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## Mutant HE COULD HEAR THEIR BARBED WORDS,
*despite what the villagers thought. Another contract
completed for a people that would go on to be
ungrateful for his efforts. Their ungratefulness didn't
bother him all that much; he was paid for his work
anyways. His petty retribution was coming though.
Perhaps if the townsfolk had been kinder, he would
have told them of the inspectors coming their way,
and warned the villagers to hide their valuables.*
--Silus Vetruvus, *Biography of Lucien the
Venomfang*
A life of solitude and mercenary work for ungrateful and underpaying patrons they are incapable of caring about befalls most mutants that wander the lands. To make
matters worse, many mutants endure this fate because
of events that were not within their control. ### Tampered Genetics Mutants are humans that were subjected to foul
alchemical practices from various sources, which
imbued them with oddities of appearance and
capability, derived from various animal traits. These
foul alchemical practices are either devised by mad
wizards, or rediscovered in ancient ruins. This tampering makes them hardy creatures, and
affords them drastically increased lifespans. Despite
this fact, no mutant has been known to die peacefully. ### Skilled But Shunned Mutants are imbued with an aptitude for combat and hardship other races typically aren't, and due to the nature
of their transformation are equipped with the experience derived from tragedy that many other races cannot understand. Mutants are almost perfectly suited to become adventurers or mercenaries, though due to the prejudice leveled against them they are either not all that trusted by those that hire them, or underpaid. ### Emotionless Whether its a product of the trauma, the mutations or both, the mutants that wander the world find themselves unable to form meaningful connections with other creatures. At the very least, they are almost universally unable to express any emotions they may have: Facial expressions do not come as natural responses to moods, and tears are all but impossible to call forth. ### Mutant Names Mutants tend to keep their first name, though they also tend to have titles assigned to them, usually negative, in response to actions they perform. These titles are usually given in response to violent actions. Alternatively, some mutants take on surnames based on the location of important actions of theirs. \columnbreak
### Mutant Traits Your mutant character has a variety of natural abilites, the result of the painful week-long transformation you were subjected to. ***Ability Score Increase.*** Your Strength or Dexterity and Intelligence scores increase by 1. ***Age.*** Mutants mature at the same rate as normal humans, but the foul alchemy used to twist their genes increases their lifespan. No mutant has been known to die in his sleep, and some have lived for centuries before their death. Physically, mutants age at 1/5th the rate humans do. ***Alignment.*** Due to the emotional stillness imbued in them by the genetic tampering and tumultuous life experiences experienced prior, as well as the ostracism from society, most mutants end up being neutral in their morality, and tend to disregard laws created by societies that don't want them. \pagebreakNum ***Size.*** Mutants stand a few inches taller than the average height of humans, and average anywhere from 130 to 180 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Alchemical Fortitude.*** You are considerably hardier thanks to the mutations. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Emotionless.*** Due to your lack of emotion, you are hard to read. Creatures have disadvantage on Wisdom (Insight) checks to discern your emotional state (whether you are joyous, saddened, agitated, etc.). ***Low-light Vision.*** Due to the mutations, you are able to see in dim light as if it were bright light out to a range of 60 feet. ***Languages.*** You can speak, read and write Common and one other language of your choice. ***Subrace.*** Six subraces of mutants are found among the worlds they wander, differentiated by the animals they derive their added traits from: Avianants, Caninants, Felinants, Ophidiants, Scorpiants and Ursinants. #### Avianant Avianant mutants were transformed after being subjected to practices devised by Kenku wizards and their slaves, granting them avian features. ***Avian Features.*** As a result of the mutations, you can see color patterns on the Ultraviolet portion of the color spectrum. Additionally, you may choose to inherit other traits, both phyisical and behavioral. These are listed in the table below.
| Physical | |:---:| | You grow patches of feathers in various places. | | Your lower eyelid rises when you close your eyes, instead of the top falling. | | You can keep your head perfectly still even when the rest of your body is moving. | | Your toes are tipped in talons. | | Your eyes are covered by a membrane that allows you to see clearly up to 10 feet away while underwater. | | Behavioral | |:---:| | You love the feeling of air rushing past you. | | You cock your head to the side in response to strange sounds. | | You prefer to crane your neck to look around, as opposed to turning your body. | | You prefer to perch atop things instead of sit. | | You rise up as high as possible and spread your arms as far as possible when threatened. |
***Hawk's Vision.*** Your vision is incredible. You replace your *low-light* vision with *darkvision*. Additionally, you can make out fine details on extremely distant items and creatures at least half a foot across. Lastly, you gain advantage on Wisdom (Perception) checks that rely on sight. #### Caninant Caninant mutants were transformed via experiments intended to create perfect hunters and trackers. You gain wolf-like features, and you tend to pursue targets you chase with your all. ***Canine Features.*** As a result of the mutations, your canine teeth become slightly longer and sharper. If you bite a target with them, you deal piercing damage equal to your Strength modifier. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.
| Physical | |:---:| | You see the world in varying shades of yellow and bluish-grey. | | You have body hair in strange, abnormal places, as well as more of it than normal. | | Your hair is thick and coarse. | | Your nose is slightly longer and wider than usual. | | Your toes end in small, blunt claws. | | Behavioral | |:---:| | You drop low and start circling around targets when threatened. | | You randomly start sniffing the air for scents, and the smell of food is more alluring to you than normal. | | You like to eat your meat as rare as possible. | | You pace in circles before sitting or laying down. | | You are oddly hostile towards feline creatures. |
***Hound's Sense*** Your senses are impeccable. You gain proficiency in the Survival skill. In addition, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) checks relying on hearing or smell.
\pagebreakNum #### Felinant Felinant mutants were transformed according to practices devised by Tabaxi alchemists, granting them feline features. They tend to become disinterested in people faster than usual. ***Feline Features.*** As a result of the mutatuons, your eyes narrow to slits when inside of or looking into areas of bright light, and dilate when in dim or dark light. Your fingernails sharpen into slight claws. Stratching someone with them deals piercing damage equal to your Strength modifier. Additonally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.
> ##### Variant: Darkvision > If you would prefer to add *darkvision* to this race instead of using *low-light* vision, replace the 60 foot *low-light vision* with 30 foot *darkvision*, and replace the *darkvision* clause of *Hawk's Vision* with increasing the range of *darkvision* by 30 feet.
| Physical | |:---:| | Your tongue is rough and coarse. | | Your canine teeth become thin and sharp. | | Your pupils dilate when you are about to attack or lunge. | | Your ears twitch and rise whenever you are touched or hear a sound. | | You are much more receptive to smells. | | Behavioral | |:---:| | You do not like getting wet, and avoid water. | | You chew your food only as much as you have to. | | You like to play with your food and taunt what you hunt. | | You have a strange hostility to dogs and other canine creatures. | | You bare your teeth and hiss when threatened. |
***Cat's Grace.*** You are agile and light of foot. You gain proficiency in the Stealth skill and advantage on Dexterity saving throws to avoid traps or spell effects whose triggers or effects are on the floor. #### Ophidiant Ophidiant mutants were transformed via old practices recovered from a fallen Yuan-Ti conclave. These rituals and experiments give Ophidiants snake-like features. Ophidiants also tend to be somehow colder and more calculating than other mutants. ***Ophidian Traits.*** As a result of the mutations, your eyes become slitted like a snake's. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.
| Physical | |:---:| | Your tongue becomes forked, affording you extra dexterity with it. | | Patches of scales in grow onto your skin in various places. | | Your movement is strangely serpentine. | | Your skin is cool to the touch. | | You have fangs in place of your top two canine teeth. | | Behavioral | |:---:| | You instinctually stick your tongue out to taste for scents. | | You sometimes make hissing noises, both when conscious and not. | | You prefer to swallow your food as whole as possible. | | You tend to go as long as possible without blinking. | | When threatened, you rise and posture boldly. |
***Snake's Blood.*** Your blood is poisonous, granting you resistance to poison damage. Creatures that ingest your blood, whether it is from drawing your blood with a bite or being fed your blood, take 1 point of poison damage, or none if they are resistant to it. They must also succeed a DC 12 Constitution saving throw or be *poisoned* for 1 minute.
\pagebreakNum #### Scorpiant Scorpiant mutants are a rare oddity, even among mutants. They were transformed by the maddened alchemists living in desert areas with formulae derived from local wildlife, granting them features befitting scorpions. ***Nocturnal Features.*** As a result of the mutations, you have poor eyesight, but your *low-light vision* becomes 30 foot *darkvision* when the stars shine overhead. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.
| Physical | |:---:| | You can consume large amounts of food in one sitting. | | Your metabolic rate is slower than most others. | | Parts of your body are covered with a chitinous carapace. It glows light blue under ultraviolet light. | | Your saliva is more acidic than normal, and breaks down food in your mouth. | | The fingernails on your thumbs end in long barbs. | | Behavioral | |:---:| | You will eat anything you can get your hands on that seems appealing. | | You feel most comfortable in hot, dry climates. | | You prefer to sleep in dark areas, and doubly so for sleeping under weighted objects. | | You prefer to consume your food in as close to liquid form as possible. | | You prefer to be active at night or in the darkness. |
***Scorpion's Awareness.*** You are able to sense minute vibrations in your immediate vicinity. You gain blindsight out to a range of 10 feet. \columnbreak #### Ursinant Ursinant mutants are mutated with concoctions derived from the genetics of bears. These mutants tend to be bulkier than their peers. ***Ursine Features.*** You have a bulky and strong frame as a result of your mutations. You count as one size larger for the purposes of determining carrying capacity and the weight you can push, drag and lift. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.
| Physical | |:---:| | Your body hair is rough and coarse, and you have more of it than normal. | | Your frame is wider and bulkier than usual. | | Your gait is slow and plodding. | | Your fingers and/or toes end in small blunt claws. | | You can pick up the scent of food easily. | | Behavioral | |:---:| | You feel a constant desire for sleep in the colder months. | | You have a constant urge to eat. | | Your appetite for food is wide and diverse. | | You enjoy the feeling of climbing trees or digging. | | You as rise as upright as you can when threatened. |
***Bear's Strength.*** You are naturally suited to stand your ground. Creatures have disadvantage on ability checks to force you to move, and you are immune to magical effects that would force you to move without granting you a saving throw from spells cast at 1st level or lower.
##### Artist Credits [Cahir, Gwent](https://www.artstation.com/artwork/8Eoe6) by Lorenzo Mastroianni [Kandaze](https://neirr.deviantart.com/art/Kandaze-646066982) by Neirr on DeviantArt [Witcher Fan Art](https://www.artstation.com/artwork/RD0nX) by Luis Mejía on ArtStation [Death on Ice](https://www.artstation.com/artwork/GyYbd) by Mateusz Bogucki on ArtStation