Mutant (5e Class)
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Mutant[edit]
As a mutant your ability to adapt your body to any environment or condition is unparalleled. Monks may take years to learn the wisdom of the universe to gain control over their bodies, but all you need is the conviction to make it happen. You control the matter and energy within you and nearby, but your powers are not rooted in magic. Instead it is said that your mutant powers are derived from evolutionary anomalies where some mutants can even control the subatomic laws of nature.
Becoming a Mutant[edit]
How did you acquire your unnatural powers? Is it a gift, a curse, or something else? Do others know about your powers? Can you live the life you want with these powers? Do you still want your powers?
- Quick Build (5e or 5.5e rules)
You can make a Mutant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose any background.
- As a Level 1 Character (5e rules)
- Multiclassing (5e rules)
Prerequisites. To qualify for multiclassing into the Mutant class, you must meet these prerequisites: Constitution and Charisma 13 or higher.
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Survival and Unarmed strike.
- As a Level 1 Character (5.5e rules)
- Gain all the traits in the Core Mutant Traits table.
- Gain the Mutant’s level 1 features, which are listed in the Mutant Features table.
- As a Multiclass Character (5.5e rules)
- Gain the following traits from the Core Mutant Traits table: Hit Point Die and proficiency with Unarmed strike.
- Gain the Mutant’s level 1 features, which are listed in the Mutant Features table.
Table: Core Mutant Traits[edit]
Primary Ability | Constitution & Charisma |
Hit Point Die | 1d10 |
Saving Throws Proficiencies | Constitution and Charisma |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, Stealth, Survival, or Perception |
Weapon Proficiencies | Simple weapons and Unarmed strike |
Tool Proficiencies | None |
Armor Proficiencies | None |
Starting Equipment | Choose A or B: (A) Shield, Quarterstaff, 4 Handaxes, Explorer’s Pack, and 20 GP; or (B) 60 GP |
Class Features
As a Mutant Features you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Mutant Features level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mutant Features level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons and Unarmed strike
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Acrobatics, Athletics, Stealth, Survival, and Perception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple weapon
- (a) two handaxes or (b) a shield
- an explorer's pack
Level | Proficiency Bonus |
Features | Damage Resilience |
---|---|---|---|
1st | +2 | Unarmored Defense, Damage Resilience, Weapon and Shield Adaptation | 2 |
2nd | +2 | Fighting Mutation, Master of Endurance | 2 |
3rd | +2 | Mutant Subclass, Second Time's the Charm | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Subclass feature | 3 |
7th | +3 | Expertise Mutation | 4 |
8th | +3 | Ability Score Improvement, TBD | 4 |
9th | +4 | TBD | 4 |
10th | +4 | Subclass feature | 4 |
11th | +4 | TBD | 4 |
12th | +4 | Ability Score Improvement, TBD | 5 |
13th | +5 | TBD | 5 |
14th | +5 | TBD | 5 |
15th | +5 | TBD | 5 |
16th | +5 | Ability Score Improvement, TBD | 5 |
17th | +6 | Subclass feature | 6 |
18th | +6 | TBD | 6 |
19th | +6 | Ability Score Improvement, or Epic Boon (5.5e) | 6 |
20th | +6 | TBD (5e) or Endurance and Conviction (5.5e) | 6 |
Level 1: Aggressive Cell Calibration[edit]
You can prime your cells most of the time to deflect some attacks. While wearing no armor, your AC equals 10 + your Constitution modifier + your Charisma modifier, in the event you are incapacitated or unconscious your AC does not include your Charisma modifier. While wearing only light armor, your AC equals the AC of the light armor + half your Constitution modifier (minimum of 1) + your Dexterity modifier.
Level 1: Damage Resilience[edit]
You can change your body to become resistant to specific damage types during the course of a day. As a bonus action, you can grant yourself resistance to one damage type. If you are able to grant yourself a second resistance to a damage type with this ability it will not replace the first, but requires either an action or another bonus action. Characters that already have resistance to a damage type cannot increase their resilience to that damage type using this ability.
You can grant yourself resistance to damage types the number of times shown for your Mutant level in the Damage Resilience column of the Mutant Features table. You may change one damage type you are resistant to when you finish a Short Rest, and you lose all resistances but regain all expended uses when you finish a Long Rest.
The damage types you may select from are the following:
- Acid
- Cold
- Fire
- Lightning
- Necrotic
- Physical (Bludgeoning, Piercing, and Slashing)
- Poison
- Radiant
- Thunder
Level 1: Weapon and Shield Adaptation[edit]
Your unnatural powers allow you to use the master properties of any one weapon or shield of your choice as if you were proficient with that weapon or shield. You cannot be disarmed with the weapon or shield you have merged with, but it can also not be thrown either. Whenever you finish a Long Rest, you can merge with a new weapon or shield to replace the previously merged weapon or shield. If you die the weapon or shield is ejected from your body and you lose proficiency.
For a weapon you merge with, you may use your Constitution modifier for attack and damage rolls instead of using Strength or Dexterity; and the weapon is considered magical for the purpose of overcoming resistance.
For a shield you merge with, you gain temporary hit points equal to five times your Mutant level x 5. You regain all temporary hit points after a short or long rest, so long as you are still merged with a shield.
Level 2: Fighting Mutation[edit]
You adopt a particular mutation of fighting as your specialty. Choose one of the following options.
Bioluminescence. You can choose to illuminate non-magical dark spaces to a range of 30 feet for any duration, as if in direct sunlight. Additionally, if you take more than half your max hit points in damage from a single strike, all creatures within 5 feet of you must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + you Charisma modifier, creatures with darkvision automatically fail this save. On a failed save, creatures become blinded until the beginning of your next turn.
Carapace Adaptation. You grow a hard outer shell which gives you a +1 to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Flexible Joints. When you miss a melee attack (not including a critical failure) against a creature and there is another creature 5 feet from both you and your original target, you can attempt another attack roll using the same weapon on the new creature adding only your proficiency modifier. You can only use this ability once per turn.
Heavy Swing. When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +1 bonus to damage rolls with that weapon. Also you may choose the target to roll an opposed Athletics check against your attack roll, unless they are more than two sizes larger than you. On a failed Athletics check that creature is pushed 10 feet away from you.
Mantis Strike. When you hit a creature with a melee attack you can choose to slow that creature’s movement by 5 feet. This effect can only be used on one creature at a time. If the creature you targeted ends its turn more than 5 feet away from you it regains its normal speed.
Pressure Wave. Once per turn, you can roll one melee attack against a creature that is 10 feet away from you.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Rocky Fist. Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength or Constitution modifier. On your turn, if you land two strikes on the same creature with two free hands that creature must also make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + Constitution modifier. On a failed save, that creature takes an additional 1d4 bludgeoning damage and is blinded until it takes an action to remove the rock dust from its eyes. You can only use this ability once per turn.
Level 3: Mutant Subclass[edit]
You gain a Mutant subclass of your choice. A subclass is a specialization that grants you features at certain Mutant levels. For the rest of your career, you gain each of your subclass’s features that are of your Mutant level or lower.
Level 3: Second Time's the Charm[edit]
Outside of combat you can reroll 2 ability checks with advantage before you know the outcome. You must take one of the new rolls. You regain these rerolls after you finish a long rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Level 5: Extra Attack[edit]
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 7: Expertise Mutation[edit]
You gain proficiency in any combination of two skills or tools of your choice. Additionally, you gain expertise in one skill proficiency of your choice.
Mutant Subclasses[edit]
A Mutant subclass is a specialization that grants you features at certain levels, as specified in the subclass.
Terramont Mutation[edit]
You hang on to what little nature has influence on you anymore and let the environment act as your guide. The most extreme climates feel like home to you. Some identify with the deepest oceans developing gills, webbed feet, immunity to cold, and conditioning to survive the crushing pressure of water. Others identify with volcanic mountains developing special feet to walk across lava, immunity to fire, and scales.
Level 3: Terrain Advantage[edit]
You have adapted to one type of terrain where you can leverage your mutations to their full potential. Choose one type of favored terrain: deep oceans, volcanic mountains, frozen wastelands, or gaseous stormlands.
While traveling through your favored terrain, you gain the following benefits:
- You move at 20 feet faster than your normal speed.
- You roll with advantage to avoid becoming lost by either natural or magical means.
- You absorb energy from the surrounding environment allowing you to regain Hit Points equal to your Mutant level every 1 minute you are in battle.
- If you are traveling alone, while moving stealthily at half your normal speed and a creature spots you reroll your stealth check with advantage against a new perception check from the creature that spotted you. If you succeed the creature dismisses the thought they saw you.
Level 3: Terrain Advantage[edit]
You gain the following benefits based on the environment you choose for your Terrain Advantage.
Deep Oceans. You gain resistance to cold damage, and you can breathe and survive underwater at any depth. You also gain a swim speed equal to your walking speed.
Volcanic Mountains. You gain resistance to fire damage, and you can walk across lava without taking damage. You also grow scales which give you a +1 to AC.
Frozen Wastelands. You gain resistance to cold damage, and you travel at double your speed across icy terrain. You can build an igloo that can hold a maximum of five medium sized creatures made from either snow or ice without making a survival check in 10 minutes.
Gaseous Stormlands. You gain resistance to lightning and poison damage. You are immune to damage caused by non-magical poisonous gases.
[edit]
The strength of your adaptations emanates from your body as an energy field. The energy field extends 10 feet from you in every direction, but not through total cover.
Deep Oceans. Friendly creatures within your energy field can breathe underwater. They also have advantage on checks to avoid the effects of extreme heat.
Volcanic Mountains. You and friendly creatures within your energy field can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Friendly creatures also have advantage on checks to avoid the effects of altitude sickness and extreme cold.
Frozen Wastelands. Friendly creatures within your energy field have advantage on checks to avoid exhaustion from forgoing food and drink. They also have advantage on checks to avoid the effects of extreme cold.
Gaseous Stormlands. Friendly creatures within your energy field are immune to damage caused by non-magical poisonous gases. They also have advantage on checks to avoid exhaustion from forgoing food and drink.
Predator Mutation[edit]
You embrace your new found powers as a sign of your combat prowess. The weapon is you and the enemy is your prey. Letting your prey escape is non negotiable. Every fiber of your body is recreated for this purpose.
Level 3: Advanced Weapon and Shield Adaptation[edit]
You can merge with both a weapon and a shield. Additionally, you gain the ability to grow blade weapons and shoot ranged projectiles. The mechanics of shooting ranged projectiles require that you are touching the projectile before you shoot it.
Blade Weapons. You can grow a blade weapon on both your forearms or hands, which you can use as a melee weapon if both your hands are empty. Each blade weapon deals 1d6 slashing damage on hit. Once on each of your turns when you attack with your blade weapon using the Attack action, you can make one additional blade weapon attack as a bonus action. For the second attack you can add your ability modifier. Both blade weapons can be used as Finesse weapons or you may use your Constitution modifier.
Ranged Projectiles. As an action, so long as you have a light thrown object or ranged projectiles, like rocks, knives, or arrows, you can make a ranged attack using your Charisma modifier and proficiency bonus. It deals 1d6 on a hit of the damage type of that thrown object or ranged projectile. The range of all projectiles you fire is 20/60ft.
Level 6: Hunter’s Prowess[edit]
Your speed increases by 10 feet, and for initiative rolls you can add your Charisma modifier. Additionally, you can use your reaction to attack a creature when they enter or leave a space 10 feet away from you.
Level 10: Predator Leap[edit]
Once every 10 rounds of combat, you can leap from stationary to an occupied space 10 feet away. Instead of rolling an Athletics check, use an attack roll with your Constitution modifier opposed by the Athletics check of the creature occupying that space. On a success if you can knock the creature occupying the space prone you knock that creature prone and calculate damage. Otherwise, you move to the unoccupied space 5 feet away where you leaped from.
Elementalist Mutation[edit]
Your physical form no longer needs to remain intact based on the laws of the material plane. You can divide yourself into different elements and command them to act on your behalf. Sometimes it appears as if you summoned elementals and other times you command the elements that exist within you.
Level 3: Elemental Twin[edit]
You can command certain elements that reside within you to manifest an elemental twin of yourself. As a bonus action, you must sacrifice a minimum of a quarter of your current hit points rounded down to manifest your twin. You can use this ability so long as you have at least 10 remaining hit points. It appears in an unoccupied space you can see within 15 feet of you.
You must choose one of the following damage types when you manifest your twin: cold, fire, force, lightning, or thunder. The damage type you choose corresponds to the type of elemental twin you manifest. This twin is a translucent, non-magical, elemental of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another twin, or until you're incapacitated.
Your twin has AC 12 + your proficiency bonus, hit points equal to twice the number of hit points you sacrificed, and immunity to charmed, frightened, grappled, prone, restrained conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. Your twin takes its turn immediately after yours, following mental commands you sent to it. Your twin must move the same distance as you did on your turn in any direction. If your twin is ever more than 60 feet from you at the end of initiative round, it is destroyed and you regain half your twin’s remaining hit points.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the twin's space. You make this choice for each attack. Any attack made from the twin’s space that hits converts all damage to the damage type of your twin.
- Whenever you hit a creature with a melee weapon, the creature takes an extra damage equal to your proficiency bonus as the corresponding damage type of your elemental twin.
- Whenever you gain hit points or temporary hit points your twin gains the same.
Level 3: Spooky Action at a Distance[edit]
Your connection to your twin is strong enough that what you do in one place is mirrored by your twin. Whenever you take the Attack action, you can make a special attack from the twin’s position. This special attack requires all creatures you choose surrounding your twin to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. Any creature who fails the saving throw take 1d6 of your twins damage type.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 6: Elemental Discharge[edit]
Whenever your elemental twin is dismissed or drops to 0 hit points, you can choose either creatures surrounding the last place of your twin or creatures currently surrounding you to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. Any creature who fails the saving throw takes 2d6 of the corresponding damage type to the elemental twin that was just dismissed or destroyed. Additionally, if any of the creatures hit by this attack are resistant to that damage type, they lose that resistance until the end of your next turn.
Entrohat Mutation[edit]
You can control every aspect of your body to refract light, dampen sounds, capture energy, and alter appearance. Blending is a simple task, but you can become the very environment itself. Even natives or magic users would find it difficult to locate and track you.
Level 3: Prismatic Stealth[edit]
You gain expertise in stealth and proficiency if you don’t have it already. You may also use your Constitution modifier instead of Dexterity modifier for stealth checks. Moving at normal speed does not impose disadvantage on your stealth checks.
Level 3: Laser Beam[edit]
You gain an attack that allows you to shoot a concentrated beam of light from your hand or wrist. You cannot be merged with another weapon to use this attack.
Beam. As an action, so long as light hits your skin, you can make a ranged attack using your Charisma modifier and proficiency bonus. It deals 1d6 plus your Charisma modifier as radiant damage. The range of your attack is normally 20 feet and extends to 60 feet. Also you do not roll with disadvantage if a hostile creature is within 5ft of you. The damage roll increases to 2d4 at level 10 and 3d4 at level 17.
Level 6: Touch of Disguise[edit]
You can physically alter your body to appear and sound indistinguishable from another humanoid of similar size. Before you can use this ability you must touch or pass within 5ft of the creature outside of combat to assume its form. You can store a number of disguises equal to your Constitution modifier (minimum of 1,) but when you finish a long rest you lose all your stored disguises. You are not able to inherit any creature’s traits, like underwater breathing.
Your physical and auditory transformation is completely convincing to any observer who does not know the creature. If an observer knows the creature and suspects something amiss, you add your Constitution modifier to your Deception check you make to avoid giving away your transformation. You roll with advantage on any magical means to confirm your identity, unless the caster already knows something about you.
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