Base Class: Sorcerer
Mutant Sorcerers descend from a line of creatures whose features vary not just from generation to generation but over the course of lifetime, or even a minute. By taking on new features they can adapt more quickly than those around them.
Mutant Heritage
Your bloodline is a writhing sea of chaos. Starting at level 1 you can choose to manifest certain aspects of this chaos. As a bonus action you may spend 1 sorcery point to activate an option from the Mutant Aspects below.
Mutant Spells
You learn additional spells when you reach certain levels in this class, as shown on the Mutant Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Mutant Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | alter self |
| 3rd | barkskin |
| 5th | fear |
| 7th | polymorph |
| 9th | reincarnate |
Blood Tithe
As a bonus action you may pay 10 HP to regain 2 sorcery points.
Stable Aspect
When you finish a short of long rest you may activate a Mutant Aspect without spending a sorcery point. That aspect lasts until your next short or long rest or until you dismiss it.
Mutagenic Presence
Beginning at 18th level, you learn to transfer your mutations to your allies. as a bonus action you may spend 3 sorcery points to grant a Mutant Aspect to a willing creature. You may increase the number of creatures by spending 1 additional sorcery point for each additional creature.
Mutant Aspects
As a Bonus Action spend one sorcery point to morph your body to display a given aspect and gain its benefits for up to 1 hour or until you dismiss it. While you have an aspect active, your appearance is changed so that it is clear to any character who sees you that you are not (only) a member of your species. The benefits of the aspect do not apply while it is hidden by clothing.
Aberrant Brain
As an action you may:
Devour Intellect. Intelligence Saving Throw against your sorcerer spell save DC , one creature you can see within 5 feet. Failure: 3d10 Psychic damage, and the target has the Stunned condition until the end of the intellect your next turn.
Read minds: Cast Detect Thoughts without spending a spell slot.
Amorphous Form
You can move through a space as narrow as 1 inch wide without squeezing. Anything you are wearing or carrying must also be able to fit through the space.
You have disadvantage on initiative rolls, Acrobatics checks and Charisma skills checks.
Cockatrice Beak
Petrifying Bite. Melee Attack Roll reach 5 ft. Hit: 4d8 Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 14. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition. Condition ends immediately if you become incapacitated or lose this aspect.
Flyby. You don’t provoke an Opportunity Attack when you fly out of an enemy’s reach. (Note this aspect does not grant a flying speed).
Crocodile Jaws
Bite. Natural Weapon Attack. {{modifier:cha} + {proficiency}} to hit, one target. Hit: 3d10 + 5 piercing damage, and the target is grappled (escape {{savedc:cha}}). Until this grapple ends, the target is restrained, and you can't bite another target or cast spells.
Diaphanous Wings
You gain a 30 ft. flying speed. Requires Concentration.
Frog Tongue
Triple your jump distance. Your reach is increased by 10 ft., provided you use your tongue for the spell or attack. If you are not fully submerged in water every 5 minutes, you lose 5 HP.
Grasping Tentacles
Your reach increases by 10 ft. You may use Charisma in place of strength when making unarmed strikes or grappling checks.
Hardened Scales
Get +2 to AC when not wearing armor or carrying a shield.
Ink Sac
As a reaction when a hostile creature moves into melee range or you take damage you may release a cloud of inky darkness that surrounds you. You can see through the ink, but other creatures cannot regardless of darkvision. You may also move up to half your movement away from the source of the attack or the creature that moved. After 1 round the ink pales and can be seen through, but still provides 3/4 cover. After a second round, the cover reduces to 1/2 cover. After the third round the effect end and the reaction can't be used again for 1 minute.
Pachyderm Bulk
You gain +2 to Constitution Saving Throws and gain 10 temp HP. Reduce your movement speed by 10 ft., unless you dash. You cannot dash more than once a round and you cannot dash if you dashed on your last turn.
Poisoned Spines
While you are not wearing armor, when a creature moves to within 10 ft. of you may take a reaction to emit a spray of poisoned spines. Each creature within 10 ft. must make a Dexterity save. On a failed save they take 4d12 piercing damage and must make a constitution save to avoid the poisoned condition until the start of your next turn. You may use this ability as a reaction when a hostile creature moves into range.
Prehensile Tail
You have a prehensile tail. It functions as a 3rd hand, but it cannot wield weapons unless they are light. You have disadvantage on dexterity checks made using your tail.
You cannot sit in a chair or ride a mount while this feature is active, unless you have a specially designed saddle.
Swift Hooves
Your movement speed increases by 15 ft. You have disadvantage on dexterity saves to climb or balance.
Vampiric Thirst
Whenever you deal damage to a creature you may regain HP equal to one third of damage done(rounded down) up to a maximum of 5 HP. You may not regain HP in any other way.
Vicious Claws
Your may use charisma instead of strength for your unarmed strikes and they deal 2d6 plus your charisma modifier slashing damage.
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