Homebrew Human (Mutant) Species Details

Human (Mutant)

Ability Scores: Choose one. +3 to any Stat or +2 to any Stat and +1 to another Stat or +1 to 3 different Stats.

Age: Humans (Mutant) reach adulthood in their late teens and live up to a century or two.

Alignment: Humans (Mutant) tend toward no particular alignment. The best and the worst are found among them.

Size: Humans (Mutant) vary widely in height and build, from 5 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium

Speed: 30 ft.

Humans are the most numerous, diverse, and adaptable folk of Faerun. And this took a whole new meaning when the Spellplague happened. When Mystra was assassinated at the hands of Cyric and Shar. The magic in contained in Mystra's Weave was unleashed and arcane magic ceased to function and the planet of Toril was transformed. Transformed it did, as strands of Mystra's Weave fell onto Faerun, onto cities and villages of all races. Anyone who came into contact with these strands had massive reactions to their genes, which gave them new abilities. But with great power came a great price, as these people usually died in minutes. The only race that seemed to be able to survive these strands were the Humans, which were not much of them. These Humans were later called Mutants. People thought that these abilities will only be for that generation, but it seems they were wrong, as their kids also gained some unique abilities.

Human (Mutant) Traits

Flexible Human Race

Infinite Variety

You have 10 mutation points you can spend on mutations.

Mutations

Acidic Breath: You can use your action to do a Acidic Breath attack from your mouth. A line of acid 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution Modifier. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful save. After you use your Acidic Breath, you can’t use it again until you complete a short or long rest. This mutation costs 3 points. You can spend an additional 3 points to increase the damage to 3d6 and be able to use your Acidic Breath twice per short or long rest.

Adaptivity: Your body has adapted to the point where you do not need food or water to survive. This mutation costs 1 point.

Additional Arms: You have an extra pair of arms that are each about as dexterous as a normal non-dominant arm which you are proficient in. These arms can be used to make attacks as an action or bonus action or do the somatic components of spells. When you use your Additional Arms to attack, make an unarmed strike. If you hit, you deal 2d4 + your Strength Modifier as bludgeoning damage. This mutation costs 6 points.

Climber: You have a climb speed equivalent to your walking speed. This mutation costs 2 points.

Darkvision: You have superior vision in dark and dim conditions. 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. This mutation costs 2 points. You can take this mutation an additional time, spending 1 point to increase the range of your darkvision to 120 feet.

Dual Mind: Due to you having dual minds, you can concentrate on 2 spells at the same time. Whenever you take damage while you are concentrating on 2 spells, you roll Constitution saving throw for both spells. If you fail either of your Constitution saving throws,  you drop both spells. This mutation costs 7 points.

Escapologist: You can take the Dash or Disengage action as a bonus action on each of your turns. This mutation costs 2 points.

Exoskeleton: Your bones can can pierce out of your skin to form a protective shield whenever you are in danger. When you are hit with an melee attack, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your Constitution Modifier (minimum of 1) per long rest. This mutation costs 7 points.

Flexibility: Due to you flexible body, you don't provoke opportunity attacks when you go out of an enemy's reach.. This mutation costs 3 point.

Gills: You can breathe air and water. This mutation costs 2 points.

Healing Factor: You heal at an impressive rate. You can use a bonus action on your turn to regain hit points equal to your level. Once you use this feature, you must finish a long rest before you can use it again. This mutation costs 2 points. You can take this mutation up to two additional times, spending 2 points each time to gain an additional use.

Lady Luck:  The power of the weave when it mutated your body has blessed you with unparalleled luck. When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll. This mutation costs 4 points.

Long-Limbed : Your arms are especially long, and almost reach the floor when they hang down. When you make a melee attack, your reach for it is 5 feet greater than normal. This mutation costs 4 points.

Magical Energy: You mutated body has retained some of the magical energy of the Weave. You learn 1 of these cantrips (Druidcraft, Guidance, Light, Mage Hand, Prestidigitation, Spare the Dying or Thaumaturgy). This cantrip doesn't count to the total number of cantrips you can learn. This mutation costs 1 points.

Natural Armor: Your body is particularly tough and resilient to damage. This is in the form of tough, scaly skin or a thick shell. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. This mutation costs 3 points.

Natural Weapon: You have a natural weapon that is finesse which you are proficient in. This could be long teeth, sharp claws, a tail or horns. When you attack, do an unarmed strike. If it hits, you deal 1d6 + your Modifier as damage. The damage type should be selected when you take this trait; bludgeoning, piercing or slashing damage. This mutation costs 2 points. You can take this mutation an additional 3 times, spending 1 point each time. The first time, the damage of your natural weapon increases to 1d8. The second time, the damage of your natural weapon increases to 1d10. The third time, the damage of your natural weapon increases to 1d12.

Speed: Your base walking speed increases by 10 feet. This mutation costs 2 points.

Swimmer: You have a swim speed equivalent to your walking speed. This mutation costs 2 points.

Telepathy: You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. This mutation costs 1 point.

Wings: You have giant wings sprouting from your back. You have a flying speed equivalent to your walking speed. You can’t be wearing medium or heavy armor to benefit from your wings. As a bonus action, you can flap your wings to create some distance. All other creatures within 5 feet of you must succeed on a Dexterity saving throw. On a failed save, a target takes 1d6 force damage and be pushed 10 feet away. On a successful save, the creature takes no damage but is pushed 10 feet away. After you use this ability, you can’t use it again until you complete a short or long rest. This mutation costs 7 points.

Languages

You can speak, read, and write Common and one extra language of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
11/13/2020 8:35:00 PM
3
1
--
Coming Soon
11/20/2020 1:07:28 PM
6
1
--
Coming Soon
12/7/2020 1:11:37 PM
11
1
--
Coming Soon
12/14/2020 8:47:53 PM
29
1
--
Coming Soon
2/4/2021 2:33:28 PM
65
10
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes