Mutations (Edge of Humanity Supplement)
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Mutations[edit]
The following feats are available to characters with levels in the Malborne classes.
- 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 (10 feet), dealing 1d6 bludgeoning damage and you can roll athletics to grapple the target hit.
- Healing tissue: 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.
- 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 up to your proficiency bonus in rounds 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.
- Giant’s Form: Your melee reach increases by 5 feet and you count as one size larger.
- Horse Legs: Your walking speed increases by 10 feet, You have advantage on saving throws against effects that would reduce your movement speed, You ignore nonmagical difficult terrain while dashing.
- Goat Horns: You gain a Ram Attack, which deals 1d6 bludgeoning damage, When you move at least 10 feet straight toward a target and hit with your Ram Attack, the target must make a Strength saving throw (DC = 8 + Proficiency + Strength) or be pushed 5 feet backward, If the target is the same size or smaller than you, they are also knocked prone on a failed save.
- Spiky Back: When a creature grapples you or hits you with an unarmed strike or natural weapon attack, they take 1d4 piercing damage, If a creature is directly behind you within 5 feet, you can use a reaction to slam your spiked back into them, dealing 1d6 piercing damage, You gain advantage on checks to escape grapples due to the sharp nature of your spines.
- Fire-Breathing Organ: You gain a minor breath weapon: As an action, you can exhale a 5-foot cone of fire, Each creature in the area must make a Dexterity saving throw (DC = 8 + Proficiency + Constitution). On a failed save, they take 1d6 fire damage; on a success, they take half damage.
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