The Mutant, Revised

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Mutant

HE COULD HEAR THEIR BARBED WORDS, DESPITE
the hushed tone of the villagers. To them he was a freak, a means to an end. Paying him a small sum of gold was worth either getting rid of the beast, or having the beast rid the world of him. During his entire tenure staking the town out, observing the night time streets for the creature that had been killing their cattle, he had withstood their jeering and insults. The scowls from working folk and the disgust of those staying within their homes. The last straw, however, was when they decided to pay with his blood, rather than their coin. By the end of the day, the dirt streets and wooden huts were bathed in crimson, naught left but corpses for scavenging birds to pick at.

--Silus Vetruvus, The Viper of Blackbank

A life of solitude and mercenary work for ungrateful and underpaying patrons befalls most mutants that wander the lands. Predestined to become vagabonds and hedge knights, mutants are marred by years of built up superstition regarding their origins and abilities, and the traumatic experiences that led to their transformations.

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. This forbidden alchemy is often either
devised by mad wizards, or rediscovered in ancient ruins,
and later put in use in experiments that are often unethical,
if well-intentioned.

This tampering makes mutants 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 people cannot understand.

Mutants are almost perfectly suited to become adventurers or mercenaries, though due to the prejudice leveled against them they are usually either not trusted, or ridiculed by, those that hire them.

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.

This isn't to say that mutants are entirely devoid of feeling. Many would find that, upon engaging in lengthened conversation with a mutant, they can be a well of emotional depth that even they don't comprehend they have. Unfortunately, most people let themselves be blinded by fear and superstition.

.

Mutant Names

Mutants tend to keep the cultural names given to them, though they also tend to have titles assigned to them, usually negative, in response to actions they perform, which are often feats of violence. Alternatively, some mutants take on surnames based on the location of important actions of theirs.


  • Titles: The Butcher, the Wanderer, the Kinslayer, the Survivor, the Orphanmaker, the Vagabond Saint
  • Location Names: of The City, in the Woods, on the Seas, of Haunted Willows, at the Mountain Pass

Mutant Traits

Your mutant character has a variety of natural abilities, the result of the painful week-long transformation you were subjected to.

Ability Score Increase. Your Constitution score increases by 1. In addition, two ability score of your choice increases by 1.

Homebrew by /u/SabotageThis on Reddit

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 their sleep, and some have lived for centuries before their death. For every 5 years that pass, your body ages only 1 year.

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.

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. Your alchemy-hardened physiology gives you a near invulnerable immune system, and makes you much hardier than normal. You have advantage on saving throws against disease, and your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Darkvision 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.

Languages. You can speak, read and write Common and one other language of your choice.

Subrace. Many types of mutants are found among the worlds they wander, differentiated by the animals they derive their added traits from. Choose one subrace of mutant from Amphibian, Arachnid, Avian, Canine, Chiropteran, Draconian, Feline, Illithian, Ophidian, or Ursine.

Amphibian

Amphibian mutants were transformed in order to combat various monstrosities of the seas and lakes, as well as those they may find on solid ground.

Amphibian Features. You can see clearly underwater, and can see in underwater areas of dim light or darkness as if it were bright to a range of 120 feet. Additionally, you can choose to inherit other traits, both physical and behavioral. These are listed in the table below.

Physical
You have gills on your neck that only appear when you are submerged in water.
Your skin is covered in a layer of slimy mucus.
Your tongue is longer than normal, between 6 inches to 2 feet.
There's fins in places on your body.
Your eyes look similar to those of a toad or fish.
Behavioral
Your breathing feels restricted when your skin is fully covered.
You feel at home when in or near the water.
You enjoy roosting by squatting in lightly obscured areas.
You like trying to catch insects from the air.
You tend to jump when moving quickly.

Aquatic Adaptations. You gain a swim speed of 30 feet, and can breathe both air and water.

Natural Swimmer. You gain proficiency in the Athletics skill. Additionally, when making an Athletics check involving swimming, you can add double your proficiency bonus, instead of any proficiency bonus you normally apply.

Arachnid

Arachnid mutants were created by denizens of the Underdark, designed to be perfect hunters, capable of traversing the underdark on any surface to kill, in any kind of lighting.

Arachnid Features. Your arachnid mutations have given you an uncanny ability to climb. You gain a climbing speed of 30 feet. 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.
You have small fine hairs all long your body, which are crucial to your hearing.
You have chitinous plates on your body, which glow 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 when holed up in a position of your own design.
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.

See Through The Web. Capable of sensing vibrations in the ground around you, you gain tremorsense out to a range of 15 feet.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You must still use at least one hand and one foot, or two hands, to climb.

Mutants in Your World

The existence of mutants poses several questions about the state of affairs in your world. Think of the reasons mutants are created in your world, whether it is an attempt to create super soldiers, a shot at placing mortals and monsters on an even playing field, as the result of scientific curiosity gone awry, or for any number of other reasons.

Furthermore, think about how people are going to react to mutants when they see them, and why. Are there groups deliberately acting to remove or destroy mutants? Are there groups that seek to advocate for changes on behalf of mutant kind? What reasons to people have to fear a mutant, and why would someone ignore those reasons?

Lastly, think of what it means to be a mutant in your world, and whether or not most mutants are created against their will, or as a willing process. If the latter, what makes becoming a mutant an attractive prospect in your world?

Avian

Avian mutants were transformed to create perfect watchmen, using their hawk-like vision to spot targets from incredible distances prior to engagement.

Avian Features. As a result of the mutations, you’re acclimated to high altitude, including elevations above 20,000 feet. You also can attack at long range without disadvantage on your ranged weapon attack rolls. Additionally, you may choose to inherit other traits, both physical 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 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 high and spread your arms as far as you can when threatened.

Emissary of Flight. Airborne beasts have an extraordinary affinity with you due to your mutations. You can communicate simple ideas with beasts that have a flying speed. They can understand the meaning of your words, though you have no special ability to understand them in return.

Keen Eye. You gain proficiency in the Perception skill. Additionally, when making a Perception check to see extremely distant objects or creatures, you can add double your proficiency bonus, instead of any proficiency bonus you normally apply.

Canine

Canine mutants were transformed via experiments intended to create perfect hunters and trackers, gaining wolf-like features and a love of the hunt.

Canine Features. As a result of the mutations, your canine teeth become slightly longer and sharper. You can use them to make an unarmed attack, if you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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. You can add double your proficiency bonus to checks made with this skill.

Wild Awareness. You gain proficiency in the Perception skill.

Chiropteran

Chiropteran mutants were transformed to be perfect hunters in dark or dim lighting, protecting civilizations from night terrors without needing sight.

Chiropteran Features. As a result of your mutations, you are capable of differentiating the difference between facing north or south. You also have advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.

Physical
There is a soft membrane connecting the base of your fingers to each other.
Your nose is short and squished.
Your incisors lack enamel, and are very sharp.
Your canine teeth are longer than normal.
You have poor eyesight, especially in bright light.
Behavioral
You prefer to be active during the night, and to sleep during the day.
You like to sleep with your arms crossed.
Fruits are your favorite foods.
You enjoy the taste of animal or insect blood.
You are afraid of flying or climbing creatures.

Echolocation. You have blindsight out to a range of 20 feet, so long as you aren't deafened.

Keen Hearing. When making a Perception check relying on hearing, you can add double your proficiency bonus, instead of any proficiency bonus you normally apply.

Feline

Feline mutants were transformed as a way to create skilled fighters naturally suited to assassination, using feline agility and climbing claws to evade traps and reach targets.

Feline Features. As a result of the mutations, your eyes narrow to slits when inside of or looking into areas of bright light, and dilate when in dim or dark light. In addition, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.

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 Claws. Your fingernails sharpen into claws, allowing you to deal slashing damage with your unarmed strikes, and giving you a climbing speed equal to your walking speed.

Cat's Grace. You are agile and light of foot. You gain proficiency in the Stealth skill, and you can use a bonus action on each of your turns to take the Dash action.

Illithian

Illithian mutants are created by two processes. First, a creature is subjected to the process of ceremorphosis, where a humanoid creature is converted by a tadpole into a mind flayer. Later, it is subjected to the mutations that interrupt the process, kill the tadpole, and strengthen its body. The result is a creature singularly capable of using and opposing psionics.

Illithid Features. As a result of the mutations and partial ceremorphosis, you can always tell when an effect is psionic in nature or not. In addition, you have advantage on saving throws against being charmed. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.

Physical
Tentacles grow in odd places on your body.
Your skin is moisturized by a layer of slimy mucus.
You feel minor pain when near large numbers of thinking creatures.
Your eyes are black and entirely featureless.
You can subside on brain matter, and consuming it causes brief euphoria.
Behavioral
Brains are an appetizing sight for you.
You fear each headache may be psychic intrusion.
You have an innate distrust of magic, and avoid using it.
You have issue deciphering your own thoughts.
You are not sure other sentient life has real value aside from menial labor.

Steel Mind. You have resistance to psychic damage, and have advantage on Intelligence saving throws.

Touch of the Mind. You know the mage hand and message cantrips. When you cast mage hand with this trait, the hand is invisible. When you cast message with this trait, you can do so without components. You can cast either of these spells as bonus actions.

Ophidian

Cold and calculating, ophidian mutants were created as a way to infiltrate Yuan-Ti societies to play the elusive snake-people at their own game. These mutants tend to find intelligent solutions to problems, or favor deception, in issues they encounter.

Ophidian Traits. As a result of the mutations, your eyes become slitted like a snake's. Also, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal poison damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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.

Poisonous Acclimation. You are well adjusted to toxins, granting you resistance to poison damage, and advantage on saving throws to resist the effects of poisons.

Snake's Blood. Your very blood is poisonous, allowing you to use your blood as a basis for poisons you craft. Doing so halves the material cost of the poison, and deals 1 point of damage to you.

Ursine

Ursine mutants are mutated with concoctions derived from the genetics of bears, designed to be the perfect intimidating bruisers capable of taking on foes considerable larger than themselves. 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, as well as the size of creature you can grapple. 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 adept at standing your ground. You are immune to effects that would force you to move without a saving throw, and have advantage on all saving throws and ability checks to resist being forced to move or knocked prone.

Imposing Form. You know how to use your size to your advantage when dealing with creatures. You gain proficiency in Intimidation.

Draconian

Transformed to be exceptionally skilled at fighting magic-users, draconian mutants were created with various forms of draconic genetic samples. They may find a special kinship with dragonborn, though many would fill the same role as a half-elf in dragonborn society, being seen as a vile cross-breed.

Draconic Features. As a result of the mutations, your eyes take on a draconic appearance, and your fingernails form into small, blunt talons. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.

Physical
Scales of a unified color grow sporadically on your body.
You have one or more horns at the back of your head.
Growing from your back are a pair of small, flightless wings.
You have a scaled tail, which may be of a length up to 3 feet long.
Your teeth are unusually sharp, and easily rend flesh.
Behavioral
You have an exceptional attraction to lustrous, valuable items.
You have a slight compulsion to seek out and hoard information.
You are exceptionally paranoid, and distrust other creatures.
You are incredibly protective of your accumulated wealth.
You are abnormally fascinated by magic.

Arcane Insulation. You can use a reaction to give yourself advantage on one saving throw against a spell or magical effect once, and regain the ability to do so when you complete a short rest.

Natural Magician. You gain proficiency in the Arcana skill. Additionally, you learn one cantrip of your choice from the sorcerer spell list. You use Charisma as your spellcasting ability for this spell.

Simian

Simian mutants were created by altering and regressing the human lineage, allowing for primal endurance and strength to lead these fighters to victory. It is possible for some Simian mutants to blend into normal society due to their more subtle differences in physiology compared to other mutants.

Simian Features. Your extremities have become much more dexterous and agile due to your mutations. You can easily grasp walls and terrain, giving you a climbing speed of 30 feet. Additionally, you may choose to inherit other traits, both physical and behavioral. These are listed in the table below.

Physical
Your canine teeth grow much larger.
Your toes grow much longer and are capable of grasping objects.
You grow denser and darker body hair all over.
Your arms are noticeably longer than an average human's.
Your face is slightly elongated compared to other humans.
Behavioral
You have a notable fear and aversion to open flame.
You have a habit of bearing your teeth when acting aggressive.
You prefer to sleep off the ground, hanging if possible.
You are incredibly protective of your companions and family.
You abnormally irritated by people looking you in the eye.

Natural Athlete. You have proficiency in the Athletics skill, as well as improvised weapons.

Primal Endurance. Whenever you take the Dash action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). This ability can be used a number of times equal to your Constitution modifier (minimum of 1) per long rest.

You also have advantage on saving throws against exhaustion.

Bovine

Bovine mutants are created with potions and poisons based on the physiology of beasts of burden, such as bulls, bison, or buffalo. These mutants are massive and hardy, capable of taking many hits and charging through foes to reach their goal.

Bovine Features. Due to your mutations, your body is stronger and stouter than the average human. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Physical
You grow small nubs of keratin on the top of your head.
Your nose and jaw are slightly elongated.
You grow denser and darker body hair all over.
The bottoms of your feet are extremely rough, black, and covered in keratin.
You are no longer capable of consuming meat.
Behavioral
You prefer to travel in groups exclusively, even if you are ostracized.
You are incredibly stubborn, to the point of your own danger.
You tend to charge head first into things. Literally.
You feel responsible for the young of other creatures, despite having no relation to them.
You tend to sleep while still standing upwards or leaning against something.

Charge. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to the attack’s damage roll equal to your proficiency modifier (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Vampiric, Ooze, Fiendish, Fungal, Plantoid, Elemental, Suidae

Feats

This section contains new feats to supplement those in the Player's Handbook. These feats represent additional mutations, or augmentations to existing mutations, that some mutants discover to improve their natural abilities.

Dual Mutagen

Prerequisite: Mutant
A second set of animalistic mutations manifests in your body. Choose a second subrace from those available to the mutant. You gain the benefits of the Animal Features trait (such as Arachnid Features or Canine Features) and both subrace traits. Additionally, you can choose to take on additional physical or behavioral traits from the chosen subrace.

Hardened Epidermis

Prerequisite: Mutant
Your skin is unnaturally thick, making you more durable and naturally protected against attacks. You gain the following benefits.

  • Your Constitution score increases by 1, to a maximum
    of 20.
  • Your skin is solid enough to protect from harm. While you are not wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Enhanced Psionics

Prerequisite: Mutant (Illithian)
You have honed your psychic ability, enhancing the control you can exert with your mind. You gain the following benefits.

  • You can cast the detect thoughts spell without material components once, and regain the ability to do so when you complete a short or long rest. Intelligence is your spellcasting ability for this spell.
  • You can cast feather fall, longstrider or jump once, and regain the ability to do so when you complete a short or long rest.

Developed Wings

Prerequisite: Mutant (Avian, Chiropteran, or Draconian)
You sprout avian, chiropteran, or draconic wings. With your wings, you have a flying speed of 30 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity

Hardened Epidermis

Prerequisite: Mutant (Ophidian)
Your natural toxins become more potent, being able to be directly applied. You gain the following benefits.

  • Your Constitution score increases by 1, to a maximum
    of 20.
  • Your skin is solid enough to protect from harm. While you are not wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Variant Rules

Your DM can choose to allow one the following additional trait for the mutant race.

Non-human Mutants

Not every mutant was created by subjecting a human to whatever alchemical concoction they were exposed to, though most certainly are. With this variant rule, each mutant gains the following trait in place of the Age and Size traits:

Mutated Body. Choose one living race or one of its subraces. You appear as a member of that race with your animalistic mutations, inheriting its Size and Speed traits. You stand a few inches taller and weigh slightly more than a normal member of the chosen race. Additionally, you age at 1/5 the rate this race usually does. All other traits come from this race.

Credits

The mutant is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Special thanks to /r/UnearthedArcana for continued support and advice for this race.

Style Credit:
Content created using GMBinder

Art Credits:
Cahir, Gwent by Lorenzo Mastroianni
Swamp Trap by Ranoartwork
Brian/Bregan "The Cat from Yello" by Dmitry Tsarev

 

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