Mutations

Natural or genetic mutations can grant new and exciting powers, or horrible and devastating curses.

For each mutation, you lose 1 ‘attunement’ slot. If you have at least 1 mutation, you gain the tag ‘Mutant’.

### Gaining Mutations

Some features grant mutations (for example see the geneticist archetype), and playing a mutant. Also when you die of radiation stacks, and are stabilized, you gain a random Mutation.

You can only gain 1 mutation in each category, for example you cannot have 2 mutations affecting your blood. When this happens, the older mutation is replaced by the new.

If you gain a new mutation but no longer have attunements slots left, this new mutation is lost.

### Losing Mutations

Special Doctors can get rid of them once identified, also the geneticist archetype has features to remove these.

## Mutation List

### Generic Mutation List

The name denotes the category, and in the bracker is the name of the mutation on that category, remember you can only have 1 per category.

***1 Blood (Fire)*** - Your blood is nearly always boiling. You gain resistance against fire damage, but vulnerability against cold damage.  Constitution saving throws to save against Cold Exhaustion are made with advantage, while heat based Constitution saving throws are with disadvantage.

***2 Blood (Mutagen)*** - Your blood has mutagenic particles in it. When you take non-psychic based damage you will leave blood, causing all creatures within 5ft to make DC 12 Constitution saving throws. If failed, they take 1d8 poison damage.

***3 Blood (Power)*** - Your blood is rushing with green chemicals that give you unnatural strength. Once per rest, you may grant yourself 2 extra AP on your turn, but you will take 1d4 psychic damage and must make Sanity Save.

***4 Blood (Undead)*** - Your heart is no longer pumping. Instead, vile and dark energies are animating you. You gain the tag ‘undead’ and vulnerability to radiant damage. You are now immune to poison damage, and gain 10 extra hit points. You cannot be healed, but mended as if you are a mechanical creature (see Mekanobe).

***5 Brain (Psionic)*** - Your brain is more sensitive, allowing it to manipulate Dark Matter, allowing you to shape reality in strange ways. You gain 4 points in one fantasy archetype of choice. You gain vulnerability to psychic damage.

***6 Brain (Dumb)*** - Your intelligence has decreased significantly, and are now dependent on your instants. Lose -5 on your Intelligence score and Charisma score. Gain +5 on Wisdom and Strength score.

***7 Brain (Empath)*** - You are sensitive to other people’s emotions. Once per rest, you can choose to automatically succeed a Insight (Wisdom) check.  You gain vulnerability to psychic damage.

***8 Brain (Indifference)*** - You are unable to express, read or understand emotions. You gain advantage on any Sanity Saving Throws, but disadvantage on all Insight (Wisdom) and Performance (Charisma) checks.

***9 Breath (Acid)*** -  Your breath has an acidic bite. Up to your Proficiency Bonus per sleep-rest, you may use 3AP to unleash acidic spray in a 15ft cone. All creatures in this area must make a DC 12 Dexterity saving throw or take 1d8 acid damage. If they succeed, this is halved. Disadvantage on any Persuasion (Charisma) checks.

***10 Breath (Amphiby)*** - You have visible gills in your necks. You may breathe underwater and on land. You cannot speak underwater.

***11 Breath (Air Sacks)*** - Your belly is swollen, to grant extra space for you to store breathable oxygen internally. You can hold your breath for 1 hour.

***12 Breath (Poison)*** - Your breath is poisonous to most. Up to your Proficiency Bonus per sleep-rest, you may use 3AP to unleash acidic spray in a 15ft cone. All creatures in this area must make a DC 12 Constitution saving throw or take 1d8 poison damage. If they succeed, this is halved. Disadvantage on any Persuasion (Charisma) checks.

***13 Breath (Waterbreathing)*** - You have enlarged and nearly impossible to hide gills in your neck. You may breathe underwater, but may not breathe on land. If you don't get a breath underwater for 10 minutes or more, you start making Constitution Saving throws. You can speak underwater.

***14 Eyes (Gone)*** - They are gone… You are blind. Gain 10ft blindsight.

***15 Eyes (Night Vision)*** - Your eyes are catlike. Your eyes adapt to the dark. 120 ft darksight, but make disadvantage on saving throws while in direct sunlight.

***16 Eyes (Third Eye)*** -  A third eye is watching. Everytime you are blinded, you take 1 psychic damage. You gain advantage on all Perception (Wisdom) checks.

***17 Legs (Hooves)*** - Your feet are misformed into hooves. You have disadvantage on Acrobatics (Dexterity) checks and on grapple saves, but you gain 15ft additional movement speed.

***18 Legs (Mermaid)*** - Your feet have merged in a sort of large-fin that can be used for swimming. You lose all your walking speed, and now instead have 5ft crawling. You gain 60ft swimming speed.

***19 Legs (Quadrapedalism)***  - You are walking on 4 feet, perfect for climbing. You gain 30ft climbing speed. You have disadvantage on Stealth (Dexterity) checks.

***20 Legs (Slug)*** - You have lost your feet, instead leaving a slimy trail using a tail like appendix. Your race’s base walking speed is reduced to 15ft. You are not affected by Difficult Terrain, and you have advantage on grapple saves. You can choose to leave a trail of Difficult Terrain every time you walk, which lasts for 1 round.

***21*** ***Legs (Dwarfism) -*** Your legs are only half the size of a normal specimen of your species. Your height is halved and you lose 5ft movement speed, you are considered one size smaller than your race's default.

***22*** ***Legs (Giantism) -*** Your legs are almost twice the size of a normal specimen of your species. Your height is increased by half your current height, you are considered one size bigger than your race's default and you gain 5ft movement speed.

***23 Hands (Claws)*** - Your fingers have been replaced by sharp claws. You are proficient in unarmed attacks, which deal 1d4 slashing damage. You gain disadvantage on all non-unarmed melee attack rolls.

***24 Hands (Razors)*** - Your fingers have been replaced by sharp and long razors. You are proficient in unarmed attacks, which deal 1d6 slashing damage. You gain disadvantage on all non-unarmed attack rolls.

***25 Hands (Retractable Razors)*** - Can toggle the Razor hands by using 1 AP.

***26 Hands (Web Shooter) -*** A white sticky goo comes from  special glands near your hands. You can use 3AP to make a dexterity based weapon attack in which you are proficient. If hit, the target takes 1 damage and loses its movement speed for its next turn.

***27 Horn (Decorative)*** - A horn that does not look threatening, but rather cute.You gain +1 on your Persuasion skill.

***28 Horn (Defensive)*** - This protects vital parts from attacks. This horn will block any critical attack done with melee weapons to you, and it will be handled as a default hit.

***29 Horn (Offensive)*** - This horn can be used as a deadly weapon. When you make one melee attack on your turn, you can use 1AP to make a horn attack in which you are proficient. Deals 1d4 piercing damage using your Strength.

***30 Horn (Snail Antenna)*** - You have…snail antenna? You gain advantage on scent based Perception checks.

***31 Mouth (Fangs)*** - You have sharp fangs in your mouth, careful. You are proficient in unarmed attacks, as unarmed weapons you can bite creatures using your fangs. Deals 1d6 piercing damage.

***32 Mouth (Tentacle Beard)*** - You have a beard of tentacles around your mouth. Up to your Proficiency Bonus per sleep-rest, you may use 1AP to grapple a creature using your tentacle beards.

***33 Mouth (Tusks)*** - Intimidating tusks exit past your lips. Best stay away from you. You gain +1 on the Intimidation skill.

***34 Mouth (Vampiric Fangs)*** - You have sharp fangs which can be used to consume blood in your mouth. You are proficient in unarmed attacks, as unarmed weapons you can bite creatures using your fangs. Deals 1d4 piercing damage.   When you deal damage with this attack, you regain half the damage done as hit points.

***35 Skin (Armor)*** - Your skin has hard scales on it which can block various assaults. You gain +1 AC, but you movement speed is decreased by 5ft

***36 Skin (Fur)*** - You are covered in a thick layer of fur. You gain resistance against cold-damage.

***37 Skin (Ice)*** - Your skin sucks the heat out of the environment and has a layer of ice around it, leaving nearby creatures shivering. You gain vulnerability to fire damage, but are invulnerable to cold damage. Creatures touching your skin directly take 1 cold damage.

***38 Skin (Plague)*** - Pox and puss covers your skin. A creature touching your skin must roll a Constitution Saving Throw (DC12) or be applied a Disease that leaves them poisoned. This effect can only affect a creature once per sleep-rest.

***39 Skin (Feathers)*** - Your skin is covered by a layer of feathers. When you use flying speed, falling or are knocked back by a gust of wind, you gain 15ft extra movement speed.

***40 Skin (Spikes)*** - Your skin is covered in various spikes. When you are hit by a melee attack, the attacker takes 1 piercing damage.

***41 Tail (Balance)*** - You have an enlarged but flexible tail which primarily is used for balance. You gain +2 on the Acrobatics skill.

***42 Tail (Spiked)*** - You have a spiked  tail which can launch spikes. Using 3 AP you may launch spikes from your tail to a creature within 30ft. This is an unarmed weapon attack based on Dexterity. Target takes 1d4 piercing if it hits.

***43 Tail (Venom)*** - Your tail can be used to apply venom to an unfortunate creature. Up to your Proficiency Bonus per sleep-rest, you can use 3AP to use an unarmed attack using your venom tail. If successful, the target takes 1d4 poison damage and must roll a Constitution DC 12 saving throw or take 1d4 additional poison damage and be poisoned for 1 minute.

**44** **Chest (Hunchback) -** You are a hunchback. Your movement speed is reduced by 5ft and you have disadvantage on all Charisma based skill checks.

**45 Chest (Tentacle) -** A slimy tentacle bursts through your chest or back, giving you an inhuman appearance. Your AC is lowered by 1, but you gain another hand that you can use to hold equipment or weapons even while incapacitated. All checks and attack made with equipment using the tentacle gain 5ft extra reach but are all made with disadvantage.

***46 Chest (Wings)*** - A new set of appendage, a set of wings, springs forth from the back of your chest. You gain a flying speed of 40ft while not wearing any armor.

***47*** ***Arms* (Wings)** - Wings have been attached to you arms, limiting the speed of your arms somewhat but allowing you to fly. You gain a flying speed of 40ft while not wearing any armor, but your *Sleight of Hand* and *Light weapon attacks* are made with disadvantage.

***48 Arms (Gliders) -*** A set of gliders have been attached to your arms. You take no falling damage, instead you gain 60ft flying speed even though you cannot fly upwards and will slowly drift downwards.

***49 Arms (Tentacle) -*** Your arms have turned into a slimy tentacle. You can continue using your items while incapacitated but lose 2 strength score.

***50 Arms (Concrete Biceps) -*** Your bicips are hilariously huge and hard as concrete. You gain advantage on Intimidation checks and your Strength score increases by 2.

### Dark Matter Mutations - Volton

```
Oh hail, glorious electrocution. The human conscience is nothing but electrical current within the vessel that is called the human corpus. The cult of Volton seeks to expand the reach of human conscience, by unleashing its energy.

```

***51 Blood (Electrical Current)*** - Your blood has thickend, the iron levels are higher than ordinary to turn it in the perfect conductor for the constant electricity surging through your veins. Pain at first, weeks later it becomes a barely noticable buzzing. Up to your Proficiency Bonus per sleep-rest, you can use your reaction attempt to electrocute a creature that hits a melee attack on you. The creature makes a DC 12 Constitution saving throw or take 1d6 + your Constitution Modifier lightning damage and be EMP'ed. They take half damage upon succes. Additionally, your unarmed attacks deal Lightning damage.

***52 Skin (Energy Burns)*** - Arcs of energy shoot from your skin at regular basis, you are covered by energy burns and your hair is burnt away as a result. You gain resistance against Lightning damage and have advantage agaisnt being EMP'ed.

***53 Hands (Electrical Conductors)*** - Your fingers have turned dark red, covered by fragmented metals such as iron, copper and magnesium, all drained from your blood. Up to your Proficiency Bonus per sleep-rest, when you deal Lightning damage by using unarmed attacks or a spell effects from Wordsmith, you may EMP the hit creature(s) instantly.

***54 Brain (Ghost in the Machine)*** - The information in your brain is now compatible with electronics, but because of its pure electrical form, your thoughts race and overlap, mixing with buzzing... electricity... BUZZZzz. You gain proficiency in Electronics and you permanently gain 1 stack of insanity. You are able to talk with electronics or mechanical creatures that you can see within 30ft, and allowing you to interact with electronics telepathically. When you have Hacked a piece of electronics or charmed a mechanical creature, you can spend 3AP to merge with it for 1 minute, hiding yourself and becoming invulnerable. If the host dies, you die too. At the end of this 1 minute, or if you spent 4AP on your turn, you end this effect and reappear.

***55 Horn (Electrical Receiver)*** - Small, metallic, shards cover your skin and especially you head. Growing out of your brain itself, these metallic shards can be used a sort of antennae. While affected by EMP, you are also affected by the stunned condition. A number of times equal to your Proficiency Bonus, you may teleport instantly towards a piece of electronics that you can see within 30ft, which is still operational and not affected by EMP.

***56 Ascendance (Energy)*** - You are on the path of ascendence as Volton has envisioned it. Upon gaining this mutation, you are only able to gain mutations in the Volton category, until you have all Volton mutations. Also you gain 2 FP to spend in the Wordsmith archetype. When you have all Volton mutations, the following action is unlocked:

> ***Forfeit Body*** (1 minute) - You leave your body in the form of an orb of lightning and pure energy. While in this form:
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> * You have 160ft movement speed and are able to fit through all creatures and objects, except those that are made of non conductive materials.
> * You can not use any actions or reactions except the actions gained by the Volton Mutations.
> * You are invulnerable in this form to all damage types and conditions, except EMP. When you are EMP'ed, you instantly die.
> * Once you leave your body, you can not be resurrected any more.
> * You may use an item interaction to posses an organic or mechanical creature corpse (not vehicles). This ends this form, and this becomes your new body.
> * You can choose to merge with a power grid, forever living on in the grid as an incoopereal entity, but this cannot be undone. Your character at this point become a no player character.
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### Dark Matter Mutations - Behemoth

```
Take, be taken. Kill, be killed. Hunt, be hunted. Only the strongest will survive, only the strongest may lead. Can't fight? Can't kill? You are better off dead. The hunt thrills, the apex wills

```

***57 Blood (Cold-Blooded)*** - Your body is unable to warm itself effectively, and your metabolism and blood is depedent on sunlight to work optimally. While in bright light, can use the dash action for 2AP instead of 3AP.  But vulnerability to cold damage.

***58 Eyes (Eyes of the Apex Predator)*** -  Your pupils narrow to a small stripe and the iris changes into bright yellow. You are less effective at detecting creatures because of this, you gain -1 on all Perception checks. Once per sleep rest, using 3AP you can attempt to paralyze a creature with your glare when making eye contact. The creature makes a wisdom saving throw to DC 10 + Proficiency Bonus. If failed they are petrified until the end of your next turn.

***59 Horns (Trinity of Horns) -*** Three horns grow out of your head at random angles and locations. Every time a creature makes a melee weapon attack, you deal 1 piercing damage to it.

***60 Legs (Crooked Powerlegs)*** - Your feet start pulling apart from each other, but growth in muscle is rapid. You are not affected by natural difficult terrain but you have halved swimming and climbing speed.

***61 Skin (Marks of Behemoth)*** - Marks of behemoth are scales piercing through your skins, shaped like a heart. The edges are incredible hard and sharp, providing both cover and a weapon. You gain 2 permanent hit points, and every time you roll an atheletics check for a grapple or shove action, you deal 1 piercing damage to both you and the other creature.

***62 Brain (Predation Unbound)*** - Your primal instincts to hunt and fight are overtaking your thoughts, making you irrational and dangerous. You gain proficiency in Animal Handling and you gain a permanent stack of insanity. When there is a biological enemy within 5ft that is wounded at the start of your turn, you gain advantage on your first attack roll.

***63 Ascendance (Predation)*** - You are on the path of ascendence as Behemoth has envisioned it. Upon gaining this mutation, you are only able to gain mutations in the Behemoth category, until you have all Behemoth mutations. Also you gain 2 FP to spend in the Beastmaster or Ranger archetype. When you have all Behemoth mutations, the following action is unlocked:

> ***Absorb Genes*** (1 minute) - You absorb the genes of a recently killed pray. You gain 1 permanent hit point, until you reach 10 bonus hit points from this mutation. Then you reach Apex status and gain a new set of eyes appear which allows you to communicatie with other apex predators that you can see. All those marked by Behemoth under the control of Behemoth will be inclined to follow you.
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### Fantasy Mutations - Cabbage

```
An isolated farm on the Isle of Ro was where it began. The infestation soon spread all over the United Isles, with no stop to the mutations.

```

**64** ***Horns*** (Leaves) - Your head is covered by layers of leaves that strike an awful resemblance to cabbage. You can now do an unarmed attack to headbutt dealing 1d4 + strength modifier damage. If this hits and the creature is the same size as you or smaller, it must make a Strength saving throw to DC 10+ Proficiency Bonus or be knocked prone. You also gain the tag 'Plant'. You must consume twice the amount of water per day in order to stay healthy.

***65 Hands (Leaves)*** - Your hands are covered by thick layer of leaves. This gives you disadvantage on Sleight of Hand and on melee weapon attacks. However, you can make a ranged weapon attack by launching some of these leaves. Using 2AP, target a creature with 15ft/30ft range, using your dexterity make an unarmed weapon attack. On impact, it deals 1d6 + Dexterity modifier slashing damage.

***66 Skin (Leaves)*** - The cabbage leaves, they are course, they get everywhere... You gain vulnerability to fire damage and you gain the creature tag 'Plant'. However, you can use the two following abilities now:

* ***Spin*** (3AP) - once per day, 3AP, you spin in a 30ft line all creatures you hit make a DEX save against DC: 8+dex+prof.
* ***Rooting Strike*** (2AP) - The creature makes a dex save DC: 8+dex+prof, if they fail they become grappled by the vine and they can make a athletics or acrobatics check against you save dc to escape.

***67 Legs (Roots) -*** Your feet have turned into a storm of roots. You lose all your movement speed. You are however unable to be moved against your will from your current position.

### Dark Matter Mutations - Deanith

```
If the light burns and blind, darkness is the absence of destruction. Silvery stagnation, fade all lights and fade all pain.

```

***68* *Blood*** (Veins of tar) - Your blood is nearly black, making your darkened veins visible. You reduce any incoming damage from enigmatic or radiant effects by 3, but any damage you deal using these effects are reduced by 3 as well.

**69 *Eyes*** (Darkened eyes) - Your eye white has been replaced with a dark void, some say if you look close enough you would see stars. You gain perfect dark vision in 60ft range and proficiency in Intimidation. However, you are blind beyond 100ft while in light.

**70 *Tail*** (4 shadows) - You always cast 4 shadows, which hover ominously around you in different directions, when threatened they can provide cover and distraction. Whenever you take the Take Cover reaction, you can move up to 10ft in a single direction of choice and gain advantage on Stealth skill checks on your next turn.

**71 *Chest*** (Heart of Darkness) - Your heart pumps vividly only in the absence of light. While in light, you gain disadvantage on all attack rolls but you gain resistance against Necrotic damage. While in the complete darkness, your attacks and perception don't gain disadvantage because of the blindness.

**72 *Mouth*** (Mouthless) - A pale patch of skin is located where there would normally be a mouth. You are unable to speak but you have advantage on any constitution saving throw.

**73 *Brain*** (Fade every light) - You must fight the light, if you wish to survive, you must… You gain a permanent stack of insanity, but gain +2  bonus on all Stealth checks and on attack rolls made against blinded targets.

***74* *Ascendence*** (Light Eater) - Light is the invoker of all that is entropy and evil, you must consume and destroy it lest it is used to destroy all.  Upon gaining this mutation, you are only able to gain mutations in the Deanith category, until you have all Deanith mutations.   Also you gain 2 FP to spend in the Shadow or Host archetype. When you have all Deanith mutations, the following action is unlocked:

> ***Consume Light (3AP)*** - All light sources within 60 ft are extinguished and destroyed. Based on the amount of light sources and its total energy levels you can either create:
>
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> * A Shade within range, which is hostile to all creatures, always focussing on the nearest creature.
> * A temporary wormhole that connects to another point in the universe.
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### Dark Matter Mutations - Blöt

```
Death is the result of stagnation of growth and perseverence of rot. Growth eternal is a cycle superior, balances rot and makes life unbound.

```

75 ***Blood*** (Pus) - Your thickened blood is yellow-brown in color due to the live giving pus that it transports.   Your maximum hit dice increases equal to your proficiency bonus.

76 ***Tail*** (Exterior Intestines) - A set of slimy intestines bursts out of your appendix and flops behind you like a tail.  Your AC is lowered by 2, but you no longer have to eat or breathe due to the passive generation of these intestines.

77 ***Skin*** (Thick) - A thick fat-like tissue makes your skin saggy but more resistant. You gain 6 extra hit points but lose 5 movement speed.

***78 Chest*** (5th Heart Chamber) - Your heart has a fifth heart chamber in which dead blood cells are converted to stimulant hormones.  Once per turn, when not affected by the poisoned condition, you can use 1AP to convert 1 hit dice into half the rolled hit points.

79 ***Breathe*** (Breath of Renewal) - Your breath stinks of rot and decay, and maggots come flying out by any cough or sneeze. Once per long-rest, you may spray pus and maggots in a 15ft cone which quickly degenerates all matter in order for you to consume. All creatures must make Constitution saving throws to DC 10 + Proficiency bonus or take 2d6 necrotic damage.  For each creature damage, you regain a hit dice.

***80 Brain*** (Superior Cycle) - The way of Blöt is clear, you must become a perfect balance between rot and renewal. Ever generating, ever decaying. Infinite.  You gain a permanent stack of insanity. When you are ‘downed’ and not unconscious and not affected by the poisoned condition, you may still use all the abilities gained by mutations.

***81 Ascendance*** (Infinite Rot, Infinite Flesh) - You are on the path of ascendence as Blöt has envisioned it. Upon gaining this mutation, you are only able to gain mutations in the Blöt category, until you have all Blöt mutations. Also you gain 2 FP to spend in the Mutant or Necromancer archetype. When you have all Blöt mutations, the following action is unlocked:

> ***Consume*** (3AP, 1 hour) - Your exterior intestines consume a corpse of a creature your size or smaller within 5ft, you heal 1d4 hit points . Whenever you consume enough corpses, you grow in size. Depending on your size you gain passive bonuses. Upon consuming enough corpses as a gargantuan huge creature, your character becomes no longer playable, becoming a self-sustaining, biological, spacecraft that is able to sustain creatures within its perfect ecosystem. Here is a table of the growth stages and corpses consumed needed to reach each:
>
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> | Small
>  | 2
>  | +2 hit points maximum
> | Medium
>  | 4
>  | +2 hit points maximum
> | Large
>  | 8
>  | +2 hit points maximum
> | Huge
>  | 16
>  | +8 hit points maximum
> + All melee weapon dice are upgraded by 1 level
> - 2 AC
> | Gargantuan
>  | 32
>  | +16 hit points maximum
> + All melee weapon dice are upgraded by 1 level
> - 2 AC
>
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