Mutant

## Mutants

A mutant can be of any race in Faerûn, but it doesn't gain the same bonuses as its body has changed in multiple ways.

### ORIGINS

To this day, the origins of the mutations are unknown. We suspect they can develop when at least one magical being procreates with a regular person. And since their first apparitions, their numbers has spread like a wildfire. It came from the north and made its way down south over many centuries.

### FINDING A PURPOSE

With such poor education, a mutant will do what it can to find a suitable leader. Many places can offer them what they seek, orphanages, temples, many guilds, etc. Depending on the mutations, these establishments will find a way to use or abuse of them in many ways. This is where most mutants will develop their powers, learn a thing or two and get proficient with their favorite tools.

### LIVING IN DARKNESS

Because of the visible changes on their bodies, most mutants will live in the fear of revealing themselves. Usually abandoned by their kind due to incomprehensions, they will live in the streets and often steal to survive. Very few of them, with the right mutations, will thrive in life as if they were genius and accomplished beings. But they know, deep down, that their success can be unveiled.

### MUTANT NAMES

Mutant names will not vary too far from their race's original names. But, depending on the mutations, a mutant could choose to pick a surname according to them.

### MUTANT TRAITS

Mutants are generally normal looking, but their mutations can cause fear to the population.

**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.

**Age.** Mutants will age according to their regular race, unless the mutation allows them to slow it down.

**Alignment.** You can always refer to your initial race for more detail about their general alignments. You can also ignore it and take whichever feels better for you.

**Size.** Mutants won't change much from the original race. Your size is either Small or Medium, you choose.

**Speed.** Your base walking speed is 30 feet.

**Language.** You can speak, read and write Common.

**Mutations.** Multiple mutations exist, refer to the text below for more details. Choose three of them for your character.

### MUTATIONS

**Dark Vision.** Your eyes mutated in a way to allow you vision even when you shouldn't have vision. 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. Also, at 6th level, you can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. In addition, at 16th level, you have truesight with a range of 30 feet.

**Echo Location.** Even when you have your eyes closed, you can still sense things around you. You have blindsight with a range of 15 feet. Also, at 6th level, the range increases to 30 feet and at 11th level, the range increases to 60 feet.

**Petrifying Gaze.** You got a stunning look. You can, as a free action at the start of your turn, force a creature that is looking toward you to make a Constitution saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is stunned until the start of your next turn as its body starts to turn to stone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Second Head.** You have two heads, two brains. You have advantage on Wisdom (Perception) checks. Also, at 6th level you have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. In addition, at 16th level and subsequent levels, you can pick an additional level up in a new class as if you were multiclassing.

**Extra Arms.** A pair of extra arms grew under your original ones, these allow you to lift heavier objects and manipulate objects with ease. You ignore the Heavy property from weapons and all weapons without the Heavy property become Light for you.

**Wings.** A pair of wings grew on your back. You have a flying speed equal to half your walking speed (Rounded up). Also, the armors you wear have to be adjusted to fit your mutation at the cost of extra gold. The cost increases by 20 gold coins for light armors, 35 gold coins for medium armors and 50 gold coins for heavy armors.

**Constricting Tail.** You grew a strong and long tail. You can attempt to grapple with your tail. While a target is grappled this way, it is also restrained until the grapple ends.

**Armored Tail.** A giant tail grew in the bottom of your back, protecting you from harm. You gain a +1 bonus to AC and you can use your action to make a melee attack with your tail. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d6 piercing damage on a hit.

**Pincers.** Either both your hand or one hand transformed into a big pincer. You can use your action to make a melee attack with your pincer. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d6 piercing damage on a hit and the target is grappled by it. The escape DC is equal to 8 + your Strength modifier + your proficiency bonus. For as long as a creature is grappled by your pincer, you can forgo an attack to deal 1d6 + your Strength modifier to the grappled target.

**Chameleon.** Your skin can take multiple forms rather quickly. You gain a +10 bonus to Dexterity (Stealth) checks that rely on sight. Also, you can, as an action, become invisible for 1 hour. Anything you are wearing or carrying is invisible as long as it is on your person. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Amphibious.** You know your way around water. You can breathe air and water. Also, you can move across any liquid surface as if it were harmless solid ground.

**Bestial.** You grow claws and teeth. You can use your action to make a melee attack with your claws. It counts as a simple melee weapon with finesse for you, and you add your Strength or Dexterity modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d6 slashing damage on a hit. Also, you can use your action to make a melee attack with your teeth. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d6 piercing damage on a hit.

**Satyrical.** Set of horn grew on your head and your feet changed to resemble those of an horse or a goat. If you move at least 15 feet straight toward a creature, you can, as a bonus action, attack the creature with a melee weapon. Also, you can use your action to make a melee attack with your hooves or horns. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d6 piercing damage on a hit for the horns and 1d6 bludgeoning damage on a hit for the hooves.

**Regeneration.** Your body is able to heal itself faster than common folks. You regain 1 hit point every 10 minutes and you have advantage on death saving throw.

**Shrink/Enlarge.** The density of your body can be shaped at-will. You can, as a bonus action, magically decrease or increase in size along with anything you are wearing or carrying for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

* While reduced, you are Tiny, reduce your weapon damage to 1, and make attacks, checks, and saving throws with disadvantage if you use Strength. You gain a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to your AC. You can also take a bonus action on each of your turns to take the Hide action.
* While enlarged, you are Large, double your damage dice on Strength-based weapon attacks, and make Strength checks and Strength saving throws with advantage. If you lack the room to become Large, you attain the maximum size possible in the space available.

**Venomous.** Venom flows in your body like blood. You have advantage on saving throws against poison, and you have resistance against poison damage. Also, whenever you make a bite or a tail attack, your target must make a Constitution saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature becomes poisoned for 1 minute.

In addition, you can, during a short or long rest, extract your poison and fill up a vial.

**Arachnomorphosis.** You have a climbing speed equal to your walking speed and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Also, you can make a ranged weapon attack on a creature within 30 feet with your web stored in your body. On a hit, the creature is restrained. As an action, the restrained target can make a Strength check to free itself. The DC of check is 8 + your Constitution modifier + your proficiency bonus. Ending the effect on a success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The web can have various usage. It can carry up to 20 times your constitution in pounds.

**Spellweaver.** You are aware of how to use magic with moderation. You learn two cantrips of your choice, one 1st-level spell and you gain a 1st-level spell slot. Their spellcasting ability is either Intelligence, Wisdom or Charisma, your choice. Also, you can cast this spell using spell slots you have. In addition, at 6th level, you gain a 2nd-level spell slot, at 11th level, you gain a 3rd-level spell slot and at 16th level, you gain a 4th-level spell slot.

**Spell Reflection.** You can manipulate the magic of others. If you make a successful saving throw against a spell, or a spell attack misses you, you can choose another creature (including the spellcaster) you can see within 30 feet. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

**Mind Control.** Your mind can take control of other beings nearby. You can, as an action, force a creature within 60 feet to make a Wisdom saving throw. The DC of check is 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target can't use any action until the start of your next turn and you can force this creature to use its action, bonus action and movement immediately as your bonus action. A creature immune to charms is unaffected by this feature.

**Breath Weapon.** You can mix your breath with an element. As you pick this mutation, you choose an element between acid, cold, fire, lightning, poison and thunder. You can use your action to exhale destructive energy. It deals damage in an area according to the chosen element. When you use your breath weapon, each creature in a 15-foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.

The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

**Fast Learner.** You have a set of skills and you can apply it to a multitude of actions. Gain proficiency in three skills of your choice. At 6th, 11th and 16th level, you gain expertise in one of the chosen skill.

**Multilinguist.** Your talent with languages is beyond the norms. After hearing a language spoken for 1 minute, you learn it. You can also imitate any voice you hear.

**Avid Combatant.** You know how to find and defend yourself. Increase Strength or Dexterity score by 1.

**Body and Mind.** Your body is a monument to greatness. Increase Constitution or Intelligence score by 1.

**Brain over Brawn.** You know what you're doing, most of the time. Increase Wisdom or Charisma score by 1.

**Botanical.** You can do multiple things with plants. You can spend 10 minute in a trance, while in this trance you can communicate telepathically with the plants within 30 feet of you. Also, you can make the plants around you blossom and bloom. In addition, you can identify if a berry or a mushroom is edible or poisonous. Finally, you can enhance berries and mushrooms to restore 1 hit point when eaten.

**Desperate Instinct.** When wounded, you instinct kicks in and sharpen your senses. When you have at least 1 hit point and less hit points than your Constitution score, you gain advantage on all checks, saving throws and attack rolls.