Mutant | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mutant

True mutants are ostracized from the Imperium, for better or worse. Mutants have genetic abnormalities as a result of their heritage or warp exposure, and progressed mutants are often shot on sight in the Imperium. Most mutants that possess minor mutations, such as an extra ear or finger, are able to live mostly in peace, or seek out surgery to correct their abnormalities. However, if surgery is not available, or if the Ecclesiarchy influence is rampant, the mutants are forced to live underground or in the recluses of society. Although mutants are most often humans, any race could become mutants with enough warp exposure, including races mostly made from metal and machine.
ability score increase: Your Constitution increases by 2, and one other ability score of your choice increases by 1.
age: Due to their mutated nature, mutants can live up to hundreds of years longer than regular humans, but often die before that due to violence.
alignment: Many mutants are aligned in more chaotic parts of society, as they are rejected due to their nature.
Size: Medium
speed: Your base walking speed is 30 feet
Languages: You can speak, read, and write Low Gothic, and your choice of Chaos, Heretic, or Underworld.
parent race:
race features:
  • 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.
  • Mutant Enhancement. Your body has been altered to incorporate certain characteristics. You choose one enhancement now and a second one at 5th level. At 1st level, choose from the following options:
  • Manta Glide. Your wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating fall damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
  • Nimble Climber. You have a climbing speed equal to your walking speed.
  • Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, choose one of the following options, or choose one of the options you didn’t take at 1st level:
  • Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes kinetic damage equal to 1d6 + your Strength modifier, instead of the kinetic damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, enhanced items, or other specialized equipment.
  • Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.
  • Acid Stream. When you take the Attack action, you can replace one of your attacks with a stream of acid from glands in your mouths, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).

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