SW5e Genetic Mutations

by Tatsugami

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Genetic Mutations

Genetic Mutations

Augmenting a creature with genetic mutations requires three key components: a valid target for the mutation, a mutation to graft, and geneticist’s implements. A creature can only be modified by someone with proficiency in geneticist’s implements.

Typically, only beasts and humanoids are valid targets for mutations. A creature can support a number of genetic mutations equal to their proficiency bonus.

It takes 8 hours to install a mutation in a Medium creature. The time it takes to install a mutation in a creature of another size varies based on the size of the target, as shown in the Creature Size Time Modifier table below.

Creature Size Time Modifier
Size Time Modifier
Tiny x 0.25
Small x 0.5
Medium x 1
Large x 2
Huge x 5
Gargantuan x 10

For instance, to splice a mutation unto a Medium creature takes 8 hours. To splice a mutation in a Huge creature, however, it takes 40 hours (5 x 8).

The geneticist works 8 hours per day. It costs 100 credits per hour if the operation is performed by an NPC.

Side Effects

In addition to the side effects associated with each mutation, your body undergoes changes, depending on how many mutations you underwent, as shown below in the Genetic Mutations Side Effects table.

Genetic Mutations Side Effects
Number of Mutations Time Modifier
2 You have disadvantage on saving throws against effects that deal cold damage
4 You have vulnerability to cold damage
6 You have disadvantage on death saving throws

Splicing Mutations

In addition to the time and cost requirement, installing a mutation requires an ability check with geneticist's implements. The DC for the check is determined by the rarity of the mutation being spliced, as shown in the Splicing/Removal DC by Rarity table.

On a success, the mutation is correctly installed. On a failure, the mutation is not installed, the time and credits are spent, and you must wait 24 hours before you can try again. Additionally, on a failure, the recipient suffers another effect, depending on the type of mutation installed:

  • Internal: On a failure, the recipient suffers one level of exhaustion.

  • External: On a failure, the recipient loses the ability to use the part being replaced for a period of time equal to the time it would take to install the mutation. For instance, to install an arm mutation in a Huge creature it takes 40 hours, performed over five days. If, at the end of the five day period, the geneticist fails the ability check with geneticist's implements, the Huge creature loses the ability to use that arm for five days.

Removing Mutations

Removing a mutation takes half the time and credits it would to splice, and requires an ability check with geneticist's implements. The DC for the check is determined by the rarity of the mutation being removed, as shown in the Splicing/Removal DC by Rarity table below.

On a success, the mutation is removed and destroyed. On a failure, the mutation is not removed, the time and credits are spent, and and you must wait 24 hours before you can try again.

Additionally, if removing an external mutation, the recipient loses the ability to use the missing part until it receives another suitable replacement.

Splicing/Removal DC by Rarity
Rarity Splicing/Removal DC
Standard 10
Premium 14
Prototype 18
Advanced 22
Legendary 26
Artifact 30

Mutation Categories

Two major categories of genetic mutation exist in the galaxy: Internal and External.

Internal

Internal mutations bestow new abilities or improve the recipient in some fashion. Internal mutations include skeletal reinforcement, muscle enhancers, and regenerative tissue. Some internal mutations have visible external changes, while others are hidden beneath the skin.

External

External mutations are grafts intended to replace (or add additional) limbs and organs. The process of splicing an external mutation is called grafting. External mutations include wings for flight, eyes that can pierce through the dark, and additional appendages for grasping what is needed.

Mutations

Aquatic Adaptation, (Basic)

Genetic Mutation, Internal, Standard

You integrate the genetic code of amphibious creatures into your own. You develop a set of gills along your neck and can breathe normally underwater.

Side Effect: The amount of time that you can hold your breath is reduced by half.

Aquatic Adaptation, (Fine)

Genetic Mutation, Internal, Premium

Prerequisite: Aquatic Adaptation, (Basic)

While this mutation is spliced into you, webbing extends from between your fingers and toes, and a fin sprouts from your back. You gain a swim speed equal to 35ft.

Side Effect: While on land your walking speed is reduced by 5ft.

Bone Spines

Genetic Mutation, External, Premium

Prerequisite: Hardened Exoskeleton

Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as an action. While not wearing armor, if your bone spines are extended and a creature within 5 feet hits you with a melee attack, you can use your reaction to deal 1d6 kinetic damage to that attacker. If the creature deals a critical hit, double the damage you deal.

Side Effect: While your spines are extended you suffer a -1 penalty to AC.

Changeling Dermacells

Genetic Mutation, Internal, Prototype

As an action, you transform your appearance for up to 1 hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this ability to become quadrupedal, for instance. As an action, you can end the transformation reducing your speed to zero.

Once you use this ability, you can’t use it again until you finish a long rest.

Side Effect: While transformed, you can’t take reactions and on your turn, you can take either an action or a bonus action, but not both. These side effects persist until your next turn after undoing your transformation.

Cochlear Mutation

Genetic Mutation, Internal, Premium

You have advantage on Wisdom (Perception) checks that rely on hearing.

Side Effect: You have disadvantage on saving throws against effects that deal sonic damage.

Corrosive Claws

Genetic Mutation, External, Premium

You sprout claws that are linked to the acids in your body. These natural weapons deal 1d4 kinetic damage and have the finesse property. On a successful hit, the creature must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier) or gain one level of corroded.

Side Effect: You have disadvantage on Dexterity (Sleight of Hand) checks.

Diathim Airfoils

Genetic Mutation, External, Legendary

You splice your genes with that of a Diathim to sprout a pair of luminous wings. You have a flying speed equal to your walking speed. If you already have a flying speed you gain an additional 15ft instead.

You can use your action to amplify your luminous wings to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This lasts for 1 minute or until you end it as a bonus action.

Side Effect: While wearing medium or heavy armor, your flying speed is reduced by half.

Drexl Olfactory

Genetic Mutation, Internal, Advanced

While this mutation is spliced into your DNA, you can activate or deactivate this ability with your bonus action to gain 30ft of Blindsense. You also have advantage on Wisdom (Perception) checks relating to smell.

Side Effect: While active, you have disadvantage on Wisdom (Perception) checks that rely on hearing and on sight.

Enhanced Airfoils

Genetic Mutation, External, Artifact

Prerequisite: Diathim Airfoils

You gain the ability to billow your mighty wings, allowing for a quick escape and much needed respite. As a bonus action, you can move up to 10ft. This movement does not provoke attacks of opportunity and at the end of this movement, you may expend one hitdice and regain health equal to the amount rolled. You can use this feature a number of times equal to your proficiency, regaining all expended uses at the end of a long rest.

Side Effect: Your Constitution score decreases by 1 and the maximum for this score decreases by 1.

Fluid Superorgan

Genetic Mutation, Internal, Premium

Your brain, heart, and lungs are partially homogenized with redundant functions, so each organ can perform the tasks of the others when necessary. When a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

Side Effect: Each time this ability is used, your speed is reduced by 5ft until the end of your next turn.

Graceful Sequence

Genetic Mutation, Internal, Artifact

While this deft genetic sequence is spliced into your DNA, you gain the following benefits:

  • You deal an additional +3 damage with all weapons that use Dexterity for the attack and damage rolls.

  • Your Dexterity checks and Dexterity (Acrobatics) checks gain a minimum roll threshold, discussed in chapter 7.

  • Your walking speed increases by 15ft.

Side Effect: This mutation pushes your body to its very limits. Your Constitution score decreases by 1 and the maximum for this score decreases by 1. Additionally this mutation takes up 2 slots.

Hardened Exoskeleton

Genetic Mutation, External, Standard

Your skin becomes hard as bone. While not wearing armor, your AC is 12 + your Dexterity modifier.

Side Effect: You have disadvantage on Dexterity (Stealth) checks that rely on sound.

Hulking Sequence

Genetic Mutation, Internal, Artifact

While this powerful genetic sequence is spliced into your DNA, you gain the following benefits:

  • You deal an additional +3 damage with all weapons that use Strength for the attack and damage rolls.

  • Your Strength checks and Strength (Athletics) checks gain a minimum roll threshold, discussed in chapter 7.

  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. If it already triples, it instead quadruples.

Side Effect: This mutation pushes your body to its very limits. Your Constitution score decreases by 1 and the maximum for this score decreases by 1. Additionally this mutation takes up 2 slots.

Prehensile Tail

Genetic Mutation, External, Standard

You surgically graft a muscular, prehensile tail. You can hold and manipulate objects and weapons with your tail, but you can’t make attacks with weapons held by your tail or wield a shield with your tail and gain its benefits.

Side Effect: Your Dexterity (Acrobatic) checks are made with disadvantage.

Regenerative Blood

Genetic Mutation, Internal, Advanced

Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. At the start of each of your turns, if you are below half health you regain 1d6 hit points.

Side Effect: Due to your monstrous biology, common medicine no longer has an effect on you. You no longer regain hit points from consumables.

Spinal Expulsion

Genetic Mutation, External, Legendary

Prerequisite: Bone Spines

As an action, you expel your extended bone spines in a 10ft radius from yourself. Each creature within range, must make a Dexterity saving throw (DC = 8 + proficiency + Strength or Dexterity modifier your choice). On a failed save a creature takes 8d8 kinetic damage and gains one level of slowed until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed.

Side Effect: After you use this feature you lose the effect of bone spines and the ability to use it until you finish a long rest.

Spore Sacs

Genetic Mutation, Internal, Advanced

These genetically engineered lungs are large, delicate white sacs with trailing wisps of mycelia. They produce modified fungal spores and stimulate growth of a mycelial network that snakes up the throat and synthesizes antitoxins in response to stimulus. You are immune to the effects of any poisons or gases that must be inhaled to have effect.

Additionally as an action, your lung sacs can expel spores with great force. Each creature within a 10ft cone originating from you must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier) or be poisoned on a failed save. A creature may repeat this saving throw at the end of each of its turns. You can use this ability again after a short rest.

Side Effect: After expelling your breath you suffer 1 level of exhaustion.

Versatile Vocal Cords

Genetic Mutation, Internal, Premium

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Side Effect: You have disadvantage on Charisma (Performance) checks that involve your voice.

Vornskr Oculars

Genetic Mutation, External, Premium

While this mutation is grafted onto you, you have darkvision to a range of 60 feet. If you already have darkvision you instead gain 30 feet.

Side Effect: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Genetic Mutations

Supplement for the Geneticist's implements used by the Scholar and Beast Master.

Inspired by the work from "Mutations by Dozus"

Rules and styling of genetic mutations are based on the existing system for cybernetic implants.

Hope you all enjoy, may the Force be with you.

Front Cover Art: Tejayfc from Deviant Art

Pg4: Wookieepedia

Back Cover Art: Hugh Fleming