Fighter
Base Class: Fighter

Mutants are an abomination in the worlds of Dungeons and Dragons. Warped by the presence of a powerful aberration, experimented on by an evil lich or even just the victim of an abominable internal physiology, it matters not how a mutant comes upon their strange powers. Unlike sorcerers, who may find some solace in their powers, which are held in high regard by the general populace; mutants do not share such a positive reaction from the denizens of their towns and villages. Most mutants attempt to hide their differences for as long as possible, and upon discovery flee for their lives before they are put to the torch. Such individuals have little other options in life, and many take up the mantle of an adventurer. Maybe in a group of like-minded individuals, a mutant may find the companionship they so desire, and their strange abilities may even be put to use.

Mutations

When you take choose this martial archetype at 3rd level, your mutant nature begin to show itself, strange appendages and powers starting to grow from your warped body.

At 3rd level, you manifest two mutations of your choice. Your mutation options are detailed at the end of the class description. The mutations are presented in alphabetical order. You manifest an additional mutation of your choice at 7th, 10th, 15th and 18th level.

If you have any natural weapons you manifested as part of a mutation, when you take the Attack action on your turn, you can use a bonus action to make an attack with a natural weapon you manifested as part of a mutation.

Some of your mutations and mutant features require a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Mutation save DC = 8 + your proficiency bonus + your Constitution modifier.

Acid Spray

After manifesting this mutation, you can use an action to exhale a torrent of acid that fills a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your mutation save DC. A creature takes 3d6 acid damage on a failed saving throw, or half as much damage on a successful one.This damage increases to 4d6 when you reach 5th level, 5d6 when you reach 11th level and to 6d6 when you reach 17th level. Once you have used this mutation, you cannot use it again until you finish a short or long rest.

Amphibious.

When you manifest this mutation, you gain a swimming speed equal to your walking speed. Additionally, after manifesting this mutation, you can breathe both air and water.

Bite

When you manifest this mutation, your teeth elongate into fangs, which are natural weapons you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

If you hit a creature with your bite, you gain temporary hit points equal to your Constitution modiifer (minimum of 1).

Blinding Venom

After manifesting this mutation, you can spit blinding venom. When you take the Attack action on your turn, you can make a speciall attack to spit blinding venom at a creature within 5 feet of you. If you can make multiple attacks with the Attack action, this attack replaces one of them. Make a melee attack against the target. On a hit, the target is blinded until the end of its next turn.

Chameleonic Skin

After manifesting this mutation, you have advantage on all Dexterity (Stealth) checks made to hide.

Claws

When you manifest this mutation, your nails elongate into claws, which are natural weapons you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d6 + your Strength modifier. The damage die increases to 1d8 when you reach 5th level, to 1d10 when you reach 11th level, and to 1d12 when you reach 17th level.

Feral Instincts

After manifesting this mutation, you have advantage on initiative rolls.

Horns

When you manifest this mutation, you sprout a set of horns, which are natural weapons you can use to make unarmed strikes. If you hit with your horns, you deal piercing damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

If you move at least 20 feet towards a target and hit it with your horns on the same turn, you deal an extra two dice of damage with your horns.

Ichor Blood

After manifesting this mutation, whenever a creature within 5 feet of you hits you with a attack that deals piercing or slashing damage, that creature takes 1d4 acid damage. This damage increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

Keen Senses

When you manifest this mutation, choose one of the following senses: hearing, sight or smell. You have advantage on Wisdom (Perception) checks relying on the chosen sense.

You can manifest this mutation mutliple times. Each time you do so, you must choose a different sense.

Mimicry

After manifesting this mutation, you gain the ability to mimic animal sounds and humanoid voices. A creature that hears the sounds and succeeds on a Wisdom (Insight) check against your mutation save DC can tell the sounds are imitations.

Pincer

When you manifest this mutation, one of your hands transforms into pincer, which is a natural weapon you can use to make unarmed strikes. If you hit with your pincer, you deal slashing damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

If you hit a Medium or smaller creature with your pincer, you can choose to grapple it. A creature that is grappled in this way can use its action to make a Strength (Athletics) or a Dexterity (Acrobatics) check against your mutation save DC, ending the grapple on a success.

Pounce

After manifesting this mutation, if you move at least 20 feet towards a creature and hit it with a natural weapon you manifested as part of a mutation, the target must make a Strength saving throw against your mutation save DC. On a failed saving throw, the target is knocked prone.

Spider Climb

When you manifest this mutation, you gain a climbing speed equal to your walking speed. Additionally, after manifesting this mutation, you can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check. 

Spines

After manifesting this mutation, you grow a number of spines equal to your proficiency bonus + your Constitution modifier whenever you finish a short or long rest (minimum of 1 + your proficiency bonus). These spines are natural weapons with the Thrown (range 20/60) property. If you hit with a spine, you deal piercing damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

Standing Leap

After manifesting this mutation, your high jump is 15 feet and your long jump is 30 feet, with or without a running start.

Stinger

When you manifest this mutation, you grow a barbed tail, tipped with a venomous stinger, which is a natural weapon you can use to make unarmed strikes. If you hit with your stinger, you deal poison damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

If you hit a creature with your stinger, it must succeed on a Constitution saving throw against your mutation save DC or be poisoned until the end of its next turn.

Tail

When you manifest this mutation, you grow a lashing tail, which is a natural weapon you can use to make unarmed strikes. If you hit with your tail, you deal bludgeoning damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

If you hit a creature with your tail, it must succeed on a Strength saving throw against your mutation save DC or be knocked prone.

Tentacle

When you manifest this mutation, you sprout a writhing tentacle, which is a natural weapon you can use to make unarmed strikes. If you hit with your tentacle, you deal bludgeoning damage equal to 1d4 + your Strength modifier. The damage die increases to 1d6 when you reach 5th level, to 1d8 when you reach 11th level, and to 1d10 when you reach 17th level.

If you hit a Medium or smaller creature with your tentacle, you can choose to grapple it. A creature that is grappled in this way can use its action to make a Strength (Athletics) or a Dexterity (Acrobatics) check against your mutation save DC, ending the grapple on a success.

Vestigial Wings

When you manifest this mutation, you grow a pair of vestigial wings, gaining a flying speed equal to your walking speed.

Mutant Resilience

Also at 3rd level, your mutant metabolism makes you resistant to venom and toxins. You gain resistance to poison damage, and you have advantage on saving throws against being poisoned.

Adaptive Resilience

When you reach 7th level, your mutant body is able to adapt quickly to environmental threats. When you finish a short or long rest, you can choose one of the following environments. The environment you choose grants you several benefits, which last until you finish a short or long rest.

Arctic. You have resistance to cold damage. Additionally, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost you extra movement.

Desert. You have resistance to fire damage. Additionally, you have advantage on saving throws against being blinded.

Mountain. You have resistance to thunder damage. Additionally, you are acclimated to high altitudes, including elevations above 20,000 feet, and you have advantage on ability checks against being knocked prone.

Sea. You have resistance to lightning damage. Additionally, you can breathe air and water, and you ignore any of the drawbacks caused by a deep, underwater environment.

Swamp. You have resistance to acid damage. Additionally, you have a swimming speed equal to your walking speed.

Underdark. You have resistance to psychic damage. Additionally, you have darkvision out to a range of 120 feet.

Aberrant Toughness

When you reach 10th level, your hit point maximum increases by 10, and increases by 1 whenever you gain a level in this class. Additionally, you gain a +1 bonus to AC while you aren't wearing heavy armour.

Mutant Physiology

Starting at 15th level, at the start of each of your turns, you gain temporary hit points equal to half your fighter level + your Constitution modifier if you have no more than half of your hit points left and aren't incapacitated. If you take necrotic damage, you can't benefit from this feature at the start of your next turn.

Aberrant Avatar

When you reach 18th level, you have reached the pinnacle of mutant might. You are immune to poison damage and the poisoned condition.

Additionally, as an action, you can undergo a transformation, becoming an aberrant avatar for 1 minute. For the duration, you gain the following benefits:

  • You can use an action on each of your turns become a whirlwind of tearing mutations. When you do so, you can make one unarmed strike against each creature within your reach using a natural weapon you manifested as part of a mutation.
  • When you reduce a creature to 0 hit points with a natural weapon you manifested as part of a mutation, each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your mutation save DC or be frightened for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. A creature that succeeds on its saving throw is immune to being frightened by you in this way again for 1 hour.
  • You have resistance to bludgeoning, piercing and slashing damage.

When the transformation ends, you suffer a level of exhaustion. Once you have undergone this transformation, you cannot do so again until you finish a long rest.

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