Mutant - Class

by LamboCryBaby

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Mutant

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.

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.

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.

If a feature from this class requires a saving throw the DC is equal to your Mutant Save DC.

Deviant Lifesource

At 2nd level you recover all your Hit Dice after you take long a 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 an 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 start of your 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 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 take 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 checks.
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 Recovery
Anytime you roll a Hit Die, or multiple Hit Dice, you gain +2 to the result of each individual roll.
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
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 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
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.
Subclasses

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 and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.

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: Strength modifier for attack and damage rolls, reach 10 ft. Hit: (1d6 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 Shock-wave

At 6th level,vwhen 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.

Once you use this feature, you must finish a short or long rest before you can use it again.

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 ft cone. Each creature in that area must succeed on a Intelligence saving throw, against your Mutant Save DC, or take (10d6) psychic damage and be stunned until the end of their turn.

If a creature is grappled by your tentacle and is forced to make this saving throw they do so with a disadvantage.

Once your use this feature you can not do so again until you finish a long rest.

Mental Invasion

At 20th level, You can read the surface-level thoughts of any creature that you can see within 20 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

In addition, you can expend a Hit Die to attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates).

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 and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.

Your Mutant Capacity is 4. Your Organic Weapon has the following qualities;

  • Formed Limb. Strength modifier for attack and damage rolls, reach 5 ft. Hit: (1d8 bludgeoning).

  • Auto-Recovery. 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, 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 Meld into Stone spell on yourself at will.

Hardened Resolve

At 11th level, If the creature misses a melee attack and they are within 5 ft of you and are a size of large or smaller, they must succeed in a Strength saving throw against your Mutant save DC or you be 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 ground beneath you within a 10 ft radius around you, creating difficult terrain, and forcing all creatures of your choice to succeed in a Strength saving throw or take 4d6 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 AC is increased by 4
  • Your max health is increased by your Mutant level.

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 and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.

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: Dexterity modifier for attack and damage rolls, reach 30 ft. Hit: (1d4 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 touch a creature 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 Constitution modifier.

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 1d4 + your Constitution modifer to your hit points; and until the start of their next turn, they can add your Constitution modifier to all attack rolls, melee damage rolls, or Constitution saving throws they make.

Floral Whispers

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 advantage on Constitution saving throws and when they start your turn they gain temporary hit points equal to your Constitution modifier.

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 Flora feature that restores hit points to any creature inside the spore cloud, they regain hit points equal to your Constitution modifier.

Deep Roots

At 20th level, you always roll the max number on your Hit Die whenever you roll them.

Gelatinous

The original Ooze that feel an gelatinous cube became the slime mold that all Gelatinous Beings form to, they are a single-celled organism although they do have a brain and sensory organs. 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 and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.

Your Mutation Capacity is 6 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;

  • Pseudopod. Melee Weapon Attack: Strength 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.

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 a melee weapon attack 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.

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 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 as a Ghoul. 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 and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.

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: (1d8 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 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 and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.

Your Mutation Capacity is 6. 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: Strength 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 a 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

Andromeda Spells

1st 2nd 3rd 4th
Dissonant Whispers Detect Thoughts Fear Evard’s Black Tentacles

Construct Spells

1st 2nd 3rd 4th
Thunder Wave Earthen Grasp Glyph of Warding Stone Shape

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

 

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