Mutagenic Purposes

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Mutagenic Purposes

Natural Hybrid

The whims of nature are fickle, and you are certainly an example of that, a mistake or perhaps a miracle, but not an intentional one. Unlike other chimeras, you are simply the product of happenstance, perhaps a natural mutation or the offspring of two kinds who were never meant to be together. Irrespective of that, your body beat those seemingly unsurmountable odds and you have learned to make the most of its exotic properties.

Natural Harmony

As a product of nature the traits of your body just blend more seamlessly than other chimeras, less like a layer or individual parts and more like a true fusion of your various elements. Starting from when you choose this subclass at second level, you gain an additional body slot, and immediately fill that slot. In addition, you may choose from this subclass's expanded body monstrous alteration list.

Powerful Claws

Starting at 2nd level, your natural weapons use dice one size higher when calculating their damage rolls. (For instance, a 1d6 weapon would use a d8 and a d8 weapon would use a d10)

Unique Motion

At 3rd level, you perfect your use of your body's unusual movements and can use them to confuse an opponent. Once per short rest, you may sacrifice any multiple of 10 feet of movement to add 1d4 per 10 feet to your attack's rolls to hit.

Second Claw

On 7th level, you may pick a second weapon from the Unnatural Weapons's list. It occupies one less slot than it would otherwise. When you use the attack action to make an attack using one of your natural weapons that you chose from the Unnatural Weapon's list, you may make a second attack with the other weapon as well.
On 17th level your damage rolls with the weapon you gained with this feature increase by one die size.

Natural Potential

As you reach 13th level, more than ever before you embrace your true self which lay within you from birth, and thus unlock the potential stowed away hidden in your nature. First body monstrous alteration's evolution is permanently active. When you reach level 18, your second body monstrous alteration's evolution becomes permanently active as well.

Expanded Body Monstrous Alterations List

Semi-Human Body

Prerequisite: N/A
Slots: One Body Slot

You gain proficiency with two skills of your choice. You may choose to have your size become medium if it wasn't before.
Evolved: You may now apply twice your proficiency bonus to those skills.

Semi-Elven Body

Prerequisite: N/A
Slots: One Body Slot

You can't be put to sleep by magical means. In addition to this, you only need to sleep 4 hours to complete a long rest. You may choose to have your size become medium if it wasn't before.
Evolved: The first time you evolve this monstrous alteration, choose one druid or wizard cantrip. For 1 minute, you know that cantrip.

Semi-Halfling Body

Prerequisite: N/A
Slots: One Body Slot

You have advantage against being frightened and you can move through the space of any creature that is of a size larger than yours. You may choose to have your size become small if it wasn't before.
Evolved: For 1 minute, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Semi-Dragonborn Body

Prerequisite: N/A
Slots: One Body Slot

You gain resistance against an element of your choice. You may choose to have your size become medium if it wasn't before.
Evolved: You can use your action to exhale destructive energy through an a 15 foot cone in front of you. It deals damage in an area according to your chosen element. When you use this feature, all creatures in the area must make a constitution saving throw. The DC of this saving throw is your chimera spell save. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. When this evolution becomes permanently active, you may do this twice, and recover spent uses on a short rest.

Semi-Tiefling Body

Prerequisite: N/A
Slots: One Body Slot

You have resistance against fire damage.
Evolved: Choose one of the following cantrips: Thaumaturgy, Friends, Minor Illusion, Ray of Frost or Mage Hand. For 10 minutes, you know that cantrip.

Semi-Gnomish Body

Prerequisite: N/A
Slots: One Body Slot

You have advantage on all Intelligence, Wisdom, and Charisma saves against magic. You may choose to have your size become small if it wasn't before.
Evolved: The first time you evolve this monstrous alteration, choose Rock or Forest. You gain proficiency with tinker's tools (rock) or animal handling (forest) and may apply twice your proficiency bonus to checks made with that tool or skill.

Semi-Orcish Body

Prerequisite: N/A
Slots: One Body Slot

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Evolved: For 10 minutes, when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Semi-Bugbear Body

Prerequisite: N/A
Slots: One Body Slot

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Evolved: For 10 minutes, when you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Semi-Goblinoid Body

Prerequisite: N/A
Slots: One Body Slot

You are proficient with two weapons of your choice and light armor.
Evolved: The next time you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level.

Semi-Yuan-Ti Body

Prerequisite: N/A
Slots: One Body Slot

You are immune to poison damage and the poisoned condition.
Evolved: For 10 minutes, you know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this evolved monstrous alteration, but you can target only snakes with it.

Semi-Kobold Body

Prerequisite: N/A
Slots: One Body Slot

As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Evolved: For 1 minute, You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. When this evolution becomes permanently active, instead you may add +2 to your attack rolls.

Semi-Firbolg Body

Prerequisite: N/A
Slots: One Body Slot

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Evolved: You cast the Greater Invisibility spell without using a spell slot. When this evolution becomes permanently active, instead you may cast it a number of times equal to your proficiency bonus, and regain spent uses on a long rest.

Semi-Goliath Body

Prerequisite: N/A
Slots: One Body Slot

You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Evolved: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total.. When this evolution becomes permanently active, instead you may cast it a number of times equal to your proficiency bonus, and regain spent uses on a long rest.

Arcane Alteration
Spell Level Level Requirement 2nd 3rd 5th 8th 11th 15th 18th 20
Cantrip Nº of Uses Unlimited Unlimited Unlimited Unlimited Unlimited Unlimited Unlimited Unlimited
1st 1 1 1 1 2 2 2 2
2nd 0 0 1 1 1 2 2 2
3rd 0 0 0 1 1 1 1 2
4th 0 0 0 0 0 1 1 1
5th 0 0 0 0 0 0 1 1

Arcane Aberration

Throughout the ages, the powers of beings beyond the means of common races inspired awe and fear. Those who could tap into even a fraction of some of them would be heralded as some of the mightiest. It is no surprise then that a being like you would come to be, some experiment or transformation attempting to recreate that might, to bring about the power of a monster's innate magic as a new tool... with perhaps "excessive" success.

Implanted Magic

What kind of success fails to achieve its purpose? Your body was successfully infused with magic, allowing you to wield it as though it was a natural aspect of your body. Starting from when you choose this sublass at 2nd level, you may opt to, when you would choose a monstrous alteration, instead place a spell within that slot from any spell list, according to the arcane alteration table above. You can use the chosen spells without using material components that don't have a gold cost or spell slots a number of times corresponding to the one indicated on the table, and regain spend uses on a long rest. When evolved, you may add the Distant Spell, Extended Spell or Empowered Spell metagamic to the spell cast.
You gain you may immediately add 1 monstrous alteration of the type described in this feature, using a cantrip or a first level spell.

Accidental Augments

Not every experiment is bound for success and rarely is an unexplored territory in magic or science without its side effects. In you these manifested in additional or mixed body parts, allowing you to place a second monstrous alteration on every slot except your body slot. In addition, if something would otherwise occupy two slots, you may place it in just one slot. If you do so, they count as two monstrous alterations in that slot.

Spellburst

With a body modified to take in and contain magic, you are able to contain even traces of magic that come in contact with it, and to then release them as a weapon. Starting from 3rd level, whenever you take magical damage, or a 1st level or higher spell is cast within 30 feet of you you gain 1 spell point (if you take damage from a spell cast within 30 feet of you, you still only gain 1 point). As an action, you may spend any number of spell points to make a spell attack against against a target. On a success, you deal 1d6 damage of any 1 type you choose to the chosen target for every 2 spell points spent. Your spell points are set to 1 at the end of every long rest. You may have a maximum of 8 spell points from this feature at a time.

Spellhowl

At 7th level, your ability to absorb and output magic has grown considerably. You now generate a spell point from a spell cast up to 60 feet from you instead. In addition to this, by spending twice the amount of points, you may have your spellburst deal damage to every creature within a 30 foot radius whose DC your attack roll surpasses.

Arcane Emergence

As you reach 13th level, the power implanted in you begins to grow increasingly unstable yet ever greater, manifesting in even more changes to your being. You now gain a spell point from spells cast within 100 feet of you, now they are set to 4 at the end of every long rest and you can hold a maximum of 10. In addition to this, you gain 1 monstrous alteration containing a spell 4th level or below. You may replace it with a spell 5th level or below on 17th level, and 6th level or below as you reach 19th level.

Scion of Perfection

There is a common belief out there, that all monsters are, well, monstrous. That the very image of a monster is that of some nightmarish creature which no eye ought to behold. Others, however, notice how ugly stone may look before the sculptor turns it into a thing of beauty. With a few tools and some careful selection, what was once dreadful may now charm the hearts of the masses. Such is the nature of your own alterations, chosen not for their monstrous power, but for the charm of a perfectly sculpted facade.

Pheromone Gland

It can be difficult to overcome the stigma of deriving beauty from some monstrous trait. Starting from when you choose this subclass at 2nd level, your craft a solution out of pheromones that may quell the mind in your favor. You gain an additional slot for monstrous alterations, the Pheromone Slot, and may select the alteration from the options provided here. You are immune to your own pheromones.

Perfected Form

Many chimeras exhibit sharp fangs, random distorted patches of skin, and other rather "unsubtle" changes. Where they may prefer simple force, however, you are more bound by force of personality. You are able to conceal or mix your monstrous traits more subtly, allowing long fangs to become slightly extended canines, wings that can fold to appear as a mantle or simply shrink, or sharpened nails in the place of long claws.
In addition to this, you may use charisma in the place of strength or constitution for your chimera spell save DC and spell attack modifier, for your damage and attack rolls using your natural weapons, and for the Unarmored Defense and Defiant Roar features.

Stunning Beauty

As you continue to sculpt your body, it begins to assume a supernatural nature, allowing you to impose an impression on others that goes beyond your mere appearance. Starting at 3rd level, once per short rest, you may impress your beauty upon an enemy preparing for an attack, before they make their attack roll. They must make a wisdom saving throw against your chimera spell save DC, and on a failed save their attack misses and they are charmed by you until their next turn. You may also instead use this on a creature currently concentrating on a spell, and if they fail their wisdom save they loose concentration.

Mesmerizing Trance

You may spend a minute entrancing friend, foe and in-between as you desire with a performance of some kind, to make them more susceptible to the manipulation of their mind. Make a perfomance check with a DC of 12. If you succeed, you may choose any number of creature capable of seeing you: They have disadvantage on their wisdom saving throws for the next 10 minutes. You may use your pheromones during this time without interrupting your performance.
Once you use this feature you can't do so again until you finish a short rest.

The Beauty & The Beast

Underneath the mask you have honed to such perfection, there nonetheless lay the monstrous features you're surpressing. Just as you can make yourself appear to be at the pinnacle, so can you opt to sink to the bottom of the abyss. As an action, you can uncover all of your monstrous features in a truly horrific away, causing all creatures who see you for 1 minute to make a wisdom saving throw against your chimera spell save DC. On a failed save, they are frightened and must use their movement to run from you and not look at you further. Should they attempt to resist this after failing their save, or otherwise be unable to look away from you, they take 3d6 psychic damage.
Once you have used this feature you may not do so again until you finish a long rest.


Pheromone Monstrous Alterations

Bewitching Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that trick the mind into finding you more beautiful. You may add your proficiency bonus to persuasion checks made against creatures within 15 feet of you. If you already were proficient with that skill, you may instead apply twice your proficiency bonus to persuasion checks.
Evolved: As a bonus action you may vastly increase your production of pheromones. For 10 minutes, creatures within 30 feet of you must make a wisdom saving throw against your chimera spell save DC every minute or be charmed by you for that minute. If they succeed on one of these saving throws they are immune to this effect for the remainder of the duration. When this evolution becomes permanently active, you may do this twice, and regain spent uses on a short rest.

Disturbing Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that make you appear more frightening. You may add your proficiency bonus to intimidation checks made against creatures within 15 feet of you. If you already were proficient with that skill, you may instead apply twice your proficiency bonus to intimidation checks.
Evolved: As a bonus action you may vastly increase your production of phermones, instilling a great sense of paranoia. Creatures within 30 feet of you must make a wisdom saving throw against your chimera spell save DC. On a failed save, they become frightened and attack any creature within 10 feet of them for 1 minute. When this evolution becomes permanently active, you may do this twice, and regain spent uses on a short rest.

Hazing Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that cause one's thoughts to become hazy. You may add your proficiency bonus to deception checks made against creatures within 15 feet of you. If you already were proficient with that skill, you may instead apply twice your proficiency bonus to deception checks.
Evolved: As a bonus action you may vastly increase your production of phermones, further disturbing the perception of those around you. You have advantage on deception checks to pass yourself as someone else.

Parlor Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that invoke oeople's sense of wonder and curiosity. You may add your proficiency bonus to performance checks made against creatures within 15 feet of you. If you already were proficient with that skill, you may instead apply twice your proficiency bonus to performance checks.
Evolved: As a bonus action you may vastly increase your production of pheromones, drawing people's attention with far greater intensity. For 10 minutes, creatures within 30 feet of you must make a wisdom saving throw against your chimera spell save DC every minute or be unable to take their focus away from you for that minute. If they succeed on one of these saving throws they are immune to this effect for the remainder of the duration. When this evolution becomes permanently active, you may do this twice, and regain spent uses on a short rest.

Innocence Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that cause you to appear harmless and innocent. You have disadvantage on intimidation checks, but advantage on checks to appear childlike, feeble or frightened. In addition, creatures will not be or become hostile to you so long as they do not believe you have taken action to directly harm them. Attacking or otherwise attempting to harm a creature in a way they could perceive ends all effects from these pheromones.
Evolved: As a bonus action you may vastly increase your production of phermones, further disturbing the perception of those around you. You have advantage on deception checks to pass yourself as someone else.

Suggestibility Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that can make one more suggestible. As a bonus action, you may release these pheromones. For 1 minute, creatures within 15 feet of you have disadvantage on wisdom saving throws. You may do this twice and regain spent uses on a long rest.
Evolved: The range and intensity of your pheromones increases further, now reaching up to 30 feet away from you when used. In addition, you may cast the spell suggestion up to once on every creature caught by these pheromones (once for every creature at most) without spending a spell slot or using spell components.

Allergic Pheromones

Prerequisite: N/A
Slots: One Pheromone Slot

Your body produces pheromones that cause an adverse reaction when in contact with the body. As an action, you may have creatures within 15 feet of you make a constitution saving throw against your chimera spell save DC. On a failed save, they take 2d4 poison damage. Constructs and elementals automatically succeed the save.
Evolved: Your pheromones evolve to become deadlier to specific foes as needed. For 1 minute, creatures now take 2d8 poison damage instead. In addition, you may choose 1 creature type when you use this evolved monstrous alteration: That creature type has disadvantage on the save. If you choose construct or elemental, instead they no longer automatically succeed the save.

 

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