Mutazoid (5e Race)

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Mutazoid[edit]

Finally. Our work is complete. Now, it is time to put it to the test.
—Bareth Parona, a Makkan scientist

Mutazoid are a race of genetically modified humanoids. They were created fairly recently by organization known as Makka, an underground research fund that pushes the limits of science. They recently cracked the code of the human's genetics and how to modify it. Because of this, they created a new race of humanoids that were genetically modified to unlock special powers inside of them. These mutations manifest in many different ways, but all of them appear altered from their original race in some way or another.

Physical Description[edit]

Mutazoids are simply a modified version of a normal humanoid race. Because of this, they can appear as many different things. Makka primarily recruits half-orcs, humans, and dwarves for their projects, as they are tougher than most other races and therefore are more likely to survive the mutation process. This does not mean that they use these races exclusively, however- almost every humanoid race has participated in a Makkan experiment in some form or another.

Mutazoids generally look very similar to how they did before the experiment. However, there is always something off about them- maybe their eyes are red, or their skin tone is inverted. Maybe it is more obvious, such as a glowing hand or one arm. Regardless, they look very similar to their original race, with just one or two things off about them.

A New Species[edit]

During the Everlasting War between the Kohlan Elves and the Johton Confederation, the Johton Confederation started to lose the war. They begged the Makkans to make something, anything, to help give them an advantage. They offered tons of money, protection, and free rein of scientific progress with nothing- not even morals preventing their progress. After a long period of deliberation, the Makkans agreed. Over the period of a few years, Makka developed a way to modify the genomes of creatures to give them unique properties compared to their original self. They did this through the use of a serum they called the Genesis serum, which, when injected into someone's bloodstream, would rewrite people's DNA. The original Genesis serum was very flawed and killed 9 people, but one person managed to survive the original Genesis tests. When they emerged from the tests, their hands were glowing and whatever they touched either caught on fire or melted entirely. This is how the Makkans knew they had created something that would change the world forever.

Makkan scientists continued with their research, developing the Genesis serum even further. By the second version of it, the mortality rate had dropped from 90% to 20%. The current version, Genesis v3.7, has a mortality rate of 0.5%. However, it hurts to go through this process- a lot. It also has a high rate of failure- 35% of people who go through this process gain no benefit from it, and 50% of people gain very minor benefits. Because of these factors, and the fact that it is still not open to the public, very few people every decide to take the Genesis serum. However, the people that do decide to take it and succeed gain supernatural powers, such as shooting fire or ice, turning into liquids, or even flying.

The Kohlans didn't know how to fight these new superpowers, so the new superhumans created by the Genesis serum dominated the battlefield. Eventually, the Kohlans realized that, even with their superior technology, they couldn't keep up with the Johton super soldiers. They eventually surrendered, allowing the Johtons to win the war. However, because the Johtons no longer needed access to the Genesis serum, Makka started selling it to private companies, including the Kohlans. Because of this, the population of the mutazoids have almost tripled since the end of the Everlasting War. Because of this, mutazoids are integrating into society more and more, though they still aren't accepted by most people.

Just Trying to Fit In[edit]

The mutazoids are normal people that just went through a rare genetic experiment. Because of this, most mutazoids just want to fit in to their society. However, they are almost always treated very differently from other people. Because of the variety of enhancements that mutazoids get, nobody knows how to treat people with the Genesis serum. Most people try to avoid them just to be safe, while some go out of their way to get on their good side. Shop owners try to get them out of their stores as fast as possible, taverns will give them their food and drink quickly so they leave soon, and hotel owners are less hospitable to them than they are to other races. All of this is due to a variety of factors. Fear, hatred, and jealousy of their power all play a roll in the way others treat them.

Mutazoid Names[edit]

Mutazoids do not usually change their name when they go through the mutation process. Because of this, they follow the naming conventions of the culture they originated from.

Mutazoid Traits[edit]

A humanoid injected with a serum to become a mutated super-humanoid.
Ability Score Increase. Your Constitution score increases by 2, and 1 other ability score of your choice increases by 1.
Age. Nobody knows how the Genesis serum affects the lifespan of a creature, as it hasn't been long enough for a mutazoid to die of natural causes yet.
Alignment. Mutazoids can be a variety of alignments, as their personality does not change much after they take the serum. However, because most mutazoids are ex-soldiers, they tend to be lawful.
Size. Mutazoids are usually between 5 and 7 feet tall, as mostly humans, half-orcs, and dwarves take the serum. However, they can be a variety of heights.
Speed. Your base walking speed is 30 feet.
Mutations. You are a mutated version of your race, gaining unique abilities unlike any other humanoid alive. You gain 1 minor mutation and 1 major mutation from the list below. When you reach 3rd level, you gain an additional minor mutation of your choice. When you reach 5th level, you gain an additional major mutation of your choice.
Spellcasting. If you choose a spell as one of your mutations, you choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once chosen, this cannot be changed and applies to all future spells gained through this race.
Languages. You can speak, read, and write Common and one other language of your choice.

Minor Mutations[edit]

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Glowing Soul. You have learned how to conjure lights from your fingertips. You learn the dancing lights cantrip.
Powerful Body. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Illusionist. You have learned to warp the minds of those around you. You learn the minor illusion cantrip.
Animal Affinity. Your mutation allows you to connect to animals briefly. You may cast the spell speak with animals once using this trait, and you regain the ability to do so after finishing a long rest.

Major Mutations[edit]

Flaming Body. Your body glows with flames. You gain resistance to fire damage. In addition, your unarmed strikes deal 1d6 fire damage instead of bludgeoning damage.
Freezing Body. Your body is coated with shards of ice. You gain resistance to cold damage. In addition, you learn the ray of frost cantrip.
Avian Wings. Wings sprout off of your back. You gain a flying speed of 30 feet.
Water Affinity. You gain a swimming speed of 30 feet. In addition, you can breathe air and water.
Telepathic Being. Your mutation has allowed you to connect with the minds of others. You gain telepathy in a range of 30 feet.
Unnatural Resilience. When you drop to zero hit points, you may choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

Random Height and Weight[edit]

You use the random height and weight tables of any race of your choice.

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