for Lovecraftian Horror settings!). I wanted to make these rules as I am a big fan of fictional genetic mutations (see Spiderman and X-Men for examples) but when researching D&D rules for mutation I only found tables of random detriments to player characters that didn’t seem fun or D&D 5th Edition – Mutation interesting, only needlessly screwing The following rules are a work in over PCs rather than making them feel progress homebrew I am creating for like X-Men for example, so I started my own D&D setting in which working on my own rules to bring this characters and creatures can become cool weird fantasy to life in D&D! magically mutated by extra planar If you like these rules or at least the forces, granting them powerful boons as ideas behind them please leave a well as troubling curses. The examples I comment on my reddit post about these use are from my own homebrew setting rules to let me know if this is something Drakkan, though I believe the base rules people want to see more of, or how I can can be applied to any setting, for better balance the rules, any ideas to example the forgotten realms, or a sci-fi help improve or add to what I’ve got setting where characters can become would also be greatly appreciated. alien hybrids. These rules were inspired Either way thank you for taking the time by sci-fi mutations such as those in to look at this doc! Starcraft, Phoenix Point and XCOM Enemy Within and hybrid genetics like in - Teän Metroid Fusion, Planeshift This document serves as my first official After the Realmplague areas of the draft of the rules that when finished I planet were transformed under the will put up on the DMsguild.com, the influence of the alien planes, creating final version will feature more mutation small biomes called planeshifts. origins such as Enchanted Oceans, planeshifts are the source of mutated Magical Deserts, other planes such as creatures, NPCs and objects found Mechanus, the Elemental Planes, the throughout the world, inside these Astral Sea and the Far Realms (which biomes creatures will become infected should be able to double as generic sci-fi with a magical virus specific to that alien mutations or Cthulhu mutations biome as they fall under the influence of the Purify Food and Drink spell. Any its original plane and if not treated in living creature that has been in a time these infections will manifest into planeshift for over 48 hours will also biome specific mutations. carry the infection (carrying is different to actually being infected, The Infection Mechanism they may not gain a mutation themselves but could infect someone If players are not careful, they may be else), so will spread the infection to subjected to the effects of an infection. anyone who kills and eats them, When a creature is required to make an lizardfolk beware. However, if the Infection check, roll 1d20, on a 1 that living creature has been outside of the creature becomes infected and rolls on planeshift for over 48 hours, they will the severity tables below to determine be safe to eat again, this does not how long they have before gaining a apply to food as living creatures still mutation (called the trigger time) and have working immune systems. how noticeable the infection is (an infection cannot be cured if the And yes, this does mean that, for characters do not know it is there, even example, if you were to take food to multiple planeshifts and not store it if the players do). Creatures are required properly it could pick up multiple to make infection checks when the infections that could potentially give following occur: the eater multiple mutations. Food • A creature eats or drinks with multiple infections will require anything that has been in the the eater to make one infection check per different origin, the same infection planeshift for over 48 hours* cannot be stacked multiple times, so it • A creature takes a short or long is never guaranteed that a single food rest (spells such as Leomund's item will grant a mutation. Tiny Hut will not prevent infection, you could have picked Characters who are immune to disease up the infection any time during do not make infection checks. If a travel in the biome) character is already a mutant and then • A creature drops to 0 hit points, later gains an immunity to disease it for whatever reason does not remove their mutations, only • A creature swims in water from prevents them from making further the planeshift (this particular infection checks. Characters with infection check only happens immunity to disease can still acquire once a day) mutations that are given to them as gifts • A creature is hit by an attack by deities or curses from attuning to from a mutant monster or NPC magical items. (mutated player characters cannot infect others with their Infectious Objects attacks by default) Some objects found in planeshifts might *Food Poisoning be inherently infectious or may have If not properly stored (such as in a bag picked up an infection after spending of holding or protective container), some time in the biome. Infectious adventurer's food and drink may end objects are considered to always be up carrying the infection. Food items infectious even if taken outside of a will carry the infection indefinitely and planeshift. When creating an infectious will need to be purified (magically) to object or item choose (or roll) on the avoid risk of infection, such as with tables below to determine that objects source zone might be a mutated infection response and infection chance. monster's den, a mutant cultist's lair or a naturally occurring concentration of the The infection chance determines how infection, such as a portal to the original likely the object will give the target a plane (perhaps something a Horizon mutation, whereas the infection Walker may want to do something response determines how often the about). object can attempt to infect an individual. For example, a patch of Source zones can be found in infected moss might have a response of planeshifts and have additional effects. ‘once per day’, and a chance of 5%, Infection checks made inside a source whereas an infectious magic item that zone are twice as likely to cause requires attunement might have a mutations (if a creature rolls 1 or 2 on response of ‘once ever’ but a 100% the d20 they become infected). If you chance of giving the target a mutation. are using the sanity rules as well then By default, only the ‘once per person’ infections checks made in source zones response grants the target immunity to will also cause the target to make a being infected by the object again in the sanity check (DC 8) which if failed will future but at the DM's discretion an grant the target a type of madness, the infectious object may not be able to first time this check fails (per planeshift) grant the same creature multiple they gain a short term madness, then a mutations after the first successful long term madness and from then on an mutation. An infectious object can have indefinite madness each time the save is the infection removed if a creature casts failed. Greater Restoration on the object. At the DM's discretion, mutated Infection Response Table creatures that rest in source zones can gain additional healing. A mutated D6 Response creature that rests in a source zone 1 Every time touched gains additional healing equal to a 2 Once per rest number of d4s equal to the number of 3 Once per day mutations of the same origin as the 4 Once per week source zone, provided that they are 5 Once per person 6 Once ever healed by the rest. For example, a player with 2 hellish mutations and 1 celestial Infection Chance Table mutation would gain an additional 2d4s to their healing if they short rested in a D6 Chance Dice Rolled source zone in a hellish planeshift, 1-2 5% 1d20 provided that they finish the rest. 3 10% 1d10 4 25% 1d4 Mutated Weave 5 50% 1d2 / Coin The influence of each planeshift can 6 100% - manifest itself in any magic cast inside • For infection chances lower than its influence. While inside a planeshift 100%, a mutation is only gained some spells can act differently, each if the dice rolled lands on 1. planeshift has one unique weave effect Source Zones as shown on their origin table as well as the following: A source zone is an area of concentrated mutation and infection, a • Regenerate – While Regenerate contains sea creatures like can be used to remove a Triton, Sea-Elves, Water Genasi, mutation, if this spell is cast etc. If the planeshift contains no inside a planeshift it will races the player could regenerate the creature into a reincarnate into, or at the DM's mutant with the origin of the discretion the Reincarnation spell biome it is cast in. Lost body will cause the creature to parts regenerated by this spell reincarnate with 1d3 - 1 always come with an associated mutations in addition to the mutation upon casting (no normal effects of the spell. trigger). Casting Regenerate on a Trigger Time & Severity non-mutated body part will do nothing, as will casting Whenever a creature fails an infection regenerate on a mutation with check they become infected, the the same origin as the biome the infection then begins to alter the spell is cast in. However, if creature’s DNA to cause mutations. An Regenerate is cast in a planeshift infected creature does not gain a on a mutation not from the mutation immediately, whenever a biome the spell is cast in then the creature fails an infection check the DM mutation is removed. At the DM's rolls a d6 to determine how long until discretion, this process will the infection successfully mutates the replace the mutation with one host. A creature must identify the from the current biome the infection before they can attempt to creature is in (this does mean remove it. However, as the DM rolls, the that a player could guarantee a players do not know how long they have mutation by amputating a limb until the infection causes a mutation. and then regenerating it). When the DM rolls for the trigger time • Resurrection – Any spell that the DM also rolls on the severity table to revives a creature inside a determine how noticeable the infection planeshift immediately infects is to the characters. The Severity level the creature, the mutation is determines the DC for Medicine checks gained at the appropriate trigger made to identify an infection, if a time. This happens because creature’s passive perception is greater when a creature is dead its than the DC then that creature immune system will not fight off automatically notices the infection. A invading infections. Only the creature automatically notices the True Resurrection spell can infection if they cast Detect Poison and resurrect a creature without Disease. If the creature does not remove gaining an infection. the infection before the trigger time, • Reincarnation - One of two they gain a mutation. effects will happen when this spell is cast. If the planeshift Trigger Time Table contains races that the player D6 Time could reincarnate into then the 1 1d12 Rounds reincarnation table is replaced by 2 3d12 Minutes an appropriate reincarnation 3-4 2d12 Hours table. For example, if the biome is 5-6 1d8 Days an "Enchanted Ocean" then the reincarnation table used only So, you've gone and gotten yourself Severity Table infected and failed to cure it before the trigger, what happens now? Firstly, you D4 Level DC need to determine which part of the 1 Obvious 10 creature’s body mutates using the table Example: Large portions of the below and any additional rules at the creature’s skin around the infected area have already begun mutating DM's discretion. slowly Mutated Area Table 2 Traceable 15 Example: Small marks may be found D10 Part on the creature’s body but are 1 Mind somewhat hidden by clothing or hair 2 Head 3 Hidden 20 3-5 Chest Example: Strange marks that could be 6 Left Arm misconstrued as bruising point to an 7 Right Arm infection, only identifiable by a 8-9 Legs medical professional 0 Full Body 4 Impossible - Alternate rules: Example: No outwardly appearance, can only be identified by magic • By default, if a creature mutates the same body part twice the Curing the infection first mutation is replaced (this only happens if the mutation is of An infection gained from a Planeshift is the same origin), alternatively the considered magical, but it is too small to mutations could stack or be detected by the Detect Magic spell. combine if possible. Infectious areas, objects and creatures • By default, there is no limit to the can be identified by the Detect Poison number of mutations a creature and Disease spell. could get, however if mutations If a creature has been infected it can be become likely or frequent in your removed before the trigger by Greater campaign then a limit may be Restoration, after the trigger nothing appropriate. short of the Regenerate spell can • By default, arms are classified remove the mutation. However, some into specific left and right infections may be undetectable, so even variants, alternatively if a if the player knows they have been mutation would affect an already infected their character does not and mutated arm then the other therefore cannot attempt to remove the could be chosen instead. infection. Creatures can automatically • By default, if a mutation would identify whether a creature is infected affect a missing body part then without making a Medicine check by the mutation will regrow the casting Detect Poison and Disease on part, but if cured the mutated the creature. Casting Regenerate on a area will once again be missing, mutated creature removes one alternatively curing the mutated mutation at a time, the mutation is part will also regrow the original chosen at random unless the caster part. specifies a mutation to remove Now that we know which body part will Using the Mutation Tables be mutated, we need to know what mutation the creature gets but to know that we need to know the origin of the expense of being very difficult to mutation. To avoid spoilers for players hide and can limit the equipment the tables can be found in the appendix the mutant can use (it's hard not of this document, these tables list the to smash health potions in a huge unique biome and weave effects as well crab claw) as the possible mutations for each body • Leg - Leg mutations are the most part, the player rolls the dice listed likely to have movement altering under their mutated body part and abilities, but may also involve gains that mutation. Below is a list of smaller mutations or internal what kinds of mutation you might mutations such as those expect to see: affecting a creature’s glands • Full Body - Full body mutations • Mind - Mind mutations do not are some of the most powerful often have outwardly and detrimental mutations, they appearances so may not be may be "temporarily full body" by immediately identified as a granting the mutant a temporary mutant, but these mutations will transformation often affect their personality and sanity instead, or grant psychic Cross-Origin Genetics (COGs) powers If a mutation were to affect a body • Head - Head mutations will often part with an already existing mutation affect the mutant's perception of from a different origin something their senses, the mutation may interesting happens. Rather than affect their eyes, ears, nose or replacing the existing mutation the secondary mutation further mutates mouth the primary mutation to make it more • Chest - Chest mutations are the powerful based on the attributes of most common but can have a lot the secondary origin, this can result in of variety. Hard to conceal Cross-Origin Mutations unique to the mutations may also prevent a mutant. mutant from using certain types of armour. When a mutation says For example, the human assassin you cannot wear armour of a Godot received the "Hooked Fingers" certain type you may be able to mutation from Demonic Flesh acquire armour that Warping on his right arm, later he accommodates your unusual travelled to a Hell-touched biome and body type, though this would be was further infected, this mutation rather expensive and / or time also happened to target his right arm, so it further mutated his hooked consuming. If a mutation says it fingers so that they deal fire damage only works if you are not wearing instead of slashing. Now Godot is the a certain type of armour then only human with the "Molten Claw" making armour to accommodate Cross-Origin mutation your mutation will have no effect, for example heavy armour weighs you down too much to New Background: Mutant grant you a flying speed from wing mutations. In the land of Drakkan the wilderness is • Arm - Arm mutations can have harsh and unforgiving, some places in huge variety and be very particular are incredibly dangerous, one powerful mutations at the such type of place are mutated biomes. Otherworldly creatures or portals to Feature: Planesense other planes can infect the world, For each day you spend inside a spreading their curse or affliction to planeshift you can discern one piece of creatures that dare to travel in its information relating to it, including the domain. You are one such unfortunate biome or weave effects, the direction of traveller who, for whatever reason, the closest source zone or one of the ended up becoming mutated by one of mutations from the biome’s origin table. these mutated biomes. You have advantage on medicine checks Why were you travelling? Were you made to identify infections on objects or looking for the mutated biome or creatures as well as infectious objects’ stumbled upon it? Did you ever enter or chance and response and the trigger were you attacked by mutated time of mutations. creatures on its borders? Perhaps you Additionally, you gain a mutation. were a member of a cult worshiping the Choose or randomly determine the source of the mutation. How do you feel origin of your mutation. Here are some about your affliction? examples: Skill Proficiencies: Medicine, and one of D4 Mutation Origin the following that is associated with 1 Fey Forest your curse's origin: Arcana, Nature, 2 Celestial-touched Religion 3 Diabolic Influence Tool Proficiencies: One of your choice 4 Demonic Warping Languages: One of your choice Equipment: A blank journal, a set of Then, either roll on the appropriate traveller’s clothes, a gothic trinket origin table for your mutation or (choose one or roll on the gothic trinkets determine with your DM which table as seen in the Curse of Strahd mutation your character receives. At the adventure book) and a small pouch DM’s discretion, they may create a containing 5gp. mutation, not on the tables, that is entirely unique to your character. Appendix: Origin Tables • These tables include features from the Sanity and Honour rules as described in the DMG, if you do not use these optional rules in your games replace Sanity with Intelligence or Wisdom and Honour with Charisma when determining the rules for these mutations Fey A forest inhabited by fey creatures, an Archfey or elves, transforming it into Foresta place of magical wonder and nature Feywild Magic: This Biome is affected by the Feywild Magic optional rules as Biome described in the DMG, leaving the biome scrambles your memory and the passage of time distorts as you travel Wild Magic: Whenever a creature casts a spell there is a 10% chance that Weave they will cause a wild magic surge (as described in the Wild Magic Sorcerer subclass) D4 Mind Wild Mood Swings: You are immune to the Calm Emotions spell and gain the 1 flaw "My emotions are always at their greatest intensity" Incoherent thoughts: You are immune to any effect that would sense your 2 emotions or read your thoughts, your Intelligence and Wisdom scores decrease by 1 Friend of the Forest: You can speak to small beasts (similarly to forest gnomes), your alignment moves one closer to Chaotic, if it is already chaotic 3 it moves one closer to Good (E.G if you are LG, you become NG, if you are CE, you become CN) Chaos Contract: When you roll this mutation, a fairy appears to you and offers to give you power in return for service to an Archfey, if you accept your class changes class to a class with a fey themed subclass (e.g. Wild 4 Magic Sorcerer, Archfey Warlock, Fey Barbarian). This mutation cannot be detected before the trigger time, or removed via Regenerate after the deal is accepted D4 Head Charming Voice: You have advantage on checks made to charm or sing but 1 have disadvantage on Intimidation checks It's really not that hard to pick up: You learn Sylvan, but you forget one 2 language that you know chosen at random, if you already know Sylvan you learn a different language of the DM’s choice Well that could have been worse: Your face changes subtly and you are still 3 recognisable as you, but when you gain this mutation you decide how your appearance has changed, such as changing eye / hair colour I swear guys, it's me!: Your face changes very noticeably and you look 4 completely different, people who knew you will not be able to recognise you (you are still recognisable as your race) D4 Arm Elemental Palm: Whenever you take acid, cold, fire, lightning or poison damage your unarmed strikes with this arm deals 1d4 extra damage of that 1 damage type until the type changes or you decide to dispel the effect, but if you ever enter an anti-magic field you take 2d12 force damage and lose this arm Bark Bulwark: Your arm becomes tree like, you can still use your hand to use 2 items normally, but you cannot wield weapons or shields effectively, but you gain +2 AC as if you were using a shield Leafblade: Your arm becomes covered in leaves, at will you can sheath or 3 stow a leaf blade that cannot be dropped, disarmed or stolen, the leaf blade acts as a shortsword, but you have vulnerability to fire damage The all mighty guessing game: Whenever a creature other than you guesses how many fingers you're holding behind your back your hand changes to make their guess right every time (up to a maximum of 10 fingers on one 4 hand). When you have more fingers than usual you have advantage on sleight of hand checks, when you have less you have disadvantage and when you have no fingers you cannot hold anything with this hand and automatically fail sleight of hand checks D4 Chest Fairy Wings: If you are not wearing any armour you take no falling damage 1 when falling from any height (unless you are unconscious) and you can jump twice as high as normal Crystal Cluster: Magical glowing crystals grow from your back and 2 shoulders; you have advantage on saving throws made against spells and magical effects, but you cannot wear armour Your heart grows three sizes: Your Constitution score increases by 3, you then immediately drop to 0 hit points having suffered a heart attack. You fall 3 madly in love with the first person you see after you regain consciousness / the person who heals or saves you Fey Feathers: Glowing feathers or flowers grow from aesthetically pleasing locations on your body. If you have not attacked or been attacked within 12 4 seconds (2 rounds) you gain a magical shield granting temporary hit points equal to your Cha modifier (minimum of 0) D4 Legs Fairy Pheromones: Flowers grow from aesthetically pleasing locations on your body, you are vulnerable to fire damage but can release pheromones as 1 an action, each creature within 10ft of you makes a Charisma save or becomes charmed by you for an hour or until they take any damage, during this time they view you as incredibly attractive Quickling Madness: Your walking speed increases by 10ft, but you gain a 2 form of indefinite madness Cloven Hooves: Your walking speed decreases by 10ft, but difficult terrain 3 does not slow you down Let's Dance: Once per short rest when you take the dash action you can move through any creatures space, when you do they must make a 4 Charisma saving throw against 8+Prof+Cha or become charmed by you until the end of your next turn, you gain the flaw "I'm a sucker for music, pretty faces, and a good time!" D4 Full Body Become Fey: You are reincarnated into a fey race, either a Half-elf or a Centaur. If you are a Half-Elf you become an Elf of the same ancestry. If you 1 are an Elf you become an Eladrin. If you are a small creature you become a Forest Gnome. 2 Something's different...: Pick two stats at random. Swap them. Defender in Death: When you die your body transforms over the course of 3 three days into a Wood Woad which then eternally performs a duty of protecting a location you held dear in life, but you cannot be revived The Land and I are one: You learn a 3rd level spell from the Druid spell list chosen at random. For a number of times per long rest equal to your Charisma modifier (minimum of 1) you can cast this spell for free requiring no components or spell slots. You gain a damage vulnerability and your 4 appearance changes in an appropriate way depending on your spell (For example, learning Conjure Animals may make you appear more animalistic and give you psychic vulnerability, whereas learning Flame Arrows grants you a fiery appearance and vulnerability to cold damage) Celestial A land touched by the gods and angels of good aligned planes such as Touched Mount Celestia Biome Planar Influence: Whenever a creature makes an infection check in the biome it also makes a charisma saving throw DC 10 or have its alignment temporarily changed to the alignment of the plane for 24 hours [A Good Alignment]. After failing this saving throw three times your alignment changes permanently Weave Counterdiabla: Whenever a creature casts a spell to summon a fiend, they make a charisma check equal to 12 + the fiend's challenge rating or take radiant damage equal to 5 x the fiend's challenge rating and the spell fails D4 Mind 1 Shielded Mind: You are immune to scrying and any effect that would sense your emotions, read your thoughts or detect your location to everything but celestials 2 Contact Celestial: You can cast the Augury spell, however there is a 25% chance that you get a random reading (this accumulates as normal after each cast per day) 3 Sleeping Hierophant: Once per day you can enter a creatures dreams as per the Dream spell but only within a range of touch (you cannot appear monstrous or deal damage in this way though you can make the target make a Wisdom saving throw to disturb their rest). You fall asleep more easily, you have disadvantage on checks made to stay awake and resist exhaustion, such as a forced march 4 The Holy Deal: When you roll this mutation, an angel appears to you and offers to give you power in return for service to the angel's deity, if the deal is accepted your class changes class to either a Paladin, Cleric or any Celestial Subclass such as Divine Soul Sorcerer or Celestial Warlock. If your alignment opposes the deity and you accept the deal you have disadvantage on all attack rolls, ability checks and saving throws whenever you go against the tenants of the deity granting you powers. This mutation cannot be detected before the trigger time, or removed via Regenerate after the deal is accepted D4 Head 1 Windows to the Soul: When you look into someone’s eyes you can tell a creature’s alignment, however you have disadvantage on deception checks as your eyes give away when you lie 2 Sweet Voice: You have advantage on persuasion checks but disadvantage on intimidation checks 3 Blazing Gaze: Your eyes glow and you gain an additional 10ft to your darkvision (or you gain 10ft of darkvision if you had none). Bushes you look at occasionally catch fire 4 Divine Awareness: You can hear the intent in a creature’s voice, you have advantage on checks made to discover lies but you have disadvantage on perception checks made to hear as your ears are too sensitive D4 Arm 1 Enchanted Weapon: Your arm bears celestial runes, attacks made with weapons in this hand (including improvised and unarmed) deal an additional 1d6 of radiant damage but you have disadvantage on attacking good aligned creatures with this arm (DMs, before granting this mutation make sure to canonically determine the handedness of the target of the mutation, i.e. if this mutates the left arm of a right handed creature wielding a shield in their left hand and main weapon in their right hand then only attacks made with the shield deal the additional damage) 2 Shimmering Shield: Runes on your arm create a spectral shield that can be donned or doffed at will so long as you have an empty hand, the shield also acts as a Holy Symbol and cannot be dropped, thrown or stolen. The shield is dispelled inside of an anti-magic field 3 Healing Palm: Your strength score is reduced by 2, but for a number of times equal to your Honour modifier you can cause an unarmed strike with this hand to heal a creature rather than dealing bludgeoning damage (a creature knowing you are attempting to heal them can willingly let themselves be hit, requiring no attack roll, however an unconscious creature cannot willingly consent) 4 Radiant Bolt: Your arm glows, shedding bright light for 5ft and dim light for 10ft, if this hand is empty you can cast the Eldritch Blast cantrip, dealing radiant damage instead of force (scaling with level where appropriate) D4 Chest 1 Angelic Wings: You cannot wear heavy armour, but if you are not wearing any armour you gain a flying speed of 30ft 2 Bastion: Once per day you can use this ability to become immune to all damage for one round, but at the end of that combat encounter you gain 2 levels of exhaustion 3 Curse Ward: You cannot be cursed by attuning to an item, however you cannot attune to cursed items and lose attunement to any cursed items when you receive this mutation 4 King / Queen of Hearts: You can touch a creature (including yourself) and restore them to full hit points and remove as many negative effects on them as you wish but when you do you give yourself a permanent death fail (if using this ability causes you to have three permanent death fails at a single time you stay alive until you hit zero hit points at which point you instantly die) D4 Legs 1 Celestialisation: All mutations you currently have become COGs as if affected by the Celestial secondary origin. If you don’t have any mutations roll on the mutated area table and then choose which mutation you get from the available mutations on this origin table 2 Soul Furnace: Once per short rest as an action you can emit magical, divine energy from your body, each creature within a 10ft radius of you makes a dexterity saving throw (DC 15) or takes 2d6 fire and 3d6 radiant damage, or half on a success (you automatically fail the save) 3 Seraphic Step: Your walking speed increases by 10ft and you can hover in the air for 10ft during your movement, your footprints leave a faint glow and sparkle, making them easy to track 4 Righteous Fury: Once per day you can choose to succeed a death save as if it was a natural 20, getting back up on 1 hit point and taking your turn as normal, when you do you have a semi-permanent death fail for the next three days (if using this ability causes you to have three permanent death fails at a single time you stay alive until you hit zero hit points at which point you instantly die) D4 Full Body 1 Become Aasimar: You are reincarnated as an Aasimar of the DM's choice 2 Purity of Form: You gain immunity to poison and diseases but vulnerability to radiant damage and whenever you gain new mutations after this one you take 2d12 radiant damage at the trigger time, if the damage dealt is 24 or higher the mutation does not manifest 3 Soul for a soul: You can cast the True Resurrection spell once using this feature without material components however you instantly die 4 Idealisation: You become an idealised version of yourself, your highest stat becomes 22 if it is not already higher and your alignment becomes good, however if you ever change alignment for whatever reason this stat becomes 10 Diabolic A land touched by the plane of hell, all life in this biome either burns or Influence sins, whichever comes first Biome Planar Influence: Whenever a creature makes an infection check in the biome it also makes a charisma saving throw DC 10 or have its alignment temporarily changed to the alignment of the plane for 24 hours [Lawful Evil]. After failing this saving throw three times your alignment changes permanently Weave Devil's Tongue: Whenever a creature casts a spell to ask gods for advice (like Augury) it is answered by a devil who tries to trick the creature * Mutations with damage types have blank spaces represented by ___, the damage type should be chosen by the DM based on the layer of hell the influence comes from (this may change depending on the setting), for example, in the Forgotten Realms setting mutations from Phlegethos deal fire damage, while mutations from Stygia deal cold damage. D4 Mind 1 Deal Broker: When you write on any surface you can choose to make it a magical contract, when at least two creatures sign the contract (even with a fake name or someone else’s name) they are magically bound to the contract, if anyone who signed the contract breaks it they are subjected to whatever the agreed forfeit of the contract is. You can cast a spell on the contract to act as the forfeit, the spell slot is used but nothing happens until a creature breaks the contract, at which point they immediately fail the saving throw of the spell and it is cast centred or targeted on them. If a contract offers one’s soul that soul goes to hell (even if it is good) and is transformed into a devil, that creature cannot be resurrected by anything short of a Wish spell. Your alignment becomes lawful, each time you are revived your alignment moves one step closer to evil 2 The Hound: Once per day as a bonus action you can summon a Hell Hound that is under your control in the closest unoccupied space, but your sanity score is reduced by 2 and you must maintain concentration on controlling the Hell Hound, if your concentration is broken the Hell Hound regards you as an enemy and fights until death 3 The Death Note: Upon getting this mutation write down on a piece of paper the name of one other creature that is known to you then give this note to the DM, for added fun do not tell anyone else in the party who’s name you wrote down. When you die, that creature instantly dies. If the target creature dies before you, is already dead or does not exist (in the case that you write down a fake name) you gain one use of the spell Power Word Kill that you can cast using this feature without needing to use verbal, semantic or material components. When you cast this spell in this way you instantly die (even if the target of the spell does not) 4 Devilish Denizen: A diabolical spirit attaches itself to your consciousness (similar to an Aasimar’s angelic being) when you drop to 0 hit points the devil will offer to make a deal with you, accepting the deal ensures that your next death save succeeds as if it were a natural 20 but the devil may ask you to complete a task or give up something of its choice as payment D4 Head 1 Forked Tongue: You have advantage on intimidation checks but disadvantage on persuasion checks (and performance checks that require your voice) 2 Black Mirror: You can view the world as if it was a hellish nightmare, when you do you can see people as terrifying fiends based on the sins they committed. You have advantage on insight checks made to sense motive, but your sanity score decreases by 4 3 Silver Tongue: You forget two languages chosen by the DM (if possible not Infernal or Common) but you have advantage on persuasion checks made to persuade or charm 4 Doom’s Eye: One of your eyes turns red with black sclera. Once using this feature, you can fire a Death Ray at a creature you choose within 30ft of you, the target makes a dex save (DC 16) or takes 10d10 ___ damage. When you use this feature you also take the same damage as if you had failed the saving throw, if the Death Ray reduces a creature to 0 hit points the creature instantly dies. Regardless of whether you live or die when using this feature, you also lose the eye and this mutation (creatures with one eye have disadvantage on perception checks) D4 Arm 1 Dark Arms: Your unarmed strikes with this hand deal 1d4 ___ damage, but you have disadvantage on animal handling and sleight of hand checks 2 Infernal Ire: Immediately when developing this mutation take 1d10 + your Constitution modifier of ___ damage as wrought iron chains manifest and burn into your flesh. Your arm is bound in chains made from infernal iron, you can grapple a creature within 15ft of you with these chains, if you do you can both move normally but cannot move more than 15ft away from each other while tethered in this way. Once per turn you can deal 1d10 + your Constitution modifier of ___ damage to all creatures touching the chains (including yourself) 3 Cursed Horde: Your arm loses all flesh and muscle leaving only the bones of your hand and arm. You learn the spell Animate Dead, once a day using this feature you can touch a corpse or pile of bones and cast Animate Dead without expending a spell slot, but you gain vulnerability to radiant damage 4 Hand of Hell: Holding an arcane focus, holy symbol or component pouch in this hand or otherwise casting spells cast with this arm change the spells damage to ___ damage D4 Chest 1 Diabolical Wings: You cannot wear heavy or medium armour; you gain a flying speed of 30ft 2 Barbed Back: You grow spikey barbs like a Barbed Devil. You cannot wear heavy or medium armour but at the start of each of your turns you deal 1d10 + your constitution modifier piercing damage to any creature grappling you 3 Feeding Fissure: A fissure appears across your chest; a glowing light emanates from inside. The fissure is a portal to a pocket dimension, when you get this mutation the DM flips a coin to randomly determine unbeknownst to you whether the fissure acts like a Bag of Holding or a Bag of Devouring. You count as a Bag of Holding if you were to attempt to enter an extradimensional space 4 Scarred Heart: You have disadvantage on death saving throws but resistance to ___ damage D4 Legs 1 Shadow Step: You can walk through walls or solid objects as part of your movement but whenever you do you take 10% of your maximum hit points (rounded down) of force damage. If you end your movement inside an object you are shunted to the closest possible space and take force damage equal to twice the number of feet you are moved 2 Unholy Fortitude: You are resistant to all non-magical physical damage, but you are vulnerable to all damage dealt by silvered weapons 3 Sanguine Pool: You become vulnerable to poison damage. As a reaction you sacrifice 10% of your maximum hit points (rounded down) to transform your body into a pool of blood until the start of your next turn, causing all attacks to miss you. You cannot use this ability while you are inside of a liquid 4 Paranoia: Your sanity score is reduced by 2 and you gain a form of indefinite madness. Once on your turn you can spend 10ft of movement to choose one creature within 60ft of you who is under the effects of the frightened condition and teleport to an unoccupied position within 5ft of them D4 Full Body 1 Become Tiefling: You are reincarnated into a tiefling of the DM's choice 2 Living Shadow: You gain a shadowy appearance. You learn the Darkness spell and can cast it once per day centred on yourself without expending a spell slot, you can see in magical darkness cast by you in this way and you have advantage on all stealth checks but you gain sunlight sensitivity 3 Half-Devil: Half of your body bears a diabolical appearance. You have immunity to ____ damage but have a need to eat people, normal food no longer sustains you and you must eat a full body each day or gain a level of exhaustion 4 Devil Trigger: You are vulnerable to radiant damage, but after a minute of fighting (10 Rounds) you transform into your devil form for the next 5 minutes. In this form you count as a fiend, have resistance to non-magical damage and deal an extra d12 ____ damage on all attacks. If your attack targets multiple creatures, you pick one creature that takes the additional damage Demonic A land that marks an entrance to one layer of the abyss, ravaged by Warping destruction by demonic forces Biome Planar Influence: Whenever a creature makes an infection check in the biome it also makes a charisma saving throw DC 10 or have its alignment temporarily changed to the alignment of the plane for 24 hours [Chaotic Evil]. After failing this saving throw three times your alignment changes permanently Weave Absolute Chaos: Any spell that attempts to restrain or influence the behaviour of a creature automatically fails and the spell slot is wasted * If this mutation changes a stat, it cannot exceed 30, and if any stat is reduced to 0 the creature dies D4 Mind 1 Two Heads: You have advantage on saving throws against being blinded, deafened stunned and unconscious, however your other head always has the opposite alignment to you and second guesses everything you do 2 Echo Chamber: When a creature attempts to read your thoughts (such as with the Detect Thoughts spell, but not telepathy) and succeeds that creature takes a number of d4s of psychic damage equal to your level. You gain 1d4 forms of indefinite madness 3 Matter over Mind*: Roll a d6, on a 1 or 2, choose your intelligence score, on a 3 or 4 choose your wisdom score, on a 5 or 6 choose your sanity score. Your chosen score becomes 8, the difference between your previous score and your new score is added to your strength score (for example, if your intelligence score was 13 and becomes 8 your strength score is increased by the difference of 5) 4 Psionic reshuffle*: Randomly determine two mental stats, one stat increases by 2, one stat decreases by 2 D4 Head 1 Blackout: Your eyes become pitch black, you gain darkvision out to a range of 120ft, but your wisdom is reduced by 2 2 Disturbing Voice: You have advantage on Intimidation checks but disadvantage on persuasion checks 3 Headlights: Your eyes become beacons, filling a 15ft cone with dim light when they are open 4 Lightheaded: Your ears become small wings, you gain a flying speed of 5ft, but you are deafened D4 Arm 1 Hooked Fingers: Your unarmed strikes with this hand deal 1d6 slashing damage, but you cannot use weapons in this hand 2 Shoulder Mounted Spike: As a bonus action you can make an attack against a target within 5ft of you, that deals 1d4 piercing damage, but you cannot wear heavy or medium armour 3 Lurking Arm: Your arm becomes large, purple and stretchy, your reach for weapons with this hand becomes 15ft but you can only use simple melee weapons and have disadvantage on sleight of hand checks with this arm 4 Fetid Touch: Your hand is covered in leathery purple skin, weapon attacks made with weapons in this arm deal an additional 1d4 poison damage, but you have disadvantage on animal handling checks D4 Chest 1 Carapace Armour: You have shell like growths about your body that act as natural armour, you cannot wear armour, but your AC is equal to 12 + dex + con 2 Bone Pincers: Bones appear to splay from your chest which you can use to grapple adjacent creatures, you have advantage on grappling other creatures but you cannot wear heavy or medium armour 3 Death Scabs: Your skin becomes scabby, granting a +1 bonus to AC but your Charisma score reduces by 2 4 Tormented Shadow: Once a day as a bonus action you can summon a demonic entity from your body that attacks nearby creatures, at the start of your turn on subsequent rounds the demon makes a melee attack against the nearest creature within 30ft of you, it has an attack bonus equal to your proficiency bonus + your constitution modifier and deals 1d8 + your constitution modifier of magical slashing damage, the Shadow disappears at the end of combat or when it kills a creature. If there are no creatures within 30ft of you it attacks you D4 Legs 1 Balor Gland: When you die you explode, all creatures within 30ft of you must make a Dexterity saving through (DC 20) or take fire damage equal to 2d6 multiplied by your level, or half as much on a success. 2 Adrenal Neurosympathy: Whenever you kill a creature all allies within 15ft gain advantage on their next attack, but if an ally of you drops to 0hp you must make a Wisdom save (DC 15) or go berserk, remaking the save at the end of each turn 3 Glory in Death: When you die you immediately come back temporarily to seek vengeance, you come back for 1d4 +1 rounds and immediately stand up from prone, for the duration of this ability you cannot take damage or death fails as you are already dead, you are immune to the unconscious and incapacitated conditions and your movement speed is doubled. At the end of the duration of this ability you once again return to death 4 Genetic reshuffle*: Randomly determine two physical stats, one stat increases by 2, one stat decreases by 2 D4 Full Body 1 Adaptative Bone Marrow: As a bonus action you can choose to roll one of your hit dice and regenerate health, but you gain vulnerability to necrotic damage 2 Demon Blood: Your blood becomes Demon Ichor, you are immune to disease, have advantage on infection checks, but anyone who comes in contact with your blood (except you) makes an infection check as if it were an infectious object with the ‘Every time touched’ response and 5% infection, once a creature has gained a mutation from your blood they become immune to infection checks from your blood 3 Hollow Boned: Your bones become unusually brittle, you gain vulnerability to bludgeoning, piercing and slashing damage but you have advantage on all dexterity saving throws and reduce your weight by half 4 Total reshuffle*: 6 random scores (including Honour and Sanity) change. Randomly determine which scores change, each score changes by +3, +2, +1, -1, -2, -3 (Art by Sixmorevodka)
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