Mutational Cylinders (5e Equipment)
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Wondrous Item, artifact
The device is made of two smooth and huge metal cylinders witha harden glass slide door, side by side of each other connected by a metal plated base. The left cylinder is colored red and right cylinder is colored green. The cylinder allows creatures with maximum of Large size category to fit in. There is also a glass screen 3.5 feet above the metal plated base. The device is used to mutate a single creature by copying another creture's ability to it.
To use this device you have to follow these steps.
Step 1. You need to put large or smaller creatures which are Alive, Physical, and Native to Your Plane of Existence in the left red cylinder. This means It cannot be any type of aberrations, celestials, constructs, elemental, fey, fiend, or undeads creature. The creature does not need to be willing or conscious to be put in the cylinder and the cylinder shuts tight. An unwilling creature in the left red cylinder can make a DC 14 Wisdom(Perception) saving throw to notice the gap in the cylinder, and if succeed the creature makes a DC 20 Strength saving throw to escape the cylinder. The left red cylinder can be opened manually by the glass screen.
Step 2. Then the device will automatically identify any natural abilities that the creature has and desplay it on the glass screen. Such as ability scores, racial traits, natural abilty/attack/feature, and etc. The device shows a very detail analysis of the natural ability for better understanding.
Step 3. Next you choose one trait that you want to copyed. Depending on the trait which is going to be copyed, there is some different properties which needs to be acknowledge. This difference in the processes are Ability Score Mutation, Racial Traits and Natural Ability/Attack/Feature are leasted below.
Step 4. Lastly, you or another creature which is large or smaller enters the right green cylinder and attempt to gain the natural ability. The creature in the right green cylinder makes a DC 23 Constitution saving throw, if failed the creature must roll a d20 and be affected by a Wild Mutation down below and lose 500 x {CR(or level) of the creature in the left red cylinder} exp (Your level can decrease by this manner). But if succeed, the creature gains the ability choosen in Step 3.lose 300 x {CR(or level) of the creature in the left red cylinder} exp (Your level can decrease by this manner). Whatever the result, the creature's creature type is both it's original race and Monstrosity. At the end of the process, only the right green cylinder opens automatically to let the creature in the cylinder out.
Additional Notes Any type of shapeshifters, are not immune to any of the mutations. They will be affected as this mutations affect their genetic code, so whatever form they shift into will have the mutation they have gain through the Mutation.
Mutations can only be undone by a Wish Spell or something similar, but there are some exceptions in the Wild Mutation table.
Also, the creature in the left red cylinder, lose the copyed trait regardless of the outcome of the tresferation to the creature in the right green cylinder. If the trait is a ability score, instead of losing the ability score(which does not make sense / is if Death?!) the copyed ability score permanently becomes 10 if it is not already lower.
Ability Score Mutation. You can copy a creature's ability score's to another creature. But depanding on the ability score, there are some condition that has to meet. Strength, Dexterity, Constitution can only be copyed between the same size category or smaller. Intelligence, Wisdom, Charisma can only be copyed between same race category (you can still try, but the Constitution DC for copy in Step 4. increase by 4, and if the copying process succeed the creature wihch received the mutation has to roll a d100 and gain a Indefinite Madness)
Racial Traits and Natural Ability/Attack/Feature Mutation. A creature can only obtain a the number of traits equal to the number of creature's Constitution Modifer x 2 (Minimum of 1). After the creature gain a trait this way, the creature's Constitution permanently decrease by 1.
Wild Mutation.
Roll | Simple Name | Result |
---|---|---|
01 | Blind | You are effectively blinded permanently, unable to see anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration. |
02 | Deaf | You are effectively deafened permanently, unable to hear anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration. |
03 | Continuously Stuned | When your turn starts during combat, roll a d20. It the result is in range of 1~5, you are stunned until the end of your current turn(which means you skip your turn). This can be cured with nothing less than a Greater Restoration. |
04 | Weaker | Your Strength Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. |
05 | Not Flexible | Your Dexterity Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. |
06 | Not Healthy | Your Constitution Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. |
07 | Slower | All of your speeds decrease by 10 feet. This can be cured with nothing less than a Greater Restoration |
08 | Minimized Damage | There has been a damage in your brain and made you dizzy while attacking. All variable, damages you deal now do minumum damage. This can be cured nothing less than a Greater Restoration. |
09 | Halved Duration | There has been a damage in your brain and made you dizzy while using long time affecting abilities. All variable, numeric effects you inflict on others with durations now have halved durations. This can be cured nothing less than a Greater Restoration. |
10 | Harder Concentration | There has been a damage in your brain and made you dizzy while concentrating. You have disadvantage on your concentration saving throws. |
11 | Dumber | Your Intelligence Score decrease by 1. Also this mutation deals 1d10 psychic damage to you. |
12 | Folly | Your Wisdom Score decrease by 1. Also this mutation deals 1d10 psychic damage to you. |
13 | Uglier | Your Charisma Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. |
14 | Extra Arm | You grow an extra arm somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage but allows the target to wield 3 single handed weapons(etc). Cloths and armors need to be specially tailored. |
15 | Extra Leg | You grow an extra leg somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage and decreasing your walking, climbing, and swimming speed by 5 feet. Cloths and armors need to be specially tailored. |
16 | Grow Horn | You grow a large horn somewhere in your body(the DM decide), dealing 4d6 piercing damage to the target. In addition, the target can Gore (1d10+proficiency piercing, +1d10 for every 5 levels gained with this mutation). Cloths and armors need to be specially tailored. |
17 | Extra Eye | You grow an extra eye somewhere in your body(the DM decide), dealing 1d12 piercing damage and you have disadvantage on attack rolls and Wisdom(Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Cloths and armors need to be specially tailored. |
18 | Pacifist Mind | When your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 psychic damage. This can be cured with nothing less than a Greater Restoration. |
19 | Heating Blood | When your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 fire damage. This can be cured nothing less than a Greater Restoration. |
20 | Multiple Negative Mutation | Roll a d20 twice and pick two Wild Mutaions. If you roll another 20.... Good luck playing this character for your campaign because This Wild Mutation does Stack on and on.
Ah, I can literally taste the pain of this unfortunate soul. |
Destroying the Mutational Cylinders. The artifact is made by mundane metal and resources. It can be destroyed like any other construction. The metal part has a AC of 18, gless part has a AC of 10, and both part share the HP which is 200.
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