Mutant - Class
Mutant - Class
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
A
dangerous and perhaps forbidden place, they can still
halfling girl retreats from town and into the woods, engage and interact with society, all while being part
trying to obscure her newly mutated form. Where she of the magical make up of your world.
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 Equipment
a halfing. The forest is silent that night. You start with the following equipment, in addition to the
An eladrin laughs as she picks berries grown from her own equipment granted by your background:
body. She spreads infectious joy, moving window to window and
leaving bundles of mint leaves for whomever she fancies that (a) Burglar's Pack, Diplomat's Pack, Dungeoneer’s Pack,
evening. Entertainer’s Pack Explorer's Pack, Priest's Pack, or a
In a deep, dark cavern, a dragonborn was exploring the depths Scholar's Pack
of an unknown realm when his feet suddenly lifted off the ground. (a) a collar and leash made of 10 foot chain, (b) a sturdy glove,
His body began to morph and change, and he could hear the dark (c) a bit and bridle, riding saddle, and saddlebags, or (d) a
secrets of the unknown plane. As his form continued to evolve, he wooden bowl, a flute, 5 glass vials and a sponge
gained new abilities that emulated the powers of the universes
eldritch horrors. The dragonborn was both terrified and If you forgo this starting equipment, as well as the items offered
exhilarated by the changes taking place within him. by your background, you start with 5d4 x 10 gp to buy your
These mutants all shared one thing in common: they had equipment.
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.
1
Mutant Ability Table
Level Proficiency Bonus Features Mutation Capacity Bonus Hit Die
2
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 Extra Attack
stamina. As you increase levels as a Mutant you are given a bonus Starting at 5th level, you can attack twice, rather than once,
to the amount of Hit Die you have as seen on the bonus Hit Die whenever you take the Attack action on your turn.
column of the Mutant table. These Hit Die do not add to your
total hit point maximum.
Threatening Presence
Mutant Save DC: Some of your Mutant features require your At 9th level, you can use a bonus action to choose up to a number
target to make a saving throw. The saving throw DC is calculated of creatures equal to your proficiency bonus that are within 30 ft
as follows: Mutant save DC = 8 + your Proficiency Bonus + your of you and attempt to have them perceive you as their biggest
Constitution modifier. threat.
Each creature must succeed on a Wisdom saving throw against
Deviant Lifesource your Mutant save DC or the creature has disadvantage on attack
At 2nd level you recover all your Hit Dice after you finish a long rolls against creatures other than you. The effect ends at the end
rest. of the creatures next turn unless you expend a Hit Die, which
prolongs the effects for another round.
Unnatural Regeneration Once you use this feature you can not do so again until you
finish a short or long rest.
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 Primal Impulse
your body. Roll the expended Hit Die and you regain Hit Points
equal to the total + your Constitution modifier. At 13th level, you can expend a Hit Die to take an extra reaction in
Once you use this feature you can not do so again until you a round where you've already used your reaction. You can use this
finish a short or long rest. feature multiple times each round, but only once each turn.
You can use this feature a number of times equal to your
Monstrous Aspects Constitution modifier and you regain all uses after a long rest.
Once you reach 3rd level your body, blood, and life force is Arcane Rejection
mutating and growing. Choose a feature of your choice, to gain,
from the Monstrous Aspect table. At 17th level, your warped form has started to develop the ability
When you gain certain Mutant levels, you gain additional to reject magic and spell effects.
Monstrous Aspects of your choice, at 7th, 10th, and 15th level. A You can add your Constitution modifier on any saving throw
level prerequisite refers to your Mutant level. against spells and other magical effects.
Ability Score Improvement Impossible Stamina
When you reach 4th level, and again at 8th, 12th, 16th, and 19th At 18th level, you can draw on your inner reserve of mutated
level, you can increase one ability score of your choice by 2, or you power.
can increase two ability scores of your choice by 1. As normal, you If you finish a short rest and have no Hit Die, you can focus and
can’t increase an ability score above 20 using this feature. Using recover in your incredible new form in order to regain half your
the optional feats rule, you can forgo taking this feature to take a Hit Dice.
feat of your choice instead. Once you regain your Hit Dice with this feature, you must finish
a long rest before you can use this feature again.
3
Monstrous Aspects Table
15th level features
Mutation Effect
3rd level features
Increase your Mutant Capacity by 2 and when you
Mutation Effect
Militant Mutant make an initiative roll you can add your Mutant
The distance you can jump is tripled and you can use Capacity to the result.
Enhanced
your Constitution modifier, instead of the relevant skill
Physical modifier, when you make a Athletics, Acrobatic, or
When you hit a creature, you can consume up to an
Form Stealth check.
Consumed amount of Hit Die equal to your proficiency bonus
Vitality to add bonus damage to the creature equal to your
When you gain a level and you roll your hit dice to Constitution modifier for each Hit Die expended.
Healthy increase your hitpoint maximum, roll two hit die and
Form take the higher result.
True Your Strength or Dexterity score increases by 4 with
Transformation a max of 22.
You gain blindsight of 20 feet, also you can use your
Hunters Constitution modifier, instead of the relevant skill (Requires the Magical Evolution aspect.)
Instinct modifier, when you make a Perception check. Your transformation has made you a true spell
caster. You can learn one 4th level spell from the
You can learn one cantrip, and one 1st level spell from Spell Touched Mutant Spell list.
the Mutant Spell list. When you cast your 4th level spell You can't do so
Eldritch
When you cast your 1st level spell You can't do so again until you finish a long rest or you expend a
Secrets again until you finish a long rest or you expend a number of Hit Die equal to the level of the spell.
number of Hit Die equal to the level of the spell.
Improved Anytime you roll a Hit Die, or multiple Hit Dice, you
Mutation gain +2 to the result of each individual roll.
Brooding Once per turn you can add your Mutant Capacity to
Strikes an attack roll with your Organic Weapon
4
Subclasses
5
Andromeda Cognitive Shockwave
There are unknown creatures in this world that should stay At 6th level,vwhen a creature moves within 30 feet of you or starts
unknown. Andromeda are eldritch creatures that can threatened their turn there, you can use your reaction to magically emit
the very structure of ones memory and ones perception; And you psionic energy in a 30-foot-radius sphere centered on yourself.
have found yourself slowly becoming one. Voices pass through Each creature, of your choice, in that area must succeed on a
your mind and faded images of memories that are not your own Intelligence saving throw against your Mutant Save DC or their
manifest before you. speed is reduced to 0, and they can not take reactions until the
You have found power in your thoughts, and after some time start of your next turn.
and as your body mutates you are able to channel and harness You can use this feature a number of times equal to your
new powers that feel like mental magic. Intelligence modifier and you regain all uses after a long rest.
Organic Weapon Psionic Elevation
At 1st level, the effects of your mutation has started to reveal itself Also, at 6th level, you are starting to understand your mutations
in different ways; You can cast the Mind Sliver cantrip using your untapped potential as you feel your your feet lift off the ground
Constitution as your spell casting modifier. just willing it to be.
Your Mutation Capacity is 4 and you have developed an cosmic You can use an action to cast the Levitate spell on yourself at
appendage, it is a tentacle that has erupted from somewhere on will.
your body and can lash out on command while in combat. Your
Organic Weapon has the following qualities; Sensory Shutdown
Tentacle. Melee Weapon Attack: Intelligence modifier for At 11th level, you are starting to understand your mutations
attack and damage rolls, reach 10 ft. Hit: (1d8 slashing) untapped potential as you feel your mind reach and connect with
other creatures.
Grasp. When you hit a creature with your Organic Weapon When a creature within 60 ft of you attacks you or a creature
you can use your bonus action to grapple them using your you can see, or casts a spell, you can use your reaction to blind or
Intelligence modifier instead of Strength or Dexterity for the deafen them. The creature must succeed on a Constitution saving
grappling skill check. 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
Draining Intellect. When a creature grappled by your tentacle target can make a Constitution saving throw, on a success, the
starts its turn, it takes psychic damage equal to your effect ends.
Intelligence modifier. 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 make an
Intelligence saving throw against your Mutant Save DC, or take
(10d6) psychic damage and be stunned until the end of their turn
on a success they take half as much damage.
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).
6
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 Earthly Form
in different ways; You can cast the Thunder Clap cantrip using
your Constitution as your spell casting modifier. Also, at 6th level, your connection to the earth, stone, and metal
Your Mutant Capacity is 6. Your Organic Weapon has the has begun to manifest in magical and mysterious ways.
following qualities; You can use an action to cast the Meld into Stone spell on
yourself at will.
Formed Limb. Strength modifier for attack and damage rolls,
reach 5 ft. Hit: (1d10 bludgeoning). Hardened Resolve
Brute Strength. When you hit a creature you can use your At 11th level, If the creature within 5 ft misses a melee attack
bonus action to force the creature to make a Strength saving against you, you can use your reaction to force them make a
throw against your Mutant save DC, on a failure they move 10 Strength saving throw against your Mutant save DC on a failure
ft in a straight line backwards. they are knocked prone.
Reconstruction. Once per short rest, as an action you can You can use this feature a number of times equal to your
Strength modifier and regain all uses after a long rest.
gain temporary hit points equal to half your Mutant level +
your Constitution modifier. Shattering Stomp
Constructed Resilience At 14th level, as an action, you can crack and shake the very earth
Also, at 1st level You gain the following. beneath you. All terrain within a 10 ft radius around you,
becomes difficult terrain, all creatures within of your choice
You have advantage on saving throws against being poisoned, within the 10 ft radius must succeed in a Strength saving throw
and you have resistance to poison damage. or take 6d8 bludgeoning damage and be knocked prone. If the
You don’t need to eat, drink, or breathe. creature is already prone they automatically fail the save.
You are immune to disease. Once you use this feature you can not do so again until you
You don't need to sleep, and magic can't put you to sleep. finish a short or long rest.
Gifted Golem Fortified Fortune
At 6th level, when you are the target of an attack, you can use your At 20th level, your body has become a perfect construct, gaining
reaction to fortify your natural armor. Your AC is increased by the following effects:
your Strength modifier until the start of your next turn.
Once you use this feature you can not do so again until you Your AC is increased by 4
finish a short or long rest. Your max health is increased by your Mutant level.
7
The creature must make an Intelligence (Investigation) check DC
(8+ your proficiency bonus + your Charisma modifier). On a failed
check, the creature does not consider you hostile until the start of
Doppelganger their next turn and they must choose a different target to attack,
or the attack automatically misses.
Doppelgangers are cunning and deceitful, often posing as trusted You can use this feature a number of times equal to your
allies or loved ones to exploit their victims. Their true form is Charisma modifier, and regain all uses after a long rest.
slender and featureless, with gray, rubbery skin and large, and
eerie eyes. Arcane Alteration
Organic Weapon At 6th level, You can use an action to cast the spell Alter Self at
will.
At 1st level, the effects of your mutation has started to reveal itself
in different ways. You can cast the Friends cantrip using your Silver Tongue
Constitution as your spell casting modifier.
Your Mutation Capacity is 4. Your body begins the natural At 11th level, your words and actions are so convincing that you
process of decay only being held together with necrotic energy. can compel others to believe that someone else is an impostor.
Your Organic Weapon has the following qualities; When an opponent begins their turn within 15 ft of you and they
did not see you disguise yourself, you have the chance to
Hidden Blade. melee weapon Attack: Charisma modifier for persuade them to attack the creature you are disguised as. The
attack and damage rolls, reach 5 ft. Hit: (1d8 piercing damage). attacking creature must make a Charisma (persuasion) roll
against the creatures Wisdom (Insight) check. If successful the
Unnatural Charisma. You gain proficiency in Deception and opponent moves and attacks the enemy you are disguised as
Persuasion skill. instead of you.
Blend In. You can hide as a bonus action and you can use your Once you use this feature you can do so again until you finish a
Charisma modifier when you roll stealth to hide. short or long rest.
8
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; Morning Harvest
You have become a Flora. Your physical form has begun to merge At 6th level, when you complete a long rest, You can harvest
with the natural world around you and by the end of your berries, roots, or herbs of your choice from your mutated form to
transflormation you will bleed green blood and eat from the soil. create a nutritious treat.
Your body grows enough to create five Nutritious Treats. As a
Organic Weapon bonus action, a creature can consume a nutritious treat in combat
At 1st level, the effects of your mutation has started to reveal itself to restore 1d6 + your Wisdom modifier to your hit points; and
in different ways; ou can cast the Thorn Whip cantrip using your until the start of their next turn, they can add your Wisdom
Constitution as your spell casting modifier. modifier to all attack rolls, melee damage rolls, and Constitution
Your Mutation Capacity is 2. Your limbs, torso, and appendages saving throws they make.
are growing and shaping you into a new flourishing form. Your
Organic Weapon has the following qualities; Natures Gift
Twisted Roots. Ranged Weapon Attack: Wisdom modifier for At 11th level, as an action, you can expend a Hit Die to touch a
attack and damage rolls, reach 30 ft. Hit: (2d4 Piercing creature within 5 ft of you and share some of the benefits of your
damage). mutation.
For the next minute, or until you lose your concentration (as if
Absorb. Once per turn, when you hit a creature with your you were concentrating on a spell), the chosen creature has add
twisted root you can use your bonus action to have your roots your Wisdom modifier to all Constitution, Strength, or Dexterity
drain the life force of the creature and deal an extra 1d4 saving throws and when they start your turn they heal hit points
necrotic damage. equal to your Mutant Capacity.
On your next turn, you can use your bonus action in order to Once you use this feature, you can't do so again until you finish
choose a creature within 30 ft and restore 1d4 + your Mutant a short or long rest
Capacity to their hit points. This can only be used on the
immediate next turn after the absorb effect. Nature's Bounty
Cross Pollination 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,
Also at 1st level, you can use your mutations to aid your allies. If and the cloud lingers until the start of your next turn.
you touch a creature for a prolonged time you can transfer some Any creature of your choice that is in the cloud when it appears,
of your stamina to them. or the first time they enter it later, regains hit points equal to your
After 1 minute of contact with the creature, you can consume Mutant level. And if a creature casts a spell using a spell slot, or
up to an amount of Hit Die equal to your proficiency bonus, roll you use a feature that restores hit points to any creature inside
the expended hit die, and they regain hit points equal to the total the spore cloud, you can use your reaction to have the spell or
+ your Wisdom modifier. feature restore the full amount possible.
Floral Whispers Deep Roots
At 6th level, the Flora can communicate with beasts and plants as At 20th level, you always roll the max number on your Hit Die
if they shared a language. whenever you roll them.
9
Divisive Slime
Gelatinous At 14th level, over a short rest, you can shape a slime duplicate of
A gelatinous cube's amorphous form makes it incredibly durable, yourself by reducing your total current hit points by half. It is an
weakening most damage-causing effects and allows them the duplicate of you in shape and size, and you both share the same
ability to alter their form, move out of harm's way, break down mind, it can take actions and otherwise be affected as a normal
food, and defend themselves from predators. creature. Your duplicate telepathically obeys your commands. It
appears to be the same as the original, but it has hit points equal
Organic Weapon to the amount reduced when you use this feature and is formed
without any equipment. Otherwise, the duplicate uses all the
At 1st level, the effects of your mutation has started to reveal itself statistics of the creature it duplicates, except that it can't cast
in different ways; ou can cast the Acid Splash cantrip using your spells. Although, this creature can be targeted with a spell you
Constitution as your spell casting modifier. cast that has the range of self or touch.
Your Mutation Capacity is 2 and you have developed a In combat, the duplicate shares your initiative order and acts
pseudopod, it is a oozing appendage that is an extension of your directly after your turn. If you are incapacitated, the duplicate can
body and can be uilized while in combat. Your Organic Weapon take any action of its choice, not just Dodge.
has the following qualities; Over a short rest, you may reabsorb your duplicate and gain a
Pseudopod. Melee Weapon Attack: Constitution modifier for number of hit points equal the number of hit points the duplicate
attack and damage rolls, reach 5 ft. Hit: (1d6 Bludgeoning) has.
Also, once per long rest, if you have a duplicate created you
Amorphous Body. Once per turn, when you take damage may use a reaction at the start of your turn to transfer your
(besides psychic damage), you can use your reaction to reduce essence into the duplicate and become them. Your body is
the damage taken by your Constitution modifier. reduced to 0 hit points and melts into a puddle and you takeover
You can use this feature a number of times equal to your the duplicates body.
Constitution modifier and you regain all uses after a long rest. Once your use this feature you can not do so again until you
Oozing Health. At 1st level, your hit point maximum increases finish a long rest.
by 2 and again whenever you gain a level in this class.
Engulfing Ooze
Multiple Pseudopods At 20th level, as an action, you can attempt to engulf a large or
At 6th level, you have a climbing speed equal to your walking smaller creature that is within 5 ft of you.
speed. In addition, you can move up, down, and across vertical The target must succeed on a Strength saving throw against
surfaces and upside down along ceilings, while leaving your your Mutant save DC or be paralyzed for the duration and you can
hands free. move into the creatures space. While engulfed, a creature can not
Also, as an action, you can attack each creature you choose breath and when you take movement the creature is also moved
within 5 feet of you with your Pseudopod. You can then make an with you.
additional attack, as normal. At the end of its turn it can make a Constitution saving throw,
ignoring the restrictions of the paralyzed condition, On a success,
Debilitating Debris 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
At 11th level, as an reaction, if you are hit by within 5 ft of you, you time.
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.
10
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;
Noxious Defense
Organic Weapon Also, at 6th level if a creature hits you with a melee attack, You
At 1st level, the effects of your mutation has started to reveal itself can expend a Hit Die to force the target to succeed on a
in different ways. You can cast the Toll the Dead cantrip using Constitution saving throw against your Mutant save DC or take
your Constitution as your spell casting modifier. 2d4 poison damage and be poisoned until the end of their next
Your Mutation Capacity is 4. Your body begins the natural turn.
process of decay only being held together with necrotic energy.
Your Organic Weapon has the following qualities; Aura of Annihilation
Rotting Fist. melee weapon Attack: Strength modifier for At 11th level, as a bonus action you can activate or deactivate a
attack and damage rolls, reach 5 ft. Hit: (1d10 bludgeoning deathly aura. While active, the aura deals necrotic damage equal
damage). to your Constitution modifier to any creature that ends its turn
within 10 feet of you. Undead and Fiends ignore this effect.
Undead Fortitude. When you attack and make contact with
another creature you can use your connection to the undead to From the Grave
steal some of their vitality and life. If you hit a creature you can At 14th level, if a creature dies within 10 ft of you, you can use
use your bonus action to give yourself temporary hit points your reaction to expend a Hit Die, and mutate their corpse with
equal to your Constitution modifier. necrotic energy.
Near Death Besides you, each creature of your choice within a 10 ft radius
sphere centered on the dead creature must make a Dexterity
Also at 1st level, If damage would reduce you to 0 hit points, you saving throw. A target takes 4d8 necrotic damage on a failed save,
can make a Constitution saving throw with a DC of 5 + the or half as much damage on a successful one. If you reduce a
damage taken. On a success, unless the damage was radiant, you creature to 0 hit points with this feature, the creature's body
drop to 1 hit point instead. explodes, repeating the same effect.
Once you use this feature you can not do so again until you Once you use this feature, you can't do so again until you have
finish you a long rest. finish a short or long rest
Dying Tongue Unkillable Corpse
At 6th level, as your mutation develops, so does your connection At 20th level, your ability to weave deep necrotic magic into your
to the dying and the undead. This thread between you and them undying body has made you incredibly durable and extremely
has even manifested in the ability to converse with them for a hard to kill.
short time. You gain immunity to all bludgeoning, piercing, and slashing
You can use an action to cast the spell Speak with Dead at will, damage and resistance to all other damage types, besides psychic
but you can only ask the corpse 1 question. damage.
11
Zoan Wild Strike
Once infected with any form of Lycanthropy a creature is At 11th level, when you use your Attack action with the Second
considered a Zoan. As a Zoan’s affliction increases they become a Strike feature you can make two attacks with your Organic
hybrid; Half creature, half beast. This mutation can manifest in Weapon in the same action.
many ways but as it becomes stronger you can feel a primal
power brew within you as your senses, and your claws, sharpen. Fatal Blows
Once you reach 14th level, your predatory senses are heightened
Organic Weapon and you are keenly aware of the most vulnerable and deadly areas
At 1st level, the effects of your mutation has started to reveal itself of a creatures body.
in different ways; You can cast the Primal Savagery cantrip using If you land a critical hit with your Organic Weapon, after you
your Constitution as your spell casting modifier. roll for damage you can expend a Hit Die to choose two of the
Your Mutation Capacity is 4. Your body starts to take on a damage dice rolled and have them deal the max damage for that
beastial form as you slowly become a hybrid version of you and die instead.
the animal you have been cursed with. Your Organic Weapon has You can expend any amount of Hit Die when you use this
the following qualities; feature.
Predator's Weapon. melee weapon Attack: Dexterity modifier Complete Transformation
for attack and damage rolls, reach 5 ft. Hit: (1d4 slashing
damage). At 20th level you gain the following features:
Second Strike. Immediately after you take the Attack action The damage you deal with your Organic Weapon increases to
on your turn You can use your bonus action to make a second 1d6 slashing damage.
attack with your Organic Weapon.
You can use your action to instantly mark a target with your
For every attack you have landed on your turn with your natural Marked Prey feature and you are aware of their presence and
weapon, you add one additional natural weapon damage die to can locate your marked target if they are within a mile radius
the damage of the next attack on the same turn (This is stackable) of you.
Marked Prey Your organic weapon Attacks against a marked target score a
critical hit on a roll of 18–20.
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.
12
Mutant 3rd Level Spells
Mutant Spell List Mutant Spells 3rd Level Spells
Through your transformation you gain the capability to cast Haste Feign Death
certain spells and gain the benefits from their magical effects. Fear Life Transference
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 Mutant 4th Level Spells
focus. Mutant Spells 4th Level Spells
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 Charm Monster Freedom of Movement
spell save DC is equal to your Mutant save DC (8 + your Death Ward Polymorph
Proficiency Bonus + your Constitution modifier).
Andromeda Spells
Cantrips 1st 2nd 3rd 4th
Mutant Spells Cantrips Dissonant Detect Evard’s Black
Fear
Blade Ward Primal Savagery Whispers Thoughts Tentacles
Ghoul Spells
1st 2nd 3rd 4th
Zoan Spells
1st 2nd 3rd 4th
13
Art Credits
Grip of Desolation - Lius Lasahido ..............................Cover
Three stages of personal chaos - Nastya Asyness ................. 1
Dragon Rip Claw- Draco77 ...............................................1
TheMark - Algido ............................................................2
Cosmic Symbiote- shawn015 ............................................3
Octopus tentacles - victoria_sergeeva ................................. 3
The Quails of Bahamut - w0wls ........................................ 4
White Fang Icon - DoubleM ..............................................4
Superhero Starkiller - Arucelli ..........................................5
Yibb-Tsll - Jason Engle ......................................................6
Galaxy with Stars - pikisuperstar .......................................6
Golem Wildweasel339 .....................................................7
Golem - Peeping Eye GeraldPatincky ................................. 7
Dem, The Doppelganger - Humble Squid Creatives ...............8
Plant Person - TheGeniusFetus .........................................9
Flowers 2 - lindzb ...........................................................9
Dark Forest Environment - Eric Gagnon .............................9
Monster Girl Challenge: Slime - TravJames .......................10
Fantasy Dungeon - Ljiljana Grbic .....................................10
Thing in the Pool - Stanislav Dikolenko .............................11
Story 03 - Zhuoxin Ye ....................................................12
Aguara sculpture - Marek Buczynski ................................ 12
High Queen Khalida - Mossacannibalis .............................13
Book Covers- Baconstrap ...............................................14
Silence- Sephiroth-Art ................................................... 14
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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