Mutant

Mutation
At Level 1, you pick the overall mutation that you were gifted with at birth. You have 4 Mutant Points at Level 1, which can be used to unlock advancements in one mutation or another mutation. Some abilities cost less than a point. These abilities are usually universal or limited, such as Super Strength I or Cat Claws. If a mutation costs a half point and explicity states a dice roll, applying an extra half point will increase the base dice roll by 1 dice.

For example: If Acid Vomit deals 2d12 damage at Level 1 and costs half a point, then adding an extra half point will increase the damage to 3d12.

The point cost will be explained alongside the individual entry. A mutant must spend all points at level 1.

The mutation classifications are:
 * Basic (Abilities which most Mutants possess, superhuman characteristics.
 * Biological (Protuberances and glands: all things that are found in nature)
 * Cognitive (Abilities that provide additional senses, for detection or investigation
 * Elemental (The control of the four alchemical elements, as well as light/shadow, metal, and technology)
 * Energeticist (The control, creation, or manipulation of energy)
 * Parasitical (The removal or gifting of mutant powers, the nullifying of others' powers)
 * Psionic (Psychic abilities given corporeal form, i.e, telekinesis or chaos magic)
 * Telepathic (Psychic abilities: mind reading, illusions)
 * Teleportation (Abilities that allow the user to phase through objects or teleport through dimensions)

Healing Factor
You may also have the Vitality boost for half points, except for Minor Healing Factor, which cannot be parsed.

Superhuman Strength
Please refer to the Damage Calculation reference page for... reference.

Assorted Animal Mutations
The player may choose any one of these mutations. If two are under the same category or affect the same area, they must be approved by the DM.

Secretions
[0.5] Acidic Vomit: The mutant is able to projectile vomit deadly acid as a Ranged attack (30/60). This deals 2d12 Acid damage. The damage increases by 1d12 at Level 3, 5, 7, 9, and 12.

[0.5] Acidic Projectiles: The mutant is able to launch gobs of acidic saliva as a Ranged attack (60/100)that deal either 3d4 Fire or 3d4 Acid damage. The damage increases by 1d4 at Level 3, 5, 7, 9, 12, 15, and 19.

[0.5] Slimy Skin: The mutant has skin coated in a thick poisonous goop that deals 8d4 Poison damage to anyone who performs an unarmed strike on the mutant.

[0.5] Snake Fangs: The mutant has snake-like fangs that gives them the Bite attack which deals 1d4 +4 piercing damage. The target must make a Health (Resistance) saving throw, taking 3d6 Poison damage on a failed save or half as much on a successful one. The piercing damage increases by 1d4 and the Poison damage by 1d6 at Level 3, 6, 9, 12, 15.

Appendages
[0.5] Prehensile Tail: The mutant gains the use of a two and a half foot long tail that can support their body weight. They may also use it as a weapon, dealing 1d6 Piercing damage. The damage increases by 1d6 at Level 4, 6, 8, and 10.

[0.5] Prehensile Tongue: The mutant gains the ability to use a 12 foot tongue that may Grapple one enemy and pull small objects (up to 5 pounds) towards the mutant.

[0.5] Forked Tongue: The mutant's tongue mutates, forking like a snake's. They can smell through this tongue, and have advantage on all Perception, Investigation, and Insight checks involving smell. Gills: The mutant gains the ability to breathe underwater.

[0.5] Porcupine Quills: The mutant gains the ability to grow 6 inch long quills all over their body, which deal 1d6 Piercing Damage on impact. The damage increases by 1d6 at level 2, 6, 10, 14, and 18.

[1] Winged Flight: The mutant grows wings, giving them a flying speed of 60 feet.

Animal Abilities
[0.5] Animal Empathy: The mutant can sense the emotional state of animals on a basic level and communicate with them.

[0.5] Animal Perception: The mutant has heightened senses of smell and hearing. They have advantage on all Survival rolls with a focus on smell and hearing.

[0.5] Wall Crawling: The mutant is able to climb walls and ceilings equal to their walking speed.

Acoustokinetics
[0.5] Echolocation: The mutant is able to generate sound waves up to 30 feet to detect nearby objects. This increases by 30 feet at Level 3, 6, 9, 12, 15, 18, and 20. [1] Sonic Scream: The mutant is able to scream at an extremely high pitch, dealing 5d12 Thunder damage all in a 30 foot cone. Targets are Deafened until the mutant's next turn. The range increases by 30 feet at Level 3, 6, 9, 12, 15, 18, and 20.

Bone Mutations
The player may choose from one of the following, which costs 1 Mutant point.

[0.5] Long Claws: The mutant can grow claws that are a foot in length and deal 1d6 +2 Slashing or Piercing damage. The damage increases by 1d6 at Level 3, 5, 7, 9, 11, 13, and 15.

[0.5] Cat Claws: The mutant can possess cat-like claws that deal 1d4 Slashing damage.The damage increases by 1d4 at Level 3, 6, 9, 12, 15, 18.

[0.5] Bone Spikes: The mutant is able to produced bony spikes across their body, giving them the Slam action that deals 1d6 Piercing and 1d6 Bludgeoning. The damage increases by 1d6 for both at level 4, 8, 12, 16, and 20

[0.5] Bone Projectiles: The mutant can choose to shoot bone projectiles that deal 1d4 damage and have a range of (30/60). The number of projectiles may increase to the Dexterity modifier, dealing up to 10d4 damage.

[0.5] Flexible Skeleton: The mutant can have a flexible skeleton, giving them advantage on Acrobatics checks and the ability to fit into a space 1 time smaller than normal (Medium to Tiny) at an extra 2 feet per 1 foot.

Elastics
[3] Hair Manipulation: The mutant is able to manipulate their hair, using it in similar effect to the Web spell.

[2] Elasticity: The mutant is able to manipulate their bodies internal structure, allowing them to bend and twist in any form. They roll with advantage on all Dexterity saves, and have a +4 Acrobatics bonus. The mutant can choose to release themselves from a Grapple as a bonus action.

Density
[1] Inorganic Form: The mutant can choose to have an organic metallic or stone form, giving them certain bonuses. They include: The mutant must concentrate to maintain this form.

[1] Sublimation: The mutant may choose to sublimate into a gas and or reform as a bonus action. As a gas, the mutant is immune to physical damage but can be dissipated by a strong wind, where then they will reform. The mutant cannot form inside of an opponent.

Shape Manipulation
[2] Reactive Evolution: The mutant's very body changes due to attacks and certain conditions, giving them certain advantages. The mutant may have only two effects active at one time and must concentrate to maintain them. [2] Shapeshifting: The mutant is able to morph into any Humanoid's characteristics, but requires Concentration to maintain the form.

[2] Beastforming: The mutant may change into any Beast described in the Bestiary below CR2, retaining their Intelligence and Wisdom but taking on all other aspects.

[1] Steatokinesis: The mutant is able to control their fat deposits, giving them more mass, increasing melee attacks by 2 dice.

[2] Self Duplication: The mutant is able to duplicate themselves up to two times and control their duplicates. The duplicates last for 10 turns. The duplicates possess only the physical attributes of the original mutant, not their powers. The number increases by one duplicate at Level 3, 5, 7, 9, 12, 15, 18

Cognitive
The mutant may choose to have one of these powers:

[1] Chrono Vision: The ability to see into the past and future.

[3] Luck: Advantage on all saves. Score a critical on a roll of 18 or above. . Gain Synchronicity as a permanent personal enchantment.

[0.5] Mutant Detection: Able to sense the presence and powers of other mutants.

[0.5] Sixth Sense: Able to preemptively sense danger. The DM will have you roll a Dexterity or Perception save to not be taken by surprise.

Elemental
The mutant may choose one of these elements to control. They may only choose one element.

Aerokinesis (3 Points)
The user gains control of winds, creating tornadoes, gusts of wind, and improving their speed.

Abilities
The following spells are gained at these levels. They may be cast at will.

Float Like a Butterfly
Beginning at level one, you are unable to be knocked Prone. You are also resistant to Thunder damage.

Windblown Strike
Beginning at level three, you can choose a creature within 30 feet of you. That creature must make a Health saving throw. On a failed save, the creature takes 3d10 damage. On a successful save, the creature takes half damage and you don't push it or knock it prone.

Fly
Beginning at level 6, you gain a flying speed equal to your walking speed.

Like the Wind
Beginning at level 9, when something attacks you, that creature must make a saving throw against your (Dexterity modifier + proficiency bonus). On a failed save, the creature must choose a different target or the attack automatically misses.

Blow Away
Beginning at level 14, you may use an action to force all creatures within a 120 foot cone to make a DC 25 Health (Resistance) or Dexterity save. On a fail, they are knocked back 2d10 x 15 feet and take 8d6 Bludgeoning.

Abilities
The mutant gains the following abilities that they may use at will:

The Oncoming Storm
Beginning at Level 1, you are now resistant to Lightning, Cold, and Wind damage.

Come Rain or Shine
Beginning at level 3, Control Weather;s effects take place in 1d5 x 5 minutes and may be changed an additional level. If Control Weather is used, gain an additional action.

Energy Sense
The mutant may choose to sense changes in the weather. When using Lightning Spells, you may also choose to have +5 attack bonus. On a hit, the effect described affects all targets in a 120 foot radius.

Rock 'Em, Shock 'Em
At level 9, you roll lightning or thunder damage, you can use a bonus action to deal maximum damage. You must complete a long rest before using this ability again. When you deal Lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Meteorologists Hate Him!
At level 14, Control Weather's range is now extended to visible range and can instantaneously change to any effect. The abilities gained at Atmokinesis 5 may be used at will.

Abilities
The following spells are gained at these levels. You may use them at will.

Flower Child
You gain +3 to Medicine checks. You are resistant to Poison damage but vulnerable to Fire damage.

Don't Panic: It's Organic
Beginning at level 3, you may sprout a thick vine up to 120 feet as a reaction that acts as a rope or grappling hook able to break your fall.

Nature's Wrath
Beginning at level 6, offensive plant spells deal an extra 1d6 +3 in Poison damage. The damage increases by 1d6 at level 7, 9, 11, 14, and 17.

Photosynthesis
Beginning at Level 9, you begin to experience the rejuvenating effects of photosynthesis. In a day, you may use your produced glucose to regenerate yourself, giving you a maximum of 3d12 + Nature modifier in health. You will experience the first level of Exhaustion after this, however. You also no longer need to eat. You are also resistant to Radiant damage, and absorb half damage as gained health.

One With Nature
At level 14, you roll with advantage on all Nature checks. You are immune to Poison and no longer vulnerable to Fire damage.

Abilities
The following spells are gained at these levels. You may use these at will.

Ice, Ice Baby
Beginning at level 1, you gain resistance to cold and necrotic damage. If you are hit by a ice type spell or ability, you gain +2 temporary AC until the start of your next turn. You may freeze a five foot cube of water which melts after 1 minute.

Brace Yourselves
Beginning at level 3, each creature of your choice gains 2 temporary hit points, as icy spirits inure them to suffering. The temporary hit points increase by 2 when you reach certain levels in this class, increasing by 1 at level 5, 10, 15, and 20.

Served Cold
Beginning at level 6, as a bonus action you may coat your fists in ice, dealing an extra 1d6 Cold +2 Piercing damage on a hit.

Let it Go
Beginning at level 9, you are able to conjure a shield of pure ice as a reaction. The shield is able to sustain 1d20 +5 damage before shattering.

Ice 'Em!
At level 14, you are completely immune to Cold damage. If you are hit by an ice type spell, you gain +5 temporary AC until your next turn.

Abilities
The following spells are gained at these levels. You may use these at will.

Electric Feel
At level 1, you are resistant to Lightning and Thunder damage. When hit by a Lightning spell, you are able to make every creature in a 60 foot cone to make a Dexterity save. On a failed save, they take half of the critical damage.

Thunderstruck
At level 3, as a bonus action you may combine a melee attack and your electric power, dealing an additional 3d6 Lightning damage and throwing back your target 1d10 x 10 feet. You are no longer able to be Stunned or be rendered Unconscious.

Channel Direct
At level 6, you may choose to switch out two spells for Haywire and Shutdown. In any case, you may now absorb electricity from power grids. You must succeed on a Health (Resilience) save to not be electrocuted and take 10d10 Lightning damage. On a success, you expel a 300 foot radius explosion of electricity that deals 10d10 Lightning damage to all creatures who fail a Health (Resilence) save.

Lord of Thunder
At level 9, using the spells gained in previous levels, you may as a bonus action choose to make the affected targets roll a Health (Resilience) save. On a fail, they are knocked Prone and Unconscious. On a success, they are launched 1d6 x 10 feet away from you.

Unlimited Power
At level 14, a roll of 18 or above with a Lightning Spell is a critical. You are immune to Lightning damage.

Abilities
You gain the following spells at these levels. You may use them at will.

Pummel
Beginning at level 1, you may encase your fists in rock, dealing an additional dice in bludgeoning damage.

Earthen Armor
Beginning at level 3, as a bonus action, you may encase yourself in thick plates of rock and ore, giving you resistance to all physical damage for 5 turns but slowing you down by 20 feet.

Stone Weapons
Beginning at level 6, you may create any simple or martial weapon out of stone, which deals double (up to 3) hit dice in damage. You are proficient in this weapon type so long as the weapon exists. The weapon lasts for 20 turns.

Durable as the Earth
At level 9, your hit point maximum increases by 10 points and increases by 5 whenever you gain a level.

Stone's Edge
Starting at 14th level, when you deal damage to a creature, you may choose to have that creature take extra Force or Thunder damage equal to half your player level. This may only be used once per round.

Hydrokinesis (Three Points)
You gain these spells at the required level. You are able to use these spells at will.

Just Keep Swimming
At Level 1, the mutant gains a swimming speed equal to double their walking speed. They cannot drown. They may use Shape Water as an offensive spell, dealing 1d8 Bludgeoning, Slashing, or Piercing damage. This damage increases by 1d8 at Level 3, 5, 7, 9, and 11.

Sacred Waters
At level 3 and while within a body of water, you heal 1d10 + Wisdom Modifier damage per turn. Outside of water, you may cloak yourself in water, giving yourself 2d8 temporary hitpoints, +2 AC, immunity to fire damage and resistance to physical damage. However, you are vulnerable to Lightning damage.

Watery Defense
When hit by bludgeoning, piercing, or slashing damage, you may use your reaction to reduce that amount equal to your player level plus your proficiency bonus, and then you can move up to 30 feet without provoking opportunity attacks.

Turn the Tide
At Level 9, you may force one creature within 120 feet to make a Health save. On a fail, the creature's blood moves against them, making them your puppet for 5 turns or until they succeed on a Wisdom save.

Temperamental as the Wave
At Level 14, when you move on your turn you only take half damage from opportunity attacks and you can move through any enemy's space but can't willingly end your move there. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't move into a space smaller than that, and if you're forced to do so you immediately flow to the nearest space back along the path of your movement. You no longer need to drink. A critical hit against you becomes a normal hit. You have resistance to bludgeoning, piercing, and slashing damage and vulnerability to lightning damage.

Lumokinesis (Three Points)
You gain these spells at the required levels and may use them at will.

Warning Flare
At first level, when you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack role, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. At Level 6, this can also apply to when a creature attacks a creature other than you.

Weaponized Light
At level 3, all light spells deal (player level x 1d4) Radiant damage up to level 10.

Bend Light and Shadow
At level 6, you are able to use Greater Invisibility as a bonus action. While under this spell, your light spells roll with advantage.

Child of Radiance
You are unable to be blinded, and have as great a Darkvision as your normal sight.

Light and Shadow
At level 14, all radiant spells deal double damage when not in sunlight, and all darkness spells cover twice the area in sunlight. You are immune to radiant damage.

Pyrokinesis (Three Points)
You gain the following spells at the required level and may use them at will:

Burn Baby Burn
At Level 1, you gain half of what you roll for health per level-up (round to 1) but are able to attack twice per turn. You are resistant to fire damage.

Pyromaniac
By Level 3, your fire attacks deal up to half your character level (round down) in extra damage. If half of your player level exceeds that of the target you cause them to Flee.

Ring of Fire
At Level 6 as a bonus action, you may send out a shock-wave of flame that deals 2d12 Fire damage.

Hunk o' Burnin' Flame
At level 9, you are able to propel yourself in the air with pure flames. You may go a maximum of 60 feet before going towards the ground. On impact, you deal 3d12 Fire damage to all within a 20 foot radius of you and take only half damage from falling.

Forged in Fire
You are now immune to fire. When you are hit with a fire spell, you are instead coated in flames. When you deal a melee attack, you may choose to send out a 30 foot beam of fire that deals 1d12 Fire damage.

Magnetic Hand
At level 1, you can lift any magnetic object within (Player Level) x 30 feet of you. You can lift items depending on your Willpower modifier to the size category; i.e, with modifier of 0 you can lift a tiny item, 1 small size item, 2 Medium size, etc. You may then throw it within that distance, or up to twice that distance with disadvantage.

Please refer to the Damage Calculation reference page for... reference. If the piece is held by a character, they must make a Health (Brawn) check to counter your Willpower (Discipline) check. You may lift a limitless amount of objects up to your Willpower modifier: if you have a modifier of 2, you may lift 1 Medium object, 2 Small Objects, or 3 Tiny Objects, for example. You must make a Willpower check for every additional turn that you hold up an object.

Feel Magnetism
At Level 1, you may roll a Perception check to determine the location and weight of all magnetic objects within the radius of Magnetic Hand.

Iron Flight
At Level 6, you may use Magnetic Hand to lift yourself in the air, gaining a flying speed of 60 feet. You must succeed on a Willpower check to maintain this action every turn and for using Magnetic Hand in another context.

Stop Projectiles
At Level 6, you may use Magnetic Hand as a reaction. When you do this and are targeted by a magnetic projectile or weapon, make a Dexterity save. On a success, a magnetic forcefield forces the projectiles to stop. You may then choose to redirect these projectiles or weapons as a bonus action with the same power as Magnetic Hand.

Manipulate Shape
At Level 9, you may manipulate the shape of magnetic objects within the distance of Magnetic Hand. This allows you to deal an alternate sort of physical damage if it normally wouldn't apply to it: a wrecking ball could be shaped into a spear, going from dealing Bludgeoning Damage to Piercing Damage, for example. You may also force a target within 120 feet to make a Dexterity save. On a fail, you crush their magnetic armor around them, dealing them 10d6 Piercing or Bludgeoning damage. On a success, they sustain half damage.

Magnetic Field
At level 14, you may create an anti-magnetic force with a 5 foot radius centered on you. While in this field, you automatically dodge all incoming melee and ranged attacks made with magnetic weapons for a maximum of 1 minute or until your concentration is broken. You may not use Magnetic Hand while Magnetic Field is active.

Please refer to the Damage Calculation reference page for... reference.

Technopathy (Two Points)
You gain the following spells at the required level and may use them at will:

Gifted Technophile
At level 1, your proficiency bonus with Investigation, Technology, or Mechanics checks dealing with new tech is tripled, and you gain proficiency with hacking tools and computers.

Remote Explosion
At level 6, as an action you can target a computerized device within 30 feet of you. If the target device is held or actively used by a living creature, the creature must make an Intelligence saving throw against your spell save DC (Intelligence modifer + proficiency bonus). On a failed save, the device will cease to function and may explode for 1d6 Thunder and 2d6 Piercing damage. If the device is not held or used by a creature, the DM makes a special saving throw for the device with a +0 modifier. Certain shielded devices might negate the disadvantage at the DM's determination. This effect increases by 1d6 and 30 feet at Level 9 and 13.

Electronic Interaction
By level 9, the mutant is able to interface with computers and IT networks, allowing them to gather and download information to their brain.

Radio Gaga
At level 14, you may send out a radio frequency from your body. All creatures within a 120 foot radius must make a Dexterity save to not take 4d8 Thunder Damage and be Deafened for 1 hour. Targets immune to Thunder Damage or to the Deafened condition are immune to this ability. You may only use this once per day.

Knowledge Absorption (2 Points)
The mutant is able to absorb knowledge from a book or computer, giving them 1d100 knowledge of its contents.

Chaos Magic (Three Points)
You gain the following spells at the required levels. You may use these spells at will.

Limited Telepathy (One Point)
[1] You may choose five Illusion or Enchantment spells to cast at will below level 2.

Major Telepathy (Three Points)
You may choose 5 spells from the Illusion and Enchantment categories of specific spell levels at certain player levels. Only 5 from the levels described.
 * Level 1: Cantrip, Level 1
 * Level 3: Cantrip, Level 1, Level 2, Level 3
 * Level 6: Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5
 * Level 9: Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7
 * Level 12: Cantrip, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7, Level 8, Level 9

Uncrackable Mind
Beginning at Level 1, you are resistant to psychic damage and have a +3 Intelligence and Willpower save bonus.

Extend Hold
By level 3, you are able to roll with advantage on all Wisdom saves and checks when using telepathy. You are resistant to Psychic damage.

Eye Contact is Essential
By Level 6, Illusion or Enchantment spells that describe a touch function can be used in the visible range.

Telepath Adept
At level 9, you may communicate flawlessly with another being if they are within visible range.

Transmit Consciousness
By Level 14, you may exist as a consciousness if you fail your death saves. You have 24 hours to find and inhabit a body before you die permanently. Once you inhabit the body, you will gain their Health and Dexterity, but not their Wisdom, Intelligence, and Charisma.