Rogue
Base Class: Rogue

In the criminal underbellies of polluted cities, every advantage counts, even if it comes at the cost of your own body. You rely on your alchemically induced mutations to perform extraordinary feats. Were you enhanced at the order of an unscrupulous gang boss? Or are you an escaped experiment of a mad scientist? Or the mad scientist themselves?

Mutations

On your 3rd level, you gain proficiency with alchemist's supplies. You can perform an Enhancement Ritual on yourself by consuming 25 GP worth of strong mutagens and entering a deep trance at the beginning of your long or short rest. During the rest, you gradually gain one of the following Mutations, or exchange an already active one for another, or remove one. If you don't finish the rest, the ritual failed. You need access to alchemist's supplies to perform the ritual.

You can also choose to perform smaller aesthetic modifications on yourself as part of the ritual, e.g. change the color of your eyes, skin or hair, add bone ridges, spikes or protrusions, or add unusual patterns, coloration, hair or scales. The process is not precise enough to impersonate someone or to mimic another race.

Amphibious mutation

You have gills on your neck and chest and can therefore breath both water and air. Your swim speed is equal to your walking speed and you can speak underwater.

Bioluminescent pathways in your skin can shed a dim blue light up to 10 feet of you at will.

You have electroreceptive organs in your body that grant you blindsight up to 10 feet (15 feet in water).

Arboreal mutation

You have a prehensile tail and other adaptations for better climbing and acrobatic movement. Climbing no longer costs you extra movement, and you can add 10 feet to your long jumps and 3 feet to your high jumps.

You can use your reaction to ignore damage from first 30 feet of any fall. If you do so, and the fall was less than 30 feet, you land on your feet and are not prone.

Your tail has a reach of 5 feet. You can use it to:

  • hang from things (e.g. from branches)
  • grab objects (it can lift the number of pounds equal to five times your strength score)
  • perform a shove attack or grapple someone
  • make an unarmed strike
  • perform a Dexterity(Slight of Hand) check
  • Use an Object

Contortive mutation

Your bones and ligaments are unusually flexible, and your skin has a slimy sheen.

You can squeeze through spaces one size smaller than you normally could without any penalties, and two sizes smaller with the usual penalties for squeezing. You can attempt to escape from a grapple or restraints using Dexterity(Acrobatics) as a bonus action.

You can use your bonus action to add 1d4 to a Dexterity ability check, or your reaction to add it to a Dexterity saving throw.

Ferocious mutation

You have a ferocious visage and large canines, claws, sharp spikes or other natural weapons you can use in your unarmed strikes. All your unarmed strikes are now attacks with light finesse weapons that deal 1d6 damage (choose one of bludgeoning, slashing or piercing). Immediately after a melee attack with your natural weapons, if you had advantage on the attack, you can attempt one of:

  • Shove the target

  • Grapple the target

  • Frighten the target. If the target fails a Wisdom saving throw with DC 8 + your proficiency bonus + your charisma modifier, the target is frightened by you until the end of their next turn. If you have expertise in Intimidation, add your proficiency bonus twice.

Sensory mutation

You have no visible mutations, but your senses are highly enhanced.

Whenever you roll for a Perception, Investigation or Insight check, you can use your bonus action to focus your senses and add 1d4 to the roll.

When you smell an object, you can attempt Wisdom(Perception) ability check to determine the races or creature types of beings it came into contact with (one contact recently or frequent contact in the past). You can also smell the air to attempt to detect races and creature types of beings in the same room as you or upwind from you within 30 feet.

Tentacular mutation

You can shoot two sticky tentacles from specialized organs visible on your body (usually on your back, forearms, or shoulders). These tentacles have a range of 30 feet and each can hold 2 times your weight.

As an action, you can use one or both of them to:

  • attempt to grapple someone
  • grab an object
  • make a shove attack (you can perform this also on a creature you are already grappling with the tentacles)
  • make a ranged unarmed strike

As a bonus action, you can shoot one or both of them and stick them to a ceiling or other surface and swing from them.

If damage equal to 2 + your constitution modifier (at least 1) is dealt in one round to your tentacle, it is severed (that damage counts also as dealt to you). The AC of the tentacle is the same as yours. A severed tentacle regenerates during a short rest.

You can spend 1ft of your movement to reel the tentacles in or out 1 ft (e.g. to lower yourself from a ceiling, or to pull something to you). Reeling in the tentacle if it holds more than your weight may require a strength check at DM's discretion.

Internal Glands

Starting at 3rd level, you have limited ability to produce your own mutagens in your body. You can exchange one mutation for another, gain a new one or remove an active one as an action, without needing access to alchemist's supplies and without any cost. You can't use this ability again until you finish a long or short rest.

Concurrent mutations

Starting at 9th level, you can have two mutations active at the same time.

Enhanced reflexes

Starting at 13th level, as a reaction whenever someone misses you with an attack, or as part of an Uncanny Dodge, you can move up to 10 feet without provoking attacks of opportunity.

Mutagenic mastery

Starting at 17th, you can use the ability Internal Glands unlimited number of times, without waiting for long or short rest to regain its use.

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