Campaign: Dungeons of Drakkenheim
Researching the Spell: A character who can cast 4th level spells can research Forced Evolution. To complete the research, the caster must spend 8 days of downtime and 400 gp.
By means of this spell, you transform a mutation gained from contamination. One of the target’s existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly.
In addition to suffering symptoms, each time a character gains a contamination level, it rolls 1d6. If the result is equal to or less than the character’s current contamination level the creature gains a mutation. The Game Master may choose the mutation, or determine it randomly by rolling 1d20 on the Mutations Table. If the result is the same as a mutation affecting the creature currently, the GM chooses a different one or rolls again.
Mutations (1d20)
- Rampant Mutation! Roll twice, ignoring this result on subsequent rolls.
- Rasping. Your vocal cords warp, and you may only speak in a halting gurgle. If you have 4 or more contamination levels, your tongue rots and falls out, and you can no longer speak.
- Wasting. Your fingernails, teeth, and toenails start falling out. 2d6 fall out for each contamination level you have gained.
- Rotting. Your lips, nose, and ears blacken and wither. If you reach 4 or more contamination levels, they rot and fall off. You can still speak and hear, however.
- Molting. Painful blisters, welts, and multicoloured lesions appear all over your skin, which burst and peel off painfully, exposing the raw sinew underneath. Once you reach 4 contamination levels, your skin entirely sloughs off.
- Shedding. Each time you gain a contamination level, some of your hair falls out in patches. Once you reach 4 or more contamination levels, all hair on your body completely falls out.
- Lambent Glow. You emit a dim octarine glow to a range of 10 feet. If you have 4 or more contamination levels, you instead emit bright light to a range of 30 feet.
- Ocular Tumors. An eyeball opens somewhere on your body for each contamination level you have gained. If you have 4 or more contamination levels, you can see in all directions.
- Spiked Growths. At the start of each of your turns, you deal 5 (1d10) piercing damage to any creature you are grappling.
- Aquatic Adaptation. You sprout fish-like fins and gills. You gain a swimming speed equal to your land speed and can breathe underwater. If you have 4 or more contamination levels, you can only breathe underwater; but can hold your breath outside water for up to 1 hour.
- Amorphous Form. Your bones and organs become gelatinous. You can move through a space as narrow as 6 inches wide without squeezing.
- Chitinous Skin. Shell-like growths appear all over your body, giving you a +1 bonus to AC. If you have four or more contamination levels, this bonus increases to +2.
- Cyclopean Vision. Your eyes merge into a single central eye which can emit an energy beam as a ranged spell attack using your Intelligence modifier for the attack roll. If it hits, it deals 2d6 radiant damage.
- Spatial Displacement. You can cast misty step once for each contamination level you have gained. You regain these uses when you finish a long rest.
- Tentacled Limb. One of your arms becomes a fleshy tentacle. When you make a melee attack on your turn, increase your reach by 5 feet.
- Spider Climb. You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Whispering Voices. You gain telepathy to a range of 10 feet, but other people hear it as their own voice. If you have 4 or more contamination levels, the range extends to 60 feet.
- Belly Maw. A toothy mouth appears on your stomach, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.
- Eyeless Sight. Your eyes become milky orbs, and you gain blindsight to a range of 10 feet. If you have 4 or more contamination levels, your eyes rot out, and dim octarine light burns in the sockets. Your blindsight increases to 30 feet, but you are blind beyond this radius.
- Arcane Blood. Gain an additional spell slot of the highest level you can cast (to a maximum of 5th level). If you don’t have spell slots, your hit point maximum increases by an amount equal to your level. Double with 4 or more contamination levels.
Madness (1d10)
- “I wish I didn’t have all these useless organs inside me.”
- “The contamination is a blessing which will transform me into a wondrous creature.”
- “The monsters are civilians trying to live a peaceful life! We need to protect them!”
- “I must wear a flesh-coat made from my slain enemies to gain their strength!”
- “My companions died in the ruins. I’m sorry friends, you are merely ghosts haunting me, you aren’t real. Stop trying to talk to other people.”
- “I need to eat everything I can find. It’s probably going to be my last meal.”
- “Drakkenheim is so beautiful at night. I could spend forever wandering the streets by moonlight. We should go tonight! Let’s go every night!”
- “Don’t you fools get it?! If you die in Drakkenheim, you die IN REAL LIFE!!!!”
- “A sinister cabal of disembodied hands is plotting against me.”
- “I must go into the ruins and kill. Rip and tear, until it is done.”
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