Mutation Bottle (5e Equipment)

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Potion, Rare

Used with the Mutator.

Your average bottle, with not-so-average chemicals, oddities and "stuff".

See below for results.

Additional Notes Shapeshifters, like the doppelganger, are not immune to mutations 01-18. They will be affected as this mutations affect their genetic code, so whatever form they shift into will have the mutation.

Wish spell can only undo the mutation, not choose the mutation.

Those who change race or switch bodies only change their Strength, Dexterity, and Constitution. Your other attributes stay the same, as does proficiencies (except natural ones), languages and class.

Mutations 01-10 (physical form changes) do not happen to creatures already with that mutation. Mutation 07(extra arms) grows arms to a maximum of 4 arms total, including any arms the target may have.

Mutation 40 (invisible) can be seen through anything but normal vision and darkvision.

Mutation 41 (body switchers) is also permanent unless undone by magical means.

Mutation 44 (sweet talker) is a permanent effect, and victims to the target's charms only attack the target in self-defense, and unless the target cannot give a good reason, the victims will stop there.

Mutation 46 (dodges everything) includes dodging things compatriots pass to you, arrows or spells that are shot at you and potions thrown to you, even if you don't want to dodge them. This can also cause the target to break the laws of physics sometimes but without consequence. (eg target's bones dissolve to dodge an arrow and reform to hit the target.) Punches and melee attacks are not counted.

Mutation 48(grass eater) allows the target to eat grass as a food substance without worrying about diseases(unless magical) and thus, target will not be hungry for the 1d8 days.

Mutations 51-68 (transformation) requires a cocoon. This is magically and physically unbreakable for 51-61's case and physically unbreakable for 62-64's case. 65-68's cocoon has an armor class of the target's armor class + 1d12 from earlier + 1d6, hitpoints similar to the target's after mutation form.

Mutation 95(Important contact) does not cause the contact to immediately befriend you(if against their nature). The vision will, however, tell you what the person likes, dislikes and the person's general preferences, stats and powers. Go figure.

Mutation 96(Midas touch) does not change the creature's equipment, only the creature. It would require the equipment to be individually touched to turn the equipment gold. It does need to touch the target, so if the target is wearing chestplates or similar(shirts excluded), the target will turn to gold.

Table: General Mutation Classification
1d100 Classification
01-18 Target's physical form changes
19-21 Target goes mad
22-24 Target is psychically afflicted
23-26 Target learns temporary magic
27-33 Target's vision is affected
34-36 Target's stats increase.
37-39 Target becomes like an elemental
40-50 Target has miscellaneous mutations happen
51-61 Target becomes a Young Dragon of various types
62-64 Target becomes a new creature of greater power
65-69 Target's race changes
70-88 Target is either damaged by an effect or granted temporary invulnerability to the effect
89-95 Target has a clue to the quest or a new quest.
96-00 Target has a very powerful mutation that gives either knowledge or a certain power
Table: Mutations
1d100 Random Mutation
01 Target grows tiny horns on target's head, dealing 1d6 piercing damage to target
02 Target grows gills, dealing 1d12 slashing damage to target, but grant target the ability to breathe underwater.
03 Target grows hair spontaneously as if growing for 5d10 days.
04 Target gains 10 hit points.(effectively meaning nothing happens)
05 Target grows a tail, dealing 1d12 piercing damage to target. Races with tails are immune to this mutation. Pants and legwear need to be specially tailored
06 Target grows scales, dealing 4d6 piercing damage to target but gives natural armor class of 12. Races with scales are immune to this mutation
07 Target grows a pair of extra arms, dealing 2d12 bludgeoning damage but allows the target to wield 4 single handed weapons(etc). Chestplates and shirts need to be specially tailored
08 Target grows large horns on target's head, dealing 4d6 piercing damage to the target. In addition, the target can headbutt(1d10 piercing for every 5 levels gained with this mutation), although helmets and hats must be specially tailored.
09 Target's ears grow in length, resembling an Elf or Half-Elf, dealing 2d6 piercing damage. Races with elvish ears or larger are immune to this mutation.
10 Target grows wings, dealing 3d12 slashing damage to target, but grant a flight speed of 30 ft.
11 Target grows sticky, adhesive cells, dealing 1d4 bludgeoning damage to target, that grant the ability to climb walls for 30 ft., or increase by 15 ft. if target can already climb walls
12 Target grows muscles spontaneously, dealing 1d12 bludgeoning damage, but increases strength to 19. Creatures with strength of 19 or higher are immune to this mutation.
13 Target has mutation 01, 05, 06 and 10 happen at once, but gains 4d10 hit points.
14 Target grows 6ft. in height, dealing 6d6 bludgeoning damage to target
15 Target shrinks 3ft. in height, dealing 6d6 psychic damage to target. Creatures 3ft. or smaller are immune to this mutation
16 Target's hair changes colour(DM's choice), otherwise with no major changes.
17 Target's eyes change colour(DM's choice), otherwise with no major changes
18 Target's master arm becomes electrified, dealing 3d4 lightning damage, but grants an additional 2d6 lightning damage.
19 Target has short-term madness(DM's choice) for 4d4 days
20 Target has short-term madness(DM's choice)for 4d4 days, and changes alignment(DM's choice)
21 Target has indefinite madness(DM's choice)
22 Target's nerves are filled with pain, dealing 3d10 psychic damage, and, if more than half health is lost, the target is unconscious for 2d4 days.
23 Target is dealt 1d6 psychic damage for 1d12 turns
24 Target is dealt 2d6 psychic damage(akin to a headache)
25 Target can use firebolt(2d6) for 1d6 uses.
26 Target can use thunderwave(2d8) for 1d4 uses
27 Target sees double of everything for 1d10 days. The target must be proficient in what the target does next(eg attacking with weapons) or the effect is halved(eg 6 piercing damage becomes 3).
28 Target sees triple of everything for 1d10 days. The target must be proficient in what the target does next(eg attacking with weapons) or the effect is divided by 3(eg 7 piercing damage becomes 3[rounded up]).
29 Target's sight mutates in such a way that they see everything as monsters(DM's choice). Creatures with any other special senses are immune.
30 Target's eyes are blinded for 3d20 days, gaining the ability of blindsight for the 3d20 days + 1d10 more days.
31 Target's sight mutates in such a way that they can see an additional 30 ft., additional 15 ft. darkvision, and 10 ft. truesight.
32 Target becomes blind for 1d20 days, recovering afterwards. Creatures that are blind are immune to this mutation
33 Target gains tremorsense, dealing 1d4 psychic damage. Races with tremorsense are immune to this mutation
34 Target is enlightened, increasing wisdom by 2(up to 20), with no other effects. Creatures with wisdom of 20 or higher are immune to this mutation
35 Target becomes enlightened artificially, causing the next Intelligence checks(etc.) for 1d6 days to be 20(+5). This does not actually change the target's Intelligence. Any Intelligence-related checks are assumed to have proficiency as well. The side effect being that the target can't stop talking about the closest thing he sees in a monotone voice(eg. The flora coreallis is closely related to the flora aborialliam, also known as the common name, common flower...)
36 Target's perception increases by 3(up to 20), with no other effects. Creatures with perception of 20 or higher are immune to this mutation
37 Target's body becomes liquid, dealing 2d12 psychic damage. In 20-Intelligence mod days, the target learns to control this as a gift, becoming similar to a water elemental, with damage resistances

from slashing, piercing or bludgeoning non-magical attacks and vulnerable to thunder damage.

38 Target is engulfed in magical flames, dealing 4d8 fire damage to the target. In 20-Intelligence mod days, the target learns to control this as a gift, gaining damage immunity to fire, dealing an

additional 1d6 fire damage and able to cast firebolt(2d6 fire damage). However, the target receives damage from water and burns any ignitable material within 5ft.

39 Target's skin becomes like rock, dealing 4d8 bludgeoning damage. In 20-Intelligence mod days, the target learns to control this as a gift, becoming akin to an earth elemental, with damage

resistances from slashing, piercing or bludgeoning non-magical attacks and the feature of earth glide.

40 Target becomes invisible for 4d12 minutes
41 Target changes bodies with the nearest person within 10 ft., each gaining the other's racial traits and losing their previous traits, and are both unconscious for 1d12 days. If there aren't anybody

within 10ft., target receives 1d10 psychic damage and is unconscious for 1d12 days

42 Target regains all lost hit points
43 Target is unconscious for 2d12 days, recovering with no mutations otherwise.
44 Target has the ability to charm creatures of rating 10 or lower, tame any beast, and persuade creatures with rating 15.
45 Target sees everything in a slower pace than normal(1/4 times as slow), essentially the target moves 4 times as fast. As such the target has 4 moves(considered extra moves and overrides any extra moves) in their turn and can dodge 4 times as fast as normal(as such has a choice to re-throw the die, up to 4 times). The target's Sleight of Hand is also has 4 rolls(like the dodge). Side effects target's patience needs to extend 4 times as long, needs to talk 4 times as slow for others to understand, and that normal tasks requiring precision(eg roasting a spit) needs to be done 4 times as slow to succeed
46 Target dodges anything thrown, or fired, from anyone for 1d12 days, no matter how hard it is.
47 Target is unaffected by any mutation for 1d4 days from this particular Mutator.
48 Target has a strange craving to eat grass, without it the target aggressively attacks whoever blocks the way to grass, for 1d8 days.
49 Target's weapons are permanently attached to the target's hands, of which removal will deal 4d6 piercing damage.
50 Target goes back in time to 1d6 seconds before the potion bottle hits the target, as if nothing happened. No damage is assumed to have been taken and only the target knows what will happen in the next seconds.
51 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Brass Dragon, gaining Young Brass Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
52 Target sprouts a cocoon and emerges from it in 1d12 days as a Young White Dragon, gaining Young White Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
53 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Green Dragon, gaining Young Green Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
54 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Iron Dragon, gaining Young Iron Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
55 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Black Dragon, gaining Young Black Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
56 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Bronze Dragon, gaining Young Bronze Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
57 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Red Dragon, gaining Young Red Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
58 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Blue Dragon, gaining Young Blue Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
59 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Gold Dragon, gaining Young Gold Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
60 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Copper Dragon, gaining Young Copper Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
61 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Silver Dragon, gaining Young Silver Dragon traits but losing their previous racial traits. Dragons are immune to this mutation.
62 Target is cocooned for 2d12 days, eventually becoming a Skeletal Lord. The target's type changes to undead and gains 2d4ft. in height. In addition, the Skeletal Lord may conjure up a Skeleton(increases every 4 levels gained with this mutation). Nearby Undead creatures will not attack, with exception of Lichs, Demilichs, Mummy Lords and Death Knights. The target's weapon also deals 2d4 additional necrotic damage(increases every 4 levels gained with this mutation). Target has damage vulnerability to bludgeoning damage and immunity to poison. Target receives 4d12 acid damage, to represent the loss of organs, skin etc.
63 Target is cocooned for 2d12 days, eventually becoming a Green Slaad. The target gains slaad regeneration(10 hit points with at least 1 hit point), innate spellcasting(detect magic, detect thoughts, mage hand. fear, invisibility (self only) 2/long rest. fireball 1/long rest), and Hurl Flame(2d6, increases every 2 levels gained with this mutation.). Shapechanger will be gained after the target has gained 5 levels with this mutation.
64 Target is cocooned for 2d12 days, eventually becoming a Minotaur Lord(similar to 68). A Minotaur Lord is basically a Minotaur, with gore instead of headbutt(2d10 piercing for every 5 levels gained with this mutation). Not only this, nearby Minotaurs will respect the Lord as if a incarnation of Baphomet himself and as a result not challenge the Lord into combat, some may even request to join as a sign of respect. Even if there were rogue Minotaurs who would stand against the Lord, other nearby Minotaurs would most likely attack the opposing Minotaur, instead of the Lord, unless proven not Baphomet's creation or incarnation.
65 Target sprouts a cocoon and emerges from it in 1d12 days as a Demon(DM's choice), gaining that Demon's traits but losing their previous racial traits. Demons are immune to this mutation.
66 Target sprouts a cocoon and emerges from it in 1d12 days as a Dragonborn, gaining Dragonborn traits but losing their previous racial traits. Dragonborn and Dragons are immune to this mutation.
67 Target sprouts a cocoon and emerges from it in 1d12 days as an Elf, gaining Elf traits but losing their previous racial traits. Elves are immune to this mutation.
68 Target sprouts a cocoon and emerges from it in 1d12 days as a Minotaur, gaining Minotaur traits but losing their previous racial traits. Minotaurs are immune to this mutation. Target can also headbutt (1d10 piercing for every 5 levels gained with this mutation)
69 Target dies and is resurrected as a Skeleton(if below half health) or a Zombie(if at half health and above). Target's type changes to Undead, with no other changes.
70 Target has immunity to bludgeoning, piercing and slashing damage from non-magical sources for 3d12 days.
71 Target is hit with a chemical concoction that deals 2d6 cold damage.
72 Target has damage immunity for cold damage that lasts until the target receives 2d6 cold damage(which the target rolls), canceling 2d6 cold damage.
73 Target is set on fire and dealt 1d8 fire damage, with 1d4 fire damage for every turn the fire lingers. The fire lingers 6 turns total.
74 Target has damage immunity for fire damage that lasts until the target receives 6d6 fire damage(which the target rolls), canceling 6d6 fire damage.
75 Target is splashed with acid and dealt 1d8 acid damage, with 1d4 acid damage for 1d6 turns.
76 Target has damage immunity for acid damage that lasts until the target receives 2d12 acid damage(which the target rolls), canceling 2d12 acid damage.
77 Target triggers a loud thunderclap, dealing 1d10 thunder damage to the target, half of that(rounded up) to anyone within 10ft and a quarter to anyone within 20ft.
78 Target has damage immunity for thunder damage that lasts until the target receives 1d10 thunder damage(which the target rolls), canceling 1d10 thunder damage.
79 Target is zapped with lightning, dealing 2d10 lightning damage to target and anyone within 3ft.
80 Target has damage immunity for lightning damage that lasts until the target receives 2d10 lightning damage(which the target rolls), canceling 2d10 acid damage.
81 Target is struck with a massive headache, dealing 2d6 psychic damage.
82 Target has damage immunity for psychic damage that lasts until the target receives 2d6 psychic damage(which the target rolls), canceling 2d6 acid damage.
83 Target is struck by necrotic forces, dealing 1d10 necrotic damage, with 1d6 necrotic damage for 1d10 turns.
84 Target has damage immunity for necrotic damage that lasts until the target receives 5d6 necrotic damage(which the target rolls), canceling 5d6 necrotic damage.
85 Target is poisoned and dealt 1d8 poison damage, with 1d4 poison damage for every turn the poison lingers. The poison lingers 10 turns total.
86 Target has damage immunity for poison damage that lasts until the target receives 2d10 poison damage(which the target rolls), canceling 2d10 poison damage, or removing poisoned condition if the target has this.
87 Target is struck by radiant forces, dealing 1d10 radiant damage, dealing 1d6 radiant damage for 1d10 turns
88 Target has damage immunity for radiant damage that lasts until the target receives 5d6 radiant damage(which the target rolls), canceling 5d6 radiant damage.
89 Target is given a random piece of the quest the target is undergoing or, if not on a quest, an important piece of a quest the target may undergo.
90 Target has a vision of the future that the target can't understand without consulting a certain person that the DM chooses, as this person knows what the vision means. This deals 1d10 psychic damage to the target
91 Target has a vision of the future that only the target can understand, dealing 1d10 psychic damage.
92 Target has a vision of something the target will not comprehend unless the target spends 2d10 days studying the topic, either through consulting many contacts, sifting through libraries, or through magical means.
93 Target has a vision of a prophesy, either past, present or future, that the target becomes very intrigued and will want to discover its meaning. This then becomes a side quest, that ends either with the target finding out it already happened, it is happening with the target, without the target, or that the target will not be involved. This deals 1d10 psychic damage.
94 Target sees a person the target knows(etc member of the same party) in a vision, and is convinced(through the person's alignment), through the person's actions in the vision, that the person is the one who can defeat the villain of the quest, or similar(Good), the person knows something crucial that can decide the outcome of the quest(Neutral), or that the person is a straight out traitor(Evil). This deals 1d10 psychic damage to the target
95 Target sees a potential contact that can aid the target very much(a information broker, a magical weapon-smith etc). This deals 1d6 psychic damage.
96 Target has the Midas touch for 1d4 uses. It turns tiny things into the same thing but made of gold with the value of 10gp, small things the value of 100gp, medium things the value of 1000gp, large things the value of 10,000gp, huge things the value of 100,000gp, and gargantuan things 1000,000 gp. This also affects creatures, which increase the value by 50% due to "complex craftsmanship".
97 Target knows how to summon a Balor bound eternally to his service and/or his bloodline, as if knowing the true name of the balor. If the balor does not do up to mark, the target may mentally torture the balor without actually damaging the balor. The balor is not allowed to kill the target or anyone the target does not allow the balor to kill. The balor's mind has only one task, to obey the target and/or his bloodline. The target may transfer his "ownership" to anyone. Only the one with the ownership or a wish spell can release the balor.
98 Target has knowledge of only one two-way portal from and to any dimension (DM's choice).
99 Target either has 2 new proficiencies, learns 3 new languages, increases one stat by 10(up to 30) or has truesight.(Target's choice)
00 Target gains any one mutation of target's choice

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