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Prestige Class: Mutant Prerequisites

(Antidruid) Constitution 13: Incredible fortitude is necessary to


support the mutagens needed to activate mutant powers
The fey creatures and spirits who guard the natural world without dying or poisoning yourself.
may be inherently chaotic, but they do appreciate the Strength or Dexterity 13: In order to weild mutated
consistency of nature. Trees grow up, roots grow down, and parts, one must be powerful or dextrous enough, or the
each animal looks a certain way, as is dictated by their grand strain will damage the wielder.
design. Proficiency in Nature: Knowledge of animals and DNA is
However, some want to delve deeper into chaos, and twist needed to morph parts of the body.
the organic world into bizzare facimiles of itself for their own Player level 5: One must be magical, muscular, or
gain. These explorers of the unnatural are despised by those graceful enough, through tribulations in their respective
who want to preserve nature, who often consider these trainings, to weild mutant power.
experiments a deviation from the intended design of the Own a Mutagen: You must own an agent that mutates
world. you, such as the blood of a mutated monster, a potion gone
When these mad corruptions prove fruitful, however, they wrong, or a radioactive stone.
empower their user to perform incredible feats which
surmount those performed by any normal man. The Class Features
practitioners of these unnatural experiments are known as
mutants, who, by various means, alter their bodies in order to Hit Dice: 1d10 per mutant level
become stronger. Hit Points: 1d10 (or 6) + your constitution modifier per
While they are shunned by the fey, who call them mutant level
"antidruids," many of them are incredibly potent fighters who
use their modified bodies to achieve their goals. Proficiencies
Tools: None
Saving Throws: None
Skills: None
The Mutant (Antidruid)
Equipment
Level Features Mutation Energy Mutant grants no additional equipment.
1st Mutagenic Body 2
2nd Unravel the Organic 3 Mutagenic Body
3rd Gift of Morphing 5 When you take your first level in this class, you learn to
transform parts of your body into various animal parts. While
4th Superhuman Morph 6 the transformation only affects part of the body, rather than a
5th Freak of Nature 8 full transformation like wild shaping, the customization
makes the ability more versatile.
You can activate a number of morphs from the morph list
at the end of the class whose total energy cost does not
exceed your mutation energy, shown in the mutation energy
column of the class table. Once you activate a morph, you
cannot deactivate the morph for at least 1 hour. In addition,
you cannot activate multiple morphs which have the same
morph area.
Unravel the Organic
By the time you reach second level in this class, you have
learned to utilize your DNA manipulation powers to deal
massive damage to living creatures. When you deal damage
to a plant or humanoid that is not divine or demonic using a
weapon created by a morph, you can choose to deal 2d8
necrotic damage. You can do this a number of times equal to
your CON mod, and all uses are restored at the end of a long
rest.
Gift of Morphing Your hands completely morph into an animalistic weapon,
such as bear claws, crab pincers, or insectoid talons. The
By the time you have reached 3rd level in this class, you have change is major, and your hands become usable only as
learned to bestow your Mutagenic properties on others weapons, temporarily losing their hand functionality. The are
temporarily. When you touch a willing creature, you can give considered light finesse weapons that deal 1d6 slashing or
them a morph. This ability counts against your total mutation piercing damage and you are proficient in. Furthermore, they
energy, and you cannot bestow morphs on others whose total are considered magical when overcoming resistances.
cost exceed half of your morph energy (rounded down.) In
addition, your max mutation energy increases by an extra Vicious Claws Morph "B"
point, making you have a total of 5 mutation energy. Morph Class: Enhancement/Weapon
Morph Area: Hands
Superhuman Morph Morph Cost: 3
By fourth level in this class, you have learned enough about Your hands morph into weapons as stated in the vicious
human DNA to modify your human side the same as you claws morph. However, in addition, the claws are of abnormal
would morph your human parts into animal parts. At the end size, giving you climbing speed equal to your movement
of a long rest, you can pick one of these Superhuman morphs speed.
to activate:
Muscle Mass+: your strength score increases by 2 Note on Vicious vs Control claws
Muscle Fiber+: your dextarity score increases by 2 Because vicious claws occupy your hands, you are
Muscle Density+: your constitution score increases by 2 always considered to be wielding 2 weapons, so
This morph only lasts until the start of the next long rest. If you gain the +1 AC from "dual weilding" fighting
style if you have it. Control claws, on the other
awoken during the long rest, such as by an ambush, your hand, do not occupy the hands, so you do not gain
superhuman morph does not come back, as it does not +1 AC from "dual weilding" fighting style if you
activate until the end of the long rest. have it.

Freak of Nature
You can grow an extra pair of arms in order to activate 2 hand Assault Tail
mods, grow 2 tails and activate 2 tail mods,sprout extra facial Morph Class: Weapon
features for 2 tail mods, ext. You can activate 2 morphs from Morph Area: Tail
the same catagory, and your Mutation Energy is raised to 8. Morph Cost: 2
In addition, when equipped with 2 weapon mods, if you
attack with one as an attack action, you can attack with the You sprout a tail (or transform your tail if you already had
other as a bonus action. one) into a weapon that deals 1d12 slashing, piercing, or
bludgeoning damage. It can be anything from a stinging
scorpion tail to a slashing lizard tail to a smacking anklyo tail
Morphs to a slapping fox tail.
Control Claws It has reach, and is considered magical from overcoming
Morph Class: Weapon resistances. Because you must stand sideways or backwards
Morph Area: Hands to fight with a tail, even though your hands are free, you
Morph Cost: 1 cannot benefit from a sheild until the start of your next turn
each time you attack with your tail. This weapon is also
Your hands morph into dangerous claws, yet maintain their considered two handed.
regular hand functions. The change is minor, such as growing
long nails, sprouting claws from the knuckles, or the hands Assault Tail Morph "B"
morphing into raptor-like talons. While this morph is actice, Morph Class: Enhancement/Weapon
you can make slashing attacks that deal 1d4 slashing Morph Area: Tail
damage, but maintain their use as hands. They are Morph Cost: 3
considered light finesse weapons, and you are proficient in
them. You gain a tail weapon as described in Assault Tail, but you
can also choose poison or necrotic as the damage type, or
Vicious Claws choose one of the three basic damage types (bludgeoning,
Morph Class: Weapon piercing, slashing) and make it silvered when calculating
Morph Area: Hands resistances.
Morph Cost: 2 Balance Tail
Morph Class: Enhancement
Morph Area: Tail
Morph Cost: 2
You sprout a tail (or transform your current tail, if you have
one) that is useful for several tasks. While it can only carry 10 Note
lbs and cannot attack, it can otherwise be used as a third Because this is part of a dash action, and not an
arm, such as for pickpocketing, pulling a lever with both attack action, you cannot take an extra attack using
hands full, ext. "extra attack" or similar ability after the horn attack
In additon, the tail increases your balance, giving you +2 to when using the gore ability.
all saves against shoves and acrobatics checks.
Cateye Vision
Morph Class: Enhancement Incredible Tracing
Morph Area: Eyes Morph Type: Enhancement
Morph Cost: 1 Morph Area: Head
Morph Cost: 2
You morph your eyes into animal eyes capable of night
vision, such as those of a cat, dog, or other capable night You modify your nose, giving it the appearance of a hog's,
hunter. You gain darkvision 60 feet. dog's, bear's, or other animal. You gain advantage on all
perception checks related to smell.
Resiliant Vision
Morph Class: Enhancement Killer Jaw
Morph Area: Eyes Morph Type: Weapon
Morph Cost: 2 Morph Area: Mouth
Morph Cost: 2
You morph your eyes into those of an animal such as a
shark, lizard, snake, or camel order to make them more You modify your mouth to have a powerful row of fangs, a
resiliant, allowing you to see in sandstorms, heavy snow, killer beak, a pair of mandibles, or similar appendage. You
dense fog, underwater, ext. can make a bite attack using the jaw, which deals 1d8
piercing or bludgeoning damage. You can use the jaw to apply
Detector Ears 250 lbs of pressure, enough to bend iron or snap a 2x4 plank.
Morph Class: Enhancement It is considered magical when calculating resistances.
Morph Area: Head
Morph Cost: 1 Killer Jaw Morph "B"
Morph Type: Weapon
You gain the heightened ears of a beast or the antenne of Morph Area: Mouth
an insect. You can hear from 50 feet further away, but Morph Cost: 3
because you are hearing using animal ears, you cannot
comprehend language in the extended distsnce. You modify your mouth as stated in Killer Jaw, but modify it
to have incredible crushing force. the attack only deals 1d4
Goring Horns damage, but can apply a massive amount of pressure, 500
Morph Class: Weapon lbs, which can snap a 3x4, bend steel, and is considered both
Morph Area: Head magical and adamantine when calculating resistance. You
Morph Cost: 2 still cannot bend lead, adamantite, or thick steel.
You sprout a horn or 2 horns, such as those of a bull, Reactor Lungs
horned beetle, or deer. When used as a weapon, they deal Morph Type: Weapon
1d6 piercing damage. However, when you take the dash Morph Area: Mouth
action, you can ram into somebody and gore them. when Morph Cost: 2
doing so, make an attack against them. It deals 2d8 piercing
damage, and allows you to immediately shove them as a You modify your lungs to be like those of a dragon, in order
bonus action. to create a breath weapon. However, using genetic
modification, the breath weapon covers a much longer range
Goring Horns Morph "B" and is infinitely usable, but no longer affects an area. You can
Morph Class: Weapon spit a ball of elemental energy that deals 1d12 damage, which
Morph Area: Head you choose to be fire, electric, cold, acid, or poison. (you can
Morph Cost: 3 only change damage types once per hour, and each time you
change damage types, it extends the duration of the morph by
You sprout a horn or 2 horns, as described in Goring an hour.) You treat the ball of energy the same way you would
Horns. When used as a weapon, they deal 1d6 piercing a dex based range weapon. It has a range of 60 feet, and no
damage. When you use the "gore" ability from a dash as extended range.
described in Goring Horns, you have +1 to hit and deal 5d4+1
piercing damage, but do not shove them. Aquatic Lungs
Morph Type: Enhancement
Morph Area: Mouth
Morph Cost: 2
You morph your lungs into those of a fish, and sprout gills.
You have waterbreathing as long as this is active, but lose the
ability to breathe air, and slowly drown outside of water the
way you normally would in water.
Propulsion legs
Morph Type: Enhancement
Morph Area: Legs
Morph Cost: 2
You modify your legs to be those of a deer, horse, frog or
other animal. Your long and high jump distance increase by
10 feet.
Propulsion legs Morph "B"
Morph Type: Enhancement
Morph Area: Legs
Morph Cost: 2
You modify your legs to be those of an aquatic animal. Your
swim speed becomes 25 feet.
Scaled Body
Morph Type: Enhancement
Morph Area: Body
Morph Cost: 1
You grow rough, scaled, or other protective hide. Your AC
becomes 12 + your DEX mod.
Scaled Body Morph "B"
Morph Type: Enhancement
Morph Area: Body
Morph Cost: 1
You grow a protective hide like in scaled body, but it is
larger, bulkier, and more difficult to mantain. You gain
disadvantage in stealth, and your AC becomes 17, but if your
strength is below 14, your speed drops by 10 feet.
Winged Body
Morph Type: Enhancement
Morph Area: Body
Morph Cost: 4
You sprout a pair of animal wings, such as those of an
insect, bird, dragon, or otherwise. You gain 40 feet of flying
speed, but you fly with wings, so must follow all the rules your
DM uses for a arakokra flight.

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