Gra Monsters

The Gra Monsters are not really a single race, rather they are the products of experiments with Gra conducted by the Old Empire near The Gra'rak-Gash. They are related to the Trolls who were also a product of these experiments and often considered Gra Monsters too.
The Gra Monsters were considered too aggressive and dangerous to be useful by the Old Empire, and most of them were purged. A few of them survived and escaped their complexes to roam the wild. These Gra Monsters survived or reproduced sexually and asexually, and though still quite rare, they avoided extinction.
==Physical Traits==
Gra Monsters are wildly mutagenic. Almost no two Gra Monsters look alike. They may have extra limbs, long claws, bony skin, many eyes and uncountably more mutations. In general, Gra Monsters are larger, stronger and more resilient than the average Imperials.
Further, Gra Monsters are generally unageing, instead they mutate and change over the years. Some might grow new limbs while others lose them, some might sprout wings while others get claws to dig through the ground. The appearance of Gra Monster almost never remains static for long.
==Mechanics (OOC)==
*Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
*Creature Type. You are a Humanoid and a Monster.
*Size. By default, you are Medium.
*Speed. By default, your walking speed is 30 feet.
*Languages. You are proficient in Imperial Common and one other language of your choice.
*Mutagenic. You have four mutation points you can spend on any of the mutations listed below. You may choose up to one detrimental mutation to gain mutation points from. At every Ability Score Improvement, you gain another two mutation points. At each Ability Score Improvement, you may remove any one mutation and add any number of mutations with your mutation points. At level 10 you may choose up to two detrimental mutations to get points from, and at level 20 you may choose up to three detrimental mutations to get points from. Some mutations have several tiers.
Mutations
Name 	Effect 	Mutation Cost
Additional Arm 	You grow an additional arm. That arm is about as dexterous as your offhand. It can interact and hold items and attack.
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with all different light melee weapon that you're holding in the other hands. You don't add your ability modifier to the damage of the bonus attacks of these other weapons, unless that modifier is negative.	2 per tier
Antlers 	You grow antlers or horns on your head or your appendages.
You can choose to attack with your antlers.
The antlers count as a weapon with reach. You have disadvantage when you use the antler to attack a target within 5 feet of you. For every 15 feet you moved in a straight line before attacking you can add an extra damage dice. You are proficient with your antlers.
Tier 1. Your antlers deal 1d8 bludgeoning damage.
Tier 2. Your antlers deal 1d10 bludgeoning damage.
Tier 3. Your antlers deal 1d12 bludgeoning damage.	2 per tier
Bioelectricity 	You learn the Shocking Grasp spell. Additionally, whenever you become grappled, you can use your reaction to cast Shocking Grasp.
You can choose between Intelligence, Wisdom, and Charisma as your spellcasting ability for this spell. You can cast each of them as a free action and without verbal, somatic or material components.	2
Bristles 	You grow spiky bristles across your body.
Tier 1. When you are attacked by an unarmed attack, a natural attack or any other melee attack without a weapon you deal 1d4 piercing damage to the attacker.
Tier 2. When you are attacked by any melee attack without reach, you deal 1d6 piercing damage to the attacker.
Tier 3. When you are attacked by any melee attack, you deal 1d8 piercing damage to the attacker.	3 per tier
Chloroplastic Cells 	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.
When resting in direct sunlight, you only need half the time to long or short rest. 	2
Claws 	Each of your hands grow sharp claws. 
You can choose to attack with your claws.
The claws count as weapons with light and finesse. You are proficient with your claws.
Tier 1. Your claws deal 1d6 slashing damage.
Tier 2. Your claws deal 1d8 slashing damage.
Tier 3. Your claws deal 1d10 slashing damage.	2 per tier
Dazzling Aroma 	You  have advantage on Performance, Persuasion, and Deception on creatures that can smell you.
A creature can only be affected by this feature once per day. 	2
Defined Thighs 	You can make standing long jumps without the usual penalty. Your jump distance is doubled. 	1
Dextrous Tail 	Instead of gaining an additional arm, your tail becomes dextrous enough to treat it as a hand.
Special: Replaces one tier of Additional Arm. 	Replacement
Electro-Receptors 	You gain blindsight with a rage of 30 feet. 	6
Extended Limbs 	When you make a melee attack, your reach for it is 5 feet greater than normal. 	4
Fast-Twitch Muscles 	For each tier of this mutation, your walking speed increases by 5ft. 	1 per tier
Gills 	You can breathe underwater. 	1
Heat Reflective Coating 	You gain resistance to fire damage and you are naturally adapted for hot climates. 	4
Innate Psionics 	Tier 1. You know the mage hand cantrip 
Tier 2. You can cast catapult once with this trait, and you regain the ability to do so when you finish a long rest. 
Tier3. You can cast the detect thoughts spell at will.
You can choose between Intelligence, Wisdom, and Charisma as your spellcasting ability for these spells. You can cast each of them as a free action and without verbal, somatic or material components.	1 for the first tier, 
2 for each subsequent tier.
Insulating Fat 	You gain resistance to cold damage and you are naturally adapted to cold climates. 	3
Keen Ears 	Gain proficiency in the Perception skill. 
You gain advantage on Perception rolls that utilize hearing. 	2
Keen Eyes 	Gain proficiency in the Perception skill. 
You gain advantage on Perception rolls that utilize sight. 	2
Keen Nose 	Gain proficiency in the Perception skill. 
You gain advantage on Perception rolls that utilize smell. 	2
Melanophoric Cells 	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. 	3
Miniature Stature 	You shrink to Tiny size. 	1
Nano Hooks 	Tier 1. You gain a climb speed equal to your movement speed.
Tier 2. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. 	1 per tier
Natural Armour 	Your body is particularly tough and resilient to damage. This may be in the form of tough, scaly skin, or perhaps a partial exoskeleton. 
Tier 1. While you aren’t wearing armour, your AC is 13 + your Dexterity modifier. 
Tier 2. While you aren't wearing armour, your AC is 15 + your Dexterity modifier.	2 per tier
Non-Newtonian Subcutanious Tissue	You can use an action on your turn to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. 	2
Primal Savagery 	Whenever you attack, instead of using Extra Attack features, you can choose to attack with all natural weaponry you posess. 	6
Projectile Vomit 	You can use your action to vomit on a creature in 30 ft range. Make a ranged attack roll. On hit, target takes acid damage equal to your constitution modifier, and repeats this damage at the beginning of their turn, until they wash themselves with an action or other means. You can use this feature a number of times equal to your proficiency modifier. You regain expended uses on a long rest.
Additionally, when you use this feature, you neutralise the effect of recently ingested potions or poisons affecting you.	3
Pseudo Wings 	You gain a flying speed equal to your walking speed. If you end your turn in the air, you fall to the ground. 	3
Quills 	You grow razor sharp quills across your body, they lie flat on your skin but can be launched by flexing your muscles.
You can choose to attack with your quills.
The quills count as a weapon with range. You are proficient with your quills.
Tier 1. Your quills deal 1d6 piercing damage and have Range(15/30).
Tier 2. Your quills deal 1d8 piercing damage and have Range(20/40).
Tier 3. Your quills deal 1d10 piercing damage and have Range(30/60).	2 per tier
Rapid Epithelialisation 	You heal at an impressive rate. 
You can use an action on your turn to regain hit points equal to your level. You can use this feature a number of times equal to its tier. After which, you must finish long rest before you can use it again. 	3
Reflective Retina 	Tier 1. 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.
Tier >1. Increase the range of your darkvision by 60 feet. 	2 for the first tier, 1 for every subsequent tier.
Slither 	You can move at your full speed while prone.
Attacks against you within 5 ft still have advantage, and your attacks have disadvantage. 	2
Tail Spike 	You grow a spike on your tail or some other extended appendage. 
You can choose to attack with your tail spike.
The tail spike counts as a weapon with reach. You are proficient with your tail spike.
Tier 1. Your tail spike deals 1d8 piercing damage.
Tier 2. Your tail spike deals 1d10 piercing damage.
Tier 3. Your tail spike deals 1d12 piercing damage.	2 per tier
Uncanny Size 	You grow to Large size. 	3
Venomous 	Whenever you deal damage with natural weapons or an unarmed attack, if you hit,
Tier 1. the target must pass a DC 10 Constitution Saving Throw or take an additional 1d6 poison damage.
Tier 2. the target must pass a DC 8 + your proficiency modifier Constitution Saving Throw or take an additional 1d8 poison damage.
Tier 3. the target must pass a DC 8 + your proficiency modifier + your constitution modifier Constitution Saving Throw or take an additional 1d10 poison damage and be poisoned. The target can reattempt the Saving Throw at the end of each of its turn.	2 per tier
Webbed Limbs 	You gain a swimspeed equal to your movement speed 	1
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.	-1
Blind 	You are blind. Unless you have some other means of perceiving the world, you are perpetually affected by the Blinded condition. 	-2
Brittle Bones 	You have vulnerability to bludgeoning damage. 	-2
Carnivorous Diet 	Normal food no longer satiates you and will not provide you with nutrients, though you may still eat normal food if you wish. 
Instead, to avoid starvation, you must eat fresh, raw meat, that has been dead for a couple of days at most. 	-2
Deafness 	You are perpetually affected by the Deafened condition. 	-1
Delicious 	You are more likely to be targeted by flesh eating creatures. 	-1
Sensitive Ears 	You have vulnerability to thunder damage. 	-1
Slow-Twitch Muscles 	For each tier of this mutation, your walking speed is reduced by 5 feet. 	-1 per tier
Sunlight Sensitivity 	You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
After 6 hours of being exposed to direct sunlight your ability scores are decreased by 1 point each	-2
Wretched Appearance 	You suffer disadvantage on all Charisma ability checks against creatures that can see you. A proper disguise thwarts the disadvantage until discovered. 	-1