Base Class: Wizard
Bizarre creatures such as Bulettes, Displacer Beasts, and other monstrosities are oft attributed to the work of mad wizards who use their arcane talents to warp the flesh of beasts and humanoid alike. By incorporating aspects of druidic magic into the arcane school of transmutation, wizards of the school of mutation can grow wings, fangs, claws, and gills, all the while growing new exotic monstrosities.
In the world of Eberron, the mighty wizard Mordain the Fleshweaver has mastered this craft from his living tower of Blackroot, and the Daelkyr Lord Dyrrn the Corrupter uses similar powers to warp the mortal creatures of Eberron to their will, the process of mage breeding employed by both the Dhaakani and House Vadalis also employs magic from this school in pursuit of the ultimate animal companion. In the city world of Ravnica, the Simic Combine uses the powers of mutation as a way to preserve, and improve upon life, creating the Simic Hybrid, as well as the bizarre and awesome hybrid Krasis.
Arcane Biology
2nd-level School of Mutation feature
You have learned how to manipulate the biology of plants and animals. At 2nd level, you learn the druidcraft cantrip, additionally you learn one cantrip of your choice from the druid spell list, these cantrips count as wizard cantrips for you and do not count against the number of cantrips you have learned.
Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the druid spell list. The spell must be of a level for which you have spell slots. Any druid spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy druid spells from your spellbook into their own spellbooks.
Druid spells learned through this feature may not be the target of your Spell Mastery class feature.
Adaptation
2nd-level School of Mutation feature
Beginning at 2nd level, you can modify your flesh, evolving your body with animal-like features. You gain one of the following adaptations:
- Natural Weapons: You grow claws, tentacles, fangs, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 piercing, bludgeoning or slashing damage, as appropriate to natural weapon you chose, and you are proficient with unarmed strikes. When you make an unarmed or natural weapon attack you can use your Intelligence modifier instead of your Strength modifier for attack and damage rolls.
- Aquatic: You can breathe underwater and gain a swim speed equal to your walking speed.
- Wall Crawler: You have the ability to walk on walls like a spider. You have a climbing speed equal to your walk speed.
- Keen Senses: Your grow a feature that enhances one of your senses. When you make a Wisdom (Perception) check using the chosen sense you may add 1d4 to the roll.
- Glide: You develop a thin membrane under your arms allowing you to glide. As a reaction you can glide, slowing your rate of descent to 60 feet per round, if you land while gliding you take no fall damage.
- Bioluminescence: You have manifested the ability to make some part of your body glow. As an action you can shed bright light from your body in a 20 foot radius, and dim light for another 20 feet. While glowing you have disadvantage on all Dexterity (Stealth) checks. You may end this effect at any time as a free action.
- Darkvison: Your eyes become adapted to the dark. 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 in shades of gray. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
At the start of a long rest you may replace one adaptation you have gained with another from this list.
You gain an additional adaptation at 5th level.
Conjure Monstrosity
6th-level School of Mutation feature
When you reach 6th level you may add the spell Conjure Monstrosity to your spell book. This spell is always prepared. You may cast this spell at level 3 once per long rest without expending a spell slot.
Conjure Monstrosity
You weave arcane energy to produce a magical creature to help you battle your foes.
You summon a monstrosity of challenge rating 1 or lower, with an intelligence score of 6 or lower, which appears in an unoccupied space that you can see within range. The monstrosity disappears when it drops to 0 hit points or when the spell ends.
The monstrosity is friendly to you and your companions for the duration. Roll initiative for the monstrosity, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the monstrosity, it defends itself from hostile creatures but otherwise takes no actions.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd.
Sample Monstrosities
| CR | Creature Name |
|---|---|
| 1/2 | Cockatrice, Darkmantle, Hippocamp |
| 1 | Hippogriff, Death Dog, Category 1 Krasis |
| 2 | Ankheg, Grick, Griffon, Mimic |
| 3 | Owlbear, Phase Spider |
| 5 | Bulette, Young Remorhaz |
* - (a tiny beast or animal parts, which is transformed into the monstrosity.)
Secondary Mutation
10th-level School of Mutation feature
Beginning at 10th level, your ability to manipulate physiology allows you adapt other creatures. When you cast a transmutation spell on a willing creature you can choose one adaptation (from your 2nd level Adaption feature), the target creature gains the effect of the chosen adaptation for the duration of the transmutation spell.
Ultimate Adaptation
14th-level School of Mutation feature
Starting at 14th level, you have mastered the secrets of biology of beast and humanoid alike. When you cast a transmutation spell of 5th level or lower with a duration of at least 10 minutes on yourself, you may ignore the concentration requirement and its duration becomes unlimited. You may only benefit from one spell cast this way at a time, if you choose to cast another spell using this feature, while under the effects of a previous spell cast with this feature, the previous spell immediately ends.
If it a spell cast with this feature would target creatures in addition to yourself then:
- if the spell is a concentration spell you must maintain concentration in order for the additional creatures to gain the effect of the spell, and they are only gain the effects for a time up to the listed duration. If you lose concentration the spell immediately ends on all creatures affected by the spell other than yourself.
- if the spell does not require concentration, any additional creatures are effected for a time up to the listed duration.
Additionally you are now considered a shapechanger, and are immune to effects that would change your shape against your will.
-
View User Profile
-
Send Message
Posted Sep 7, 2020Planning on using this in my next campaign. Awesome!