The Ape mutation is focused heavily on strength, and is typically found in gang enforcers across the globe. Many who take this mutation have taken to calling themselves "Sapiens", and claim that the result of this mutagen is a more pure human - as it supposedly brings the genetics of the human race back to their evolutionary roots.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Heavyhanded
At 1st level, upon selecting this mutation, your hands and arms grow larger. As a result, you gain advantage on Strength based skills. Your unarmed attacks now deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.
At 6th level, this ability improves and the damage die for your unarmed attacks increases to 1d8. This ability improves again at 10th level, increasing your damage die to 1d10, and again at 14th level, increasing your damage die for unarmed attacks to 2d12.
Barrel Chest
At 1st level, as your mutation begins, your chest expands and your skin thickens. Armor no longer fits you, and you gain +1AC for every 4 levels of Splicer class you take as your skin becomes thicker and darker during the progression of your mutation.
Larger Muscle
At 6th level, your mutation has progressed further and resulted in your height increasing by one size category. Additionally, your arms and hands grow even larger and become covered in hair. As a result, you may hold heavy and two handed weapons in one hand without penalty. If you are wielding a weapon, your unarmed attacks will deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit.
At 14th level, this ability improves and you may wield oversized weapons up to Huge size without penalty.
Thunderous Roar
At 10th level, your internal organs begin to be affected by your mutation. Your abdominal region becomes larger and rounded as your lungs fill your torso, and your mouth and throat grow larger, causing your voice to bellow and deepen. As a bonus action, you can choose to unleash a loud roar. All creatures within 30ft. that can hear this roar must make a Constitution saving throw, the DC for which is 10 + your Constitution modifier. Creatures that fail this saving throw are dazed for the next round.
At 14th level, this ability improves and you may instead take an action to use this feature. When you use this feature as an action, creatures that fail the saving throw take 3d10 thunder damage and become prone for one round. Creatures that succeed take half damage, taking no status effects.
Dire Sapien
At 14th level, your mutation progresses dramatically. Your face elongates into a gorilla-like snout, your teeth become longer and your canines become thicker. Additionally, your eyes darken and take on a dark orange ape-like color in the whites. You gain a bite attack that deals piercing damage equal to 2d10 + your Strength modifier. Additionally, when you successfully hit an enemy with an unarmed or bite attack, you may choose to make the enemy roll a Dexterity saving throw. On a failed save, you grapple the enemy. If you start your turn with an enemy grappled, you may use your action to deal 2d8 bludgeoning damage without rolling an attack. Additionally, features granted by this mutation improve as detailed in their descriptions.
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