency bonus to add bonus damage to the creature equal to your Constitution modifier for each Hit Die expended. |
True Transformation |
Your Strength or Dexterity score increases by 4 with a max of 22. |
Spell Touched |
(Requires the Magical Evolution aspect.) Your transformation has made you a true spell caster. You can learn one 4th level spell from the Mutant Spell list. When you cast your 4th level spell You can't do so again until you finish a long rest or you expend a number of Hit Die equal to the level of the spell. |













Abyssal
You are a creature from the Abyssal Plane or the Nine Hells, wreathed in flames and sulfuric smoke.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; ou can cast the Fire Bolt cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 6. Your body becomes sulfur and produces flames, your mutation manifests a weapon from the Nine Hells. Your Organic Weapon has the following qualities;
-
Hellish Weapon. Melee Weapon Attack: Strength modifier for attack and damage rolls, reach 5 ft. Hit: (1d6 Piercing damage, 1d6 Fire Damage).
-
Flame Aura. As a bonus action you can activate your Flame Aura for one minute. At the start of each of your turns, each creature within 5 feet of you takes 1d4 fire damage, and flammable objects of your choice in the aura that aren’t being worn or carried ignite. This damage increases to 1d6 at 7th level, 1d8 at 10th, and 1d10 at 12th.
You can use this feature a number of times equal to your Strength modifier and regain all uses after a long rest.
-
Vengeful Strike You have advantage on attacks with your organic weapon against creatures who are frightened of you.
Haunted Gaze
Also at 1st level, As an action, you can force a number of creatures equal to your Strength modifier, that are within 30 ft of you to make a Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if you are within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to these effects for the next hour.
Once you use this feature you can not do so again until you finish a short or long rest.
Fiendish Flames
At 6th level, your connection to the Nine Hells manifests itself in the way you can destroy your enemies.
You can cast the spell Hellish Rebuke spell on yourself at 1st level. You may cast it 2nd level at 7th level, 3rd at 10th, and 4th at 15th. For every level above 1st you must spend a Hit Die to upcast the spell.
Once you use this feature, you can not do so again until you finish a short or long rest.
Sulfur Step
At 6th level, immediately after a creature within 60 ft ends its turn, you can use your reaction to teleport up to 60 feet to an unoccupied space within 5 ft of the creature.
Devil's Pact
At 11th level, you have made pacts with the very fiend and creatures you are becoming.
As an action, you can cause three hell hounds to appear in any unoccupied spaces you can see within 30 feet of you (As if you were concentrating on a spell). The hounds lasts until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative (all three act on the same turn order), and choose their behavior during their turn. When this effect ends, the hounds disappear. See the Monster Manual for its stat block.
Once your use this feature you can not do so again until you finish a long rest.
Infernal Form
At 14th level, when your Flame Aura is active creatures that touch or attack you within 5 feet take 4d6 fire damage.
Abyssal Actions
At 20th level, as an action you can give yourself the ability to take legendary actions for 1 minute. You can take two legendary actions, choosing from the options below. A legendary action can only be used one at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
You can use this feature once and regain all uses upon finishing a long rest.
Action | Effect |
---|---|
1 | If the creature ends its turn within 60 ft of you, you can force them to make a Wisdom saving throw against your Mutant Save DC or suffer the effects of the Confusion spell. |
2 | You can teleport anywhere within 60 ft of you. IF a creature is within 5 ft of where you teleport, they take 2d10 necrotic damage. |
3 | You can take up to half your movement and take the attack action. |






Andromeda
There are unknown creatures in this world that should stay unknown. Andromeda are eldritch creatures that can threatened the very structure of ones memory and ones perception; And you have found yourself slowly becoming one. Voices pass through your mind and faded images of memories that are not your own manifest before you.
You have found power in your thoughts, and after some time and as your body mutates you are able to channel and harness new powers that feel like mental magic.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; You can cast the Mind Sliver cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 4 and you have developed an cosmic appendage, it is a tentacle that has erupted from somewhere on your body and can lash out on command while in combat. Your Organic Weapon has the following qualities;
-
Tentacle. Melee Weapon Attack: Intelligence modifier for attack and damage rolls, reach 10 ft. Hit: (1d8 slashing)
-
Grasp. When you hit a creature with your Organic Weapon you can use your bonus action to grapple them using your Intelligence modifier instead of Strength or Dexterity for the grappling skill check.
-
Draining Intellect. When a creature grappled by your tentacle starts its turn, it takes psychic damage equal to your Intelligence modifier.
Cognitive Shockwave
At 6th level, when a creature moves within 30 feet of you or starts their turn there, you can use your reaction to magically emit psionic energy in a 30-foot-radius sphere centered on yourself.
Each creature, of your choice, in that area must succeed on a Intelligence saving throw against your Mutant Save DC or their speed is reduced to 0, and they can not take reactions until the start of your next turn.
You can use this feature a number of times equal to your Intelligence modifier and you regain all uses after a long rest.
Psionic Elevation
Also, at 6th level, you are starting to understand your mutations untapped potential as you feel your your feet lift off the ground just willing it to be.
You can use an action to cast the Levitate spell on yourself at will.
Sensory Shutdown
At 11th level, you are starting to understand your mutations untapped potential as you feel your mind reach and connect with other creatures.
When a creature within 60 ft of you attacks you or a creature you can see, or casts a spell, you can use your reaction to blind or deafen them. The creature must succeed on a Constitution saving throw against your Mutant save DC or be blinded or deafened (your choice) for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw, on a success, the effect ends.
You can use this feature a number of times equal to your Intelligence modifier and you regain all uses after a long rest.
Cerebral Override
At 14th level, as an action, you can magically emit psychic energy in a 15-foot cone. Each creature in that area must make an Intelligence saving throw against your Mutant Save DC or take 10d6 psychic damage and be stunned until the end of their next turn. On a successful save, the creature takes half damage and isn't stunned.
If a creature is grappled by your Tentacle, it has disadvantage on its saving throw.
Once you use this feature, you cannot do so again until you finish a long rest.
Mental Invasion
At 20th level, as an action, you can shatter the perception of reality for all creatures within 60 feet of you. Each creature must make an Intelligence saving throw against your Mutant Save DC. On a failed save, a creature is disoriented for 1 minute. While disoriented, the creature suffers the following effects:
- They have disadvantage on attack rolls, ability checks, and saving throws.
- They cannot discern the direction of sound, making it impossible for them to discern sources of noise (including magic or speech).
- Their vision is distorted, causing them to treat all creatures as having half cover when making ranged attacks.
Once you use this feature, you cannot do so again until you finish a short or long rest.



Aquatic
The elemental forces of water give rise to terrifying threats, like the water is ever changing, so do these shape-shifting elementals that bind its victims in watery prisons, or grotesque crustaceans with a deep hunger. Whether found in coastal caves or the deep, dark ocean trenches, the Aquatic often command the water, using the environment to their advantage
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; You can cast the Ray of Frost cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 4 and you have developed a connection to the dark depths of the oceans, you can feel the flow of waters from which you were reborn, your mutation now has. Your Organic Weapon has the following qualities;
-
Water Spike. Range Weapon Attack: Wisdom modifier for attack and damage rolls, reach 15 ft. Hit: (1d8 bludgeoning)
-
Cold Snap. When you hit a creature with your Organic Weapon you can use your reaction to reduce the creatures speed to zero until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier and you regain all uses after a long rest.
-
Water Form. The Aquatic can enter a hostile creature's space and stop there.
-
Amphibious. you have a swimming speed equal to your walking speed, and you can breathe underwater.
Turning Tides
At 6th level, if you share the the same space as a creature you can choose to create a whirlpool surrounding you and the other creature. As an action, you can force a creature to make a Strength saving throw against your Mutant Save DC. On a failure, the target takes 2d8 bludgeoning damage and 1d8 cold damage. If the creature is Large or smaller, it is also grappled. Until this grapple ends (roll against your Mutant Save DC), the target is restrained. If the saving throw is successful, the target is pushed out of the Aquatics space.
You can use this feature a number of times equal to your Wisdom modifier and you regain all uses after a long rest.
Icy Retribution
Also, at 6th level, your watery form has developed to a point that your body now knows how to protect itself instinctively from incoming threats.
You can use an action to cast the Armor of Agathys spell on yourself at 1st level at will. You may cast it 2nd level at 7th level, 3rd at 10th, and 4th at 15th. For every level above 1st you must spend a Hit Die to upcast the spell.
Tidal Fury
At 11th level, your mastery of the oceans has extended itself to creating devastating waves.
As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 5d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage.
You can use this feature a number of times equal to your Wisdom modifier and you regain all uses after a long rest.
Oceanic Prison
At 14th level, As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw against your Mutant Save DC. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can't see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. While in the sphere the creature can not breath unless it can breath underwater. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.
Once your use this feature you can not do so again until you finish a short or long rest.
Animate Water
At 20th level, As an action, you cause three water elemental to appear in any unoccupied spaces you can see within 120 feet of you. The elementals lasts until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
Once your use this feature you can not do so again until you finish a long rest.



Celestial
Divine avatars that carry the will and power of the higher Heavens, through divine intervention, cultic ritual, or prophesied both you have been mutated into a celestial being.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; You can cast the Dancing Lights cantrip using your Constitution as your spell casting modifier.
Your Mutant Capacity is 4. You have developed a set of feathery wings the sprout from somewhere on your body. Your Organic Weapon has the following qualities;
-
Wings. Melee Weapon Attack: Dexterity modifier for attack and damage rolls, reach 10 ft. Hit: (1d8 bludgeoning)
-
Featherweight. When you take damage from any source you can as a reaction, disengage and move 10 feet in a direction of your choice.
Heavens Radiance
At 6th level, when a hostile creature ends their turn within the light of your dancing lights cantrip they take radiant damage equal to your mutation capacity.
Additionally, you can end concentration on the spell, creatures that end their turn within its light must additionally make a wisdom saving throw. On a failed save, the creature is blinded until the start of its next turn.
Lightborn
Also, at 6th level, you gain resistance to radiant damage.
Seraphim
At 11th level, while you are concentrating on a spell, or if you expend a hit die, you can use you bonus action to grow an additional pair of wings made of light, granting you a flight speed equal to your walking speed.
Additionally, while you are concentrating on a spell and you deal damage to a creature with your wings you deal an equal amount of additional fire or radiant damage to that creature.
Enthralling Presence
At 14th level, when you use your Threatening Presence feature you can choose to instead choose to charm a number of creatures equal to half your proficiency bonus (rounded up). The effect ends at the start of your next turn unless you expend a Hit Die, which prolongs the effects for another round.
Heaven on Earth
At 20th level, as an action you can expand your celestial authority over the material world for 1 minute.
If a creature is within 15ft. of you or within light created by a spell you have cast they are considered to be with your lair.
At initiative order 20, you can roll 1d4 and use the appropriate lair action option. You can only use one lair action per round.
You can use this feature once and regain all uses upon finishing a long rest.
d4 | Effect |
---|---|
1 | Creatures must make a Wisdom saving throw or be charmed by you until the end of your next turn. |
2 | Creatures of your choice gain a 30ft. flight speed |
3 | Creatures of your choice take 20 fire or radiant damage |
4 | Creatures of your choice gain 20 hit points |


Construct
A Golem or Construct is a type of artificial being created by magical means. It is typically made of stone, metal, or other materials and brought to life through a combination of magic and alchemy. These beings lack true sentience or emotions but can be imbued with a purpose or programmed to carry out specific tasks. Golems and Constructs are often incredibly strong and durable, making them ideal for heavy labor or defense.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; You can cast the Thunder Clap cantrip using your Constitution as your spell casting modifier.
Your Mutant Capacity is 6. Your Organic Weapon has the following qualities;
-
Formed Limb. Strength modifier for attack and damage rolls, reach 5 ft. Hit: (1d10 bludgeoning).
-
Brute Strength. When you hit a creature you can use your bonus action to force the creature to make a Strength saving throw against your Mutant save DC, on a failure they move 10 ft in a straight line backwards.
-
Reconstruction. Once per short rest, as an action you can gain temporary hit points equal to half your Mutant level + your Constitution modifier.
Constructed Resilience
Also, at 1st level You gain the following.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Gifted Golem
At 6th level, when you are the target of an attack, you can use your reaction to fortify your natural armor. Your AC is increased by your Strength modifier until the start of your next turn.
Once you use this feature you can not do so again until you finish a short or long rest.
Earthly Form
Also, at 6th level, your connection to the earth, stone, and metal has begun to manifest in magical and mysterious ways.
You can use an action to cast the Meld into Stone spell on yourself at will.
Hardened Resolve
At 11th level, If the creature within 5 ft misses a melee attack against you, you can use your reaction to force them make a Strength saving throw against your Mutant save DC on a failure they are knocked prone.
You can use this feature a number of times equal to your Strength modifier and regain all uses after a long rest.
Shattering Stomp
At 14th level, as an action, you can crack and shake the very earth beneath you. All terrain within a 10 ft radius around you, becomes difficult terrain, all creatures within of your choice within the 10 ft radius must succeed in a Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. If the creature is already prone they automatically fail the save.
Once you use this feature you can not do so again until you finish a short or long rest.
Fortified Fortune
At 20th level, your body has become a perfect construct, gaining the following effects:
- Your Mutant Capacity is increased by 4
- Your max health is increased by your Mutant level.









Doppelganger
Doppelgangers are cunning and deceitful, often posing as trusted allies or loved ones to exploit their victims. Their true form is slender and featureless, with gray, rubbery skin and large, and eerie eyes.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways. You can cast the Friends cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 4. Your body begins the natural process of decay only being held together with necrotic energy. Your Organic Weapon has the following qualities;
-
Hidden Blade. melee weapon Attack: Charisma modifier for attack and damage rolls, reach 5 ft. Hit: (1d8 piercing damage).
-
Unnatural Charisma. You gain proficiency in Deception and Persuasion skill.
-
Blend In. You can hide as a bonus action and you can use your Charisma modifier when you roll stealth to hide.
Mutated Disguise
At 1st level, you can use your action to polymorph into a Small or Medium humanoid you have seen, or back into your true form. Your statistics, other than your size, are the same in each form. You revert to your true form if you dies.
You can use this feature a number of times equal to your Constitution modifier and regain all uses after a long rest.
Friend or Foe
At 6th level, if the creature did not see you disguise yourself, allies of the creature you are disguised as become hesitant to attack you. When such a creature targets you with an attack while it is within 15 ft of you, you can use your reaction to attempt to sway it.
The creature must make an Intelligence (Investigation) check against your Mutant Save DC. On a failed check, the creature does not consider you hostile until the start of their next turn and they must choose a different target to attack, or the attack automatically misses.
You can use this feature a number of times equal to your Charisma modifier, and regain all uses after a long rest.
Arcane Alteration
At 6th level, You can use an action to cast the spell Alter Self at will.
Silver Tongue
At 11th level, your words and actions are so convincing that you can compel others to believe that someone else is an impostor. When an opponent begins their turn within 15 ft of you and they did not see you disguise yourself, you have the chance to persuade them to attack the creature you are disguised as. The attacking creature must make a Charisma (persuasion) roll against the creatures Wisdom (Insight) check. If successful the opponent moves and attacks the enemy you are disguised as instead of you.
Once you use this feature you can do so again until you finish a short or long rest.
Mimic Magic
At 14th level, if you are hit with a spell attack, you may use your reaction to absorb the magic and copy the spell. On your next turn you may use your action to cast the same spell attack that you were hit by.
Once you use this feature you can't use it again until you finish a short or long rest.
Polymorphic Ability
At 20th level, your ability to morph your body has reached its full potential.
You can cast the spell the True Polymorph with only yourself as the target creature and the duration of the spell is 10 minutes.
Once you use this feature you can not use it again until you finish a long rest.
Flora
There have always been tales of whispering flowers and trees that move. But whether by Fey trickery, a kind Druid, or just plain fate; You have become a Flora. Your physical form has begun to merge with the natural world around you and by the end of your transflormation you will bleed green blood and eat from the soil.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; ou can cast the Thorn Whip cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 2. Your limbs, torso, and appendages are growing and shaping you into a new flourishing form. Your Organic Weapon has the following qualities;
-
Twisted Roots. Ranged Weapon Attack: Wisdom modifier for attack and damage rolls, reach 30 ft. Hit: (2d4 Piercing damage).
-
Absorb. Once per turn, when you hit a creature with your twisted root you can use your bonus action to have your roots drain the life force of the creature and deal an extra 1d4 necrotic damage.
On your next turn, you can use your bonus action in order to choose a creature within 30 ft and restore 1d4 + your Mutant Capacity to their hit points. This can only be used on the immediate next turn after the absorb effect.
Cross Pollination
Also at 1st level, you can use your mutations to aid your allies. If you touch a creature for a prolonged time you can transfer some of your stamina to them.
After 1 minute of contact with the creature, you can consume up to an amount of Hit Die equal to your proficiency bonus, roll the expended hit die, and they regain hit points equal to the total + your Wisdom modifier.
Floral Whispers
At 6th level, the Flora can communicate with beasts and plants as if they shared a language.
Morning Harvest
At 6th level, when you complete a long rest, You can harvest berries, roots, or herbs of your choice from your mutated form to create a nutritious treat.
Your body grows enough to create five Nutritious Treats. As a bonus action, a creature can consume a nutritious treat in combat to restore 1d6 + your Wisdom modifier to your hit points; and until the start of their next turn, they can add your Wisdom modifier to all attack rolls, melee damage rolls, and Constitution saving throws they make.
Natures Gift
At 11th level, as an action, you can expend a Hit Die to touch a creature within 5 ft of you and share some of the benefits of your mutation.
For the next minute, or until you lose your concentration (as if you were concentrating on a spell), the chosen creature has add your Wisdom modifier to all Constitution, Strength, or Dexterity saving throws and when they start your turn they heal hit points equal to your Mutant Capacity.
Once you use this feature, you can't do so again until you finish a short or long rest
Nature's Bounty
At 14th level, as an action, you can release sweet spores that burst out in a cloud that fills a 10-foot-radius sphere centered on you, and the cloud lingers until the start of your next turn.
Any creature of your choice that is in the cloud when it appears, or the first time they enter it later, regains hit points equal to your Mutant level. And if a creature casts a spell using a spell slot, or you use a feature that restores hit points to any creature inside the spore cloud, you can use your reaction to have the spell or feature restore the full amount possible.
Deep Roots
At 20th level, you always roll the max number on your Hit Die whenever you roll them.







Gelatinous
A gelatinous cube's amorphous form makes it incredibly durable, weakening most damage-causing effects and allows them the ability to alter their form, move out of harm's way, break down food, and defend themselves from predators.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; ou can cast the Acid Splash cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 2 and you have developed a pseudopod, it is a oozing appendage that is an extension of your body and can be uilized while in combat. Your Organic Weapon has the following qualities;
-
Pseudopod. Melee Weapon Attack: Constitution modifier for attack and damage rolls, reach 5 ft. Hit: (1d6 Bludgeoning)
-
Amorphous Body. Once per turn, when you take damage (besides psychic damage), you can use your reaction to reduce the damage taken by your Constitution modifier.
You can use this feature a number of times equal to your Constitution modifier and you regain all uses after a long rest. -
Oozing Health. At 1st level, your hit point maximum increases by 2 and again whenever you gain a level in this class.
Multiple Pseudopods
At 6th level, you have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Also, as an action, you can attack each creature you choose within 5 feet of you with your Pseudopod. You can then make an additional attack, as normal.
Debilitating Debris
At 11th level, as an reaction, if you are hit by within 5 ft of you, you can cover the creature who made contact with your ooze. The creature must succeed on a Dexterity saving throw against your Mutant save DC or have their speed halved and they take a -2 penalty to AC and Strength and Dexterity saving throws.
A creature can be covered more than once but can use their action to remove the slime and all its debuffs.
You can use this feature a number of times equal to your Constitution modifier and you regain all uses after a long rest.
Divisive Slime
At 14th level, over a short rest, you can shape a slime duplicate of yourself by reducing your total current hit points by half. It is an duplicate of you in shape and size, and you both share the same mind, it can take actions and otherwise be affected as a normal creature. Your duplicate telepathically obeys your commands. It appears to be the same as the original, but it has hit points equal to the amount reduced when you use this feature and is formed without any equipment. Otherwise, the duplicate uses all the statistics of the creature it duplicates, except that it can't cast spells. Although, this creature can be targeted with a spell you cast that has the range of self or touch.
In combat, the duplicate shares your initiative order and acts directly after your turn. If you are incapacitated, the duplicate can take any action of its choice, not just Dodge.
Over a short rest, you may reabsorb your duplicate and gain a number of hit points equal the number of hit points the duplicate has.
Also, once per long rest, if you have a duplicate created you may use a reaction at the start of your turn to transfer your essence into the duplicate and become them. Your body is reduced to 0 hit points and melts into a puddle and you takeover the duplicates body.
Once your use this feature you can not do so again until you finish a long rest.
Engulfing Ooze
At 20th level, as an action, you can attempt to engulf a large or smaller creature that is within 5 ft of you.
The target must succeed on a Strength saving throw against your Mutant save DC or be paralyzed for the duration and you can move into the creatures space. While engulfed, a creature can not breath and when you take movement the creature is also moved with you.
At the end of its turn it can make a Constitution saving throw, ignoring the restrictions of the paralyzed condition, On a failure the creature takes 6d10 acid damage, on a success the creature escapes and enters a space of its choice within 5 feet of the cube. You can only have one creature engulfed at any given time.





Ghoul
Once the Ghoul finally claws and digs themselves out of their own grave, that is where their life begins. They can attempt to hide their affliction and try to appear alive but the stench of death lingers on them;
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways. You can cast the Toll the Dead cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 4. Your body begins the natural process of decay only being held together with necrotic energy. Your Organic Weapon has the following qualities;
-
Rotting Fist. melee weapon Attack: Strength modifier for attack and damage rolls, reach 5 ft. Hit: (1d10 bludgeoning damage).
-
Undead Fortitude. When you attack and make contact with another creature you can use your connection to the undead to steal some of their vitality and life. If you hit a creature you can use your bonus action to give yourself temporary hit points equal to your Constitution modifier.
Near Death
Also at 1st level, If damage would reduce you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken. On a success, unless the damage was radiant, you drop to 1 hit point instead.
Once you use this feature you can not do so again until you finish you a long rest.
Dying Tongue
At 6th level, as your mutation develops, so does your connection to the dying and the undead. This thread between you and them has even manifested in the ability to converse with them for a short time.
You can use an action to cast the spell Speak with Dead at will, but you can only ask the corpse 1 question.
Noxious Defense
Also, at 6th level if a creature hits you with a melee attack, You can expend a Hit Die to force the target to succeed on a Constitution saving throw against your Mutant save DC or take 2d4 poison damage and be poisoned until the end of their next turn.
Aura of Annihilation
At 11th level, as a bonus action you can activate or deactivate a deathly aura. While active, the aura deals necrotic damage equal to your Constitution modifier to any creature that ends its turn within 10 feet of you. Undead and Fiends ignore this effect.
From the Grave
At 14th level, if a creature dies within 10 ft of you, you can use your reaction to expend a Hit Die, and mutate their corpse with necrotic energy.
Besides you, each creature of your choice within a 10 ft radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a creature to 0 hit points with this feature, the creature's body explodes, repeating the same effect.
Once you use this feature, you can't do so again until you have finish a short or long rest
Unkillable Corpse
At 20th level, your ability to weave deep necrotic magic into your undying body has made you incredibly durable and extremely hard to kill.
You gain immunity to all bludgeoning, piercing, and slashing damage and resistance to all other damage types, besides psychic damage.




Zoan
Once infected with any form of Lycanthropy a creature is considered a Zoan. As a Zoan’s affliction increases they become a hybrid; Half creature, half beast. This mutation can manifest in many ways but as it becomes stronger you can feel a primal power brew within you as your senses, and your claws, sharpen.
Organic Weapon
At 1st level, the effects of your mutation has started to reveal itself in different ways; You can cast the Primal Savagery cantrip using your Constitution as your spell casting modifier.
Your Mutation Capacity is 4. Your body starts to take on a beastial form as you slowly become a hybrid version of you and the animal you have been cursed with. Your Organic Weapon has the following qualities;
-
Predator's Weapon. melee weapon Attack: Dexterity modifier for attack and damage rolls, reach 5 ft. Hit: (1d4 slashing damage).
-
Second Strike. Immediately after you take the Attack action on your turn You can use your bonus action to make a second attack with your Organic Weapon.
For every attack you have landed on your turn with your natural weapon, you add one additional natural weapon damage die to the damage of the next attack on the same turn (This is stackable)
Marked Prey
Also at 1st level, if you are within 60 ft of a creature you can spend 1 minute to mark them as prey.
All skill checks to track the creature are done with advantage, and unless they are magically concealed, you always know where the marked creature is if they are within a 60 ft radius of you.
Animal Ambush
At 6th level, your attacks are ruthless and fast as you attempt to bring your enemy to the ground.
On your turn, if you land two attacks with your Organic Weapon on the same creature, then the creature must make a Strength saving throw against your Mutant Save DC or be knock prone.
Wild Strike
At 11th level, when you use your Attack action with the Second Strike feature you can make two attacks with your Organic Weapon in the same action.
Fatal Blows
Once you reach 14th level, your predatory senses are heightened and you are keenly aware of the most vulnerable and deadly areas of a creatures body.
If you land a critical hit with your Organic Weapon, after you roll for damage you can expend a Hit Die to choose two of the damage dice rolled and have them deal the max damage for that die instead.
You can expend any amount of Hit Die when you use this feature.
Complete Transformation
At 20th level you gain the following features:
-
The damage you deal with your Organic Weapon increases to 1d6 slashing damage.
-
You can use your action to instantly mark a target with your Marked Prey feature and you are aware of their presence and can locate your marked target if they are within a mile radius of you.
-
Your organic weapon Attacks against a marked target score a critical hit on a roll of 18–20.
Mutant Spell List
Through your transformation you gain the capability to cast certain spells and gain the benefits from their magical effects. These spells come from your changing chemistry and from an organic connection between you and the spells you cast which allows the Mutant to use their own body as their spell casting focus.
When a Mutant uses a feature to cast a spell with the range of touch they can only choose themselves as the target and your spell save DC is equal to your Mutant save DC (8 + your Proficiency Bonus + your Constitution modifier).
Cantrips
Mutant Spells | Cantrips |
---|---|
Blade Ward | Primal Savagery |
Resistance | True Strike |
Mutant 1st Level Spells
Mutant Spells | 1st Level Spells |
---|---|
Absorb Elements | Compelled Duel |
Expeditious Retreat | Grease |
Heroism | Longstrider |
Mutant 2nd Level Spells
Mutant Spells | 2nd Level Spells |
---|---|
Alterself | Darkvision |
Enhance Ability | Enlarge/Reduce |
Spider Climb | Kinetic Jaunt |
Mutant 3rd Level Spells
Mutant Spells | 3rd Level Spells |
---|---|
Haste | Feign Death |
Fear | Life Transference |
Mutant 4th Level Spells
Mutant Spells | 4th Level Spells |
---|---|
Charm Monster | Freedom of Movement |
Death Ward | Polymorph |
Abyssal Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Searing Smite | Darkness | Fireball | Wall of Fire |
Andromeda Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Dissonant Whispers | Detect Thoughts | Fear | Evard’s Black Tentacles |
Aquatic Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Fog Cloud | Misty Step | Wall of Water | Ice Storm |
Celestial Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Bless | Green Flame Blade | Day Light | Banishment |
Construct Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Thunder Wave | Earthen Grasp | Glyph of Warding | Stone Shape |
Doppelganger Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Command | Invisibility | Enemies Abound | Compulsion |
Flora Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Entangle | Spike Growth | Plant Growth | Grasping Vine |
Gelatinous Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Tasha's Caustic Brew | Acid Arrow | Protection from Energy | Vitriolic Sphere |
Ghoul Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
False Life | Ray of Enfeeblement | Spirit Shroud | Blight |
Zoan Spells
1st | 2nd | 3rd | 4th |
---|---|---|---|
Beast Bond | Beast Sense/Animal Messenger | Conjure Animals | Dominate Beast |




Art Credits
- CoverGrip of Desolation - Lius Lasahido
- 1Three stages of personal chaos - Nastya Asyness
- 1Dragon Rip Claw- Draco77
- 2TheMark - Algido
- 3Cosmic Symbiote- shawn015
- 3Octopus tentacles - victoria_sergeeva
- 4The Quails of Bahamut - w0wls
- 4White Fang Icon - DoubleM
- 5Superhero Starkiller - Arucelli
- 6Fire Demon Monster Wildweasel339
- 7Yibb-Tsll - Jason Engle
- 7Galaxy with Stars - pikisuperstar
- 8Coelacanth Sea Hag Sona - Frozensoba
- 8Swamp forest environment - G-hamm
- 9Sunlit Angel - Dallas-Williams
- 10Golem Wildweasel339
- 10Golem - Peeping Eye GeraldPatincky
- 11Dem, The Doppelganger - Humble Squid Creatives
- 12Plant Person - TheGeniusFetus
- 12Flowers 2 - lindzb
- 12 Dark Forest Environment - Eric Gagnon
- 13 Monster Girl Challenge: Slime - TravJames
- 13 Fantasy Dungeon - Ljiljana Grbic
- 14Thing in the Pool - Stanislav Dikolenko
- 15Story 03 - Zhuoxin Ye
- 15Aguara sculpture - Marek Buczynski
- 16Horror monster and vampire fangs - dhtgstockphoto
- 17Book Covers- Baconstrap
- 17Silence- Sephiroth-Art
The End
Thank you so much for reading! This was a large passion project so I am glad to share it with you all. I hope you enjoyed it as much as I enjoyed making it.


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