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Genetic Mutation: Salamander

The splicers that choose the Salamander mutation are often tacticians, or members of highly renowned military forces. While they are found outside of the military, it's rare for them to be found outside of law enforcement. The newest of the publicly available mutagens, the Salamander is thought to be the highest quality and most advantageous by many. Their gentile appearance is largely to credit for this, and they've been affectionately given the nickname "Newts".
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class features:
Adaptive Morphology
At 1st level, when you take this mutation, your facial features become smoother and more fluid. Your eyes grow in size and your body becomes more malleable. You gain advantage on all Dexterity based skill checks, and suffer half penalties for extreme weather conditions.
At 14th level, this ability improves. Your body develops a mucous membrane that allows it to maintain a constant temperature regardless of your surroundings. Gain resistance to acid, fire, and cold damage.
Poisonous Glands
At 1st level, when you take this mutation, you grow small glands on the back of your neck that secrete a poisonous gel. Creatures that come into physical contact with this poison take 1d6 acid damage, and must make a Dexterity saving throw. On a failed saving throw, the gel sticks to the creature and inflicts an additional 1d6 acid damage per round until the gel is washed off. This gel can be applied to weapons as a poison, and is incapable of harming you.
Amphibious Adaptation
At 6th level, you grow gills or gill stalks, which allow you to breathe under water. When not underwater, the gills on your ribs will seal with a thick mucous membrane. If you instead grow gill stalks, these replace your hair and fall back in a way resembling dreadlocks against your head and neck. Additionally, your fingers and toes become webbed, and you sprout a short and thick tail. Your swimming speed becomes equal to your walking speed, and you may take the Dash action underwater.
At 14th level, this ability improves. Your mucous membrane coats your hands and feet, which become thicker and wider, allowing you to use the Dash action to run across the surface of water for up to 15 feet. You cannot use the Dash action in this way if you are already submerged in water higher than your knees.  
Regenerative Tissue
At 10th level, your form becomes more slender and sleek as your joints begin to flow together. Your eyes grow slightly larger and take on a darker tone. On the beginning of your turn, recover 1d4hp.
At 14th level, this ability improves. On the beginning of your turn, you recover hit points equal to 1d6 + your Constitution modifier. Additionally, any limbs or body parts removed from you will regrow after 4 days.  
Dire Newt
At 14th level, your mutation progresses dramatically. Your tongue becomes long and thick, and can be used to grab items weighting 10lbs. or less from up to 15ft. away. Your skin takes on a pattern that echoes the species of Salamander you have been spliced with, and you grow a mucous membrane that grants +5 on checks to escape restraints and grapples. You gain advantage on Stealth checks while underwater. Finally, your eyes develop Tetrachromatic Vision, allowing you a chance to see invisible creatures and objects. Creatures using Invisibility within your range of vision must make a Stealth saving throw.
Additionally, this mutation improves as described in each feature.
subclass options:

Created by

Ticklesthegamemaster.

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Class Features

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