Mutations[edit]
The following feats are available to characters with levels in the Maleborne classes.
3rd level Mutations[edit]
Your body begins to transform, granting basic physical enhancements that improve combat effectiveness and adaptability.
- These are the available mutations at third level
- Claws: Your hands are replaced by razor-sharp claws, allowing you to make melee attacks that deal 1d8 slashing damage.
- Bite: You gain a monstrous jaw that can deal 1d10 piercing damage and can roll athletics to grapple a target on a successful hit.
- Resilient Hide: Your skin hardens, granting you +2 AC while you're not wearing heavy armor.
- Wings: You sprout wings, granting you a flying speed equal to half your walking speed.
- Poisonous Spit: You can spit venom, dealing 1d6 poison damage on a ranged attack up to 30 feet.
- Flesh Tentacles: You grow tentacles that allow you to make melee attacks at range (5 feet), dealing 1d6 bludgeoning damage and grappling on a successful hit.
- Regeneration: You heal 2 hit point at the start of each of your turns if you have less than half your hit points remaining.
- Nightvision: Your eyes adapt to darkness, granting you darkvision up to 60 feet.
- Prehensile Tail: You grow a short, flexible tail that can be used to interact with objects,grappling or make melee attacks, dealing 1d6 bludgeoning damage.
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6th level Mutations[edit]
You gain new mutations as you evolve, unlocking advanced abilities that amplify your powers, refining your body into a more formidable weapon.
- These are the available mutations at sixth level
- Bladed Scales: Your body grows sharp, bladelike scales. When a creature hits you with a melee attack, they take 1d6 slashing damage. As a bonus action, you can shed scales in a 10-foot radius, dealing 1d8 slashing damage to all creatures within range.
- Web Spinner: As an action, you can shoot a web at a creature within 15 feet, making a ranged attack roll. Dealing 1d6 bludgeoning on a hit, the target is restrained for 1 minute. At the start of its turn, the target can attempt to break free with a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
- Burrowing Claws: Your claws allow you to burrow through nonmagical earth and stone at a speed of 10 feet per turn. you can leap out the ground attacking a creature for 1d8 you also gain tremor sense upon gaining this mutation.
- Chameleon Skin: You can blend into your surroundings as an action. Gain advantage on Dexterity (Stealth) checks and the ability to turn invisible for 1 minute up to your proficiency attacking with advantage but upon attacking you break your invisibility.
- Venomous Presence: Your body radiates a faint toxic energy. At the start of your turn, all humanoids within 5 feet of you take 1d6 poison damage.
- Crushing Pincers: You grow powerful chitinous pincers from your arms or shoulders. These pincers deal 1d10 piercing damage on a hit and can grapple a target of Medium size or smaller. While grappling a creature with your pincers, you can use a bonus action to crush them, dealing 1d6 additional piercing damage.
- Penetrating Gaze: Your eyes develop an unnatural, piercing quality. As an action, you can target one creature within 30 feet that can see you. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take 1d8 psychic damage. On a successful save, they take half damage.
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