Ranckorr
2020-07-05, 12:42 PM
I made a thread about this quite a while ago but I have expanded it greatly. I'd like some possible critique on it and maybe some more suggestions if possible. It is supposed to be really body horror-like and very customize-able. The original inspiration for certain mutations like the giant blade, claws, hammerfist, and whip mutations came from prototype.
Path of the Mutating Frenzy- Barbarian
3rd- Minor Mutation
Gain the ability to modify your arms and legs during rage. As part of the bonus action to rage, you can choose one mutation to use during the rage. Any mutation you choose to do requires the chosen limb to not be holding something. Choose two at 3rd. Choose two more at 6th, 10th, and 14th.
Claws- Two Arm Mutation. Melee Weapon Attack. Finesse. Reach 5 ft. One Target. Hit 1d4 + Str mod slashing damage. Can attack again as a bonus action without proficiency
Whip- Single Arm Mutation. Melee Weapon Attack. Finesse. Reach 15 ft. One Target. Hit 1d4 + Str mod slashing damage.
Hammerfist- Single Arm Mutation. Melee Weapon Attack. Reach 5 ft. One Target. Hit 1d8 + Str mod Bludgeoning damage.
Grasping Tendrils- Single Arm Mutation. As an action, you can initiate a grapple with a range of 15 ft. As a bonus action on each of your turns, you can move the grappled target up to 10 ft with an opposed athletics check as long as the grappled target is within the 15 ft range.
Giant Blade- Single Arm Mutation. Melee Weapon Attack. Reach 5 ft. One Target. Hit 1d12 + Str mod Slashing damage. Crit range 19-20.
Shield- Single Arm Mutation. Gain a chitin or bone shield coming out of your arm. +2 AC.
Running Legs- Leg Mutation. You gain 15 ft of extra movement.
Jumper- Leg Mutation. Your legs morph to mimic the effects of a Jump spell.
Knife legs- Leg Mutation. Melee Weapon Attack. Finesse. Reach 5 ft. One Target. Hit 1d6 + dex or str mod slashing damage.
Serpentine- Leg Mutation. Become Immune to the prone condition. Gain a constrict. 1d8 + strength modifier damage and the target is grappled (escape (8 + strength modifier + proficiency bonus)). Until this grapple ends, the creature is restrained and you can’t grapple another creature with this mutation.
Barbed Ram- Single Arm Mutation. Melee Weapon Attack. Reach 5 ft. One Target. Hit 1d4 + Str mod piercing damage. On dash, can attack as bonus action. If moved at least 20ft, Hit 1d10 + Str mod piercing damage
Pressure Cannon- Single Arm Mutation. Able to mimic the effects of the Gust cantrip focused on your palm. Can only be fired from one arm per turn. This mutation is able to substitute the Gust effect for firing a tiny sized object (rock, potion, crossbow bolt).
Spider Legs- Leg Mutation. Gain a climb speed equal to your walking speed.
Rooting Spikes- Leg Mutation. Prevents forced movement when you are on the ground.
Large Hands- Two Arm Mutation. Able to grapple as though you were a large sized creature.
Luminous Nodes- Single Arm Mutation. Have little lights on your arm creating bright light out to 10 ft, dim light out to 30 ft. As a bonus action, you can force creatures in a 10 ft cone in front of you to make a constitution saving throw (8+proficiency bonus + constitution modifier) or be blinded for one minute. They can repeat the save at the end of their turns.
Amphibious- Two Arm Mutation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Tunneling Claws- Two Arm Mutation. Gain a 10 ft burrow speed where the tunnel closes behind you. The claws only deal 1d2 plus strength modifier slashing damage damage.
Bone Lance- Single Arm Mutation. Melee Weapon Attack. Reach 10 ft. One Target. Hit 1d10 + Str mod Piercing damage.
6th- Constant Mutation
You can now use one mutation outside of a rage and it can be activated as an action. Additionally, during your rage, you can use up to 2 mutations at a time given you have enough limbs. At 14th level, you can use up to 5.
10th- Major Mutation
Gain the ability to modify your body during rage. Choose 3. Gain 2 more at 15th
Chitin/Scales- +2 natural armor. This can stack with unarmored defense.
Poisonous Mucus Coat- Your body secretes a poisonous mucus. When a creature comes in contact with you (by you physically touching them or them physically touching you), Constitution save (8 + you Constitution modifier + your Proficiency Bonus). On fail, 2d4 poison damage.
Adaptive Hide- Gain resistance to a damage type. Each time this is chosen, another damage type can be picked.
Devouring Maw- Mouth Mutation. You can initiate a devour check on creatures on an attack roll as a free action. This is a vore type of thing.
Powerful Jaw- Mouth Mutation. Melee Natural Attack. Bite. 1d8 + Strength Modifier piercing damage. The target is grappled (Escape DC(8+str mod+Prof)). Until this grapple ends, the target is restrained, and you cannot bite another target.
Flame Breath- Mouth Mutation. Using this mutation, you can mimic the effects of a dragon’s breath spell.
Supercharged- General Mutation. All natural weapons gain 1d4 lightning damage.
Cavitation Sheen- General Mutation. All natural weapons gain 1d4 thunder damage.
Rotting Venom- General Mutation. All natural weapons gain 1d4 necrotic damage.
Searing Acid- General Mutation. All Natural weapons gain 1d4 acid damage.
Deadly Venom- General Mutation. All Natural weapons gain poison. On hit, Constitution save (8 + you Constitution modifier + your Proficiency Bonus). On fail, 2d4 poison damage.
Burning Flame- General Mutation. All natural weapons gain 1d4 fire damage.
Icy Touch- General Mutation. All natural weapons gain 1d4 cold damage.
Frightful Presence- mimic the frightful presence of an adult brass dragon.
Spike Racks- Ranged Weapon Attack. Range 30/60ft. 1d4 + Dexterity modifier piercing damage. You can attack two targets at once.
Prehensile Tail- Melee Natural Attack. Slap deal 1d6 + str bludgeoning. On hit, can choose to grapple the target.
Stinging Tail- Melee Natural Attack. Reach 10 ft. Hit 1d4 + str piercing damage and the target must make a DC(8+con mod+prof) constitution saving throw or become poisoned for one minute, repeating the save at the end of each of their turns.
Detonating Tail- Melee Natural Attack. Reach 10 ft. Hit 1d6 + strength modifier bludgeoning damage and force a dexterity saving throw. On fail, deal 2d6 fire damage in a 5 ft radius around the target.
Bug Wings- Flight speed 30 ft. Can hover.
Big Wings- Flight speed 80 ft. cannot hover.
Muscle Mass- +2 base strength
Adapted- +2 base constitution
Many Jointed- +2 base dexterity
Tremendous- Increase in size by one category. Advantage on str saves and on grapples on creatures smaller than you.
Miniature- Decrease in size by one category. Advantage on dex saves and stealth checks
Tunneling Maw- Mouth Mutation. Gain a 30 ft burrow speed that leaves a tunnel. You gain a ranged attack that you puke out debris. Ranged Weapon Attack. 1d8 + Dexterity Modifier Bludgeoning damage.
14th- Vicious Consumption
You start consuming biological material with your melee mutated weapons. When you hit with your mutated melee weapons while below half your maximum hit points, you deal 1d6 extra necrotic damage and you heal the same amount. You cannot use this feature against constructs or elementals.
Edit* I removed some of the mutations and changed some others to balance things a bit better. Of all the things that are here, I'm not likely to get rid of anything else. Who knows though.
Path of the Mutating Frenzy- Barbarian
3rd- Minor Mutation
Gain the ability to modify your arms and legs during rage. As part of the bonus action to rage, you can choose one mutation to use during the rage. Any mutation you choose to do requires the chosen limb to not be holding something. Choose two at 3rd. Choose two more at 6th, 10th, and 14th.
Claws- Two Arm Mutation. Melee Weapon Attack. Finesse. Reach 5 ft. One Target. Hit 1d4 + Str mod slashing damage. Can attack again as a bonus action without proficiency
Whip- Single Arm Mutation. Melee Weapon Attack. Finesse. Reach 15 ft. One Target. Hit 1d4 + Str mod slashing damage.
Hammerfist- Single Arm Mutation. Melee Weapon Attack. Reach 5 ft. One Target. Hit 1d8 + Str mod Bludgeoning damage.
Grasping Tendrils- Single Arm Mutation. As an action, you can initiate a grapple with a range of 15 ft. As a bonus action on each of your turns, you can move the grappled target up to 10 ft with an opposed athletics check as long as the grappled target is within the 15 ft range.
Giant Blade- Single Arm Mutation. Melee Weapon Attack. Reach 5 ft. One Target. Hit 1d12 + Str mod Slashing damage. Crit range 19-20.
Shield- Single Arm Mutation. Gain a chitin or bone shield coming out of your arm. +2 AC.
Running Legs- Leg Mutation. You gain 15 ft of extra movement.
Jumper- Leg Mutation. Your legs morph to mimic the effects of a Jump spell.
Knife legs- Leg Mutation. Melee Weapon Attack. Finesse. Reach 5 ft. One Target. Hit 1d6 + dex or str mod slashing damage.
Serpentine- Leg Mutation. Become Immune to the prone condition. Gain a constrict. 1d8 + strength modifier damage and the target is grappled (escape (8 + strength modifier + proficiency bonus)). Until this grapple ends, the creature is restrained and you can’t grapple another creature with this mutation.
Barbed Ram- Single Arm Mutation. Melee Weapon Attack. Reach 5 ft. One Target. Hit 1d4 + Str mod piercing damage. On dash, can attack as bonus action. If moved at least 20ft, Hit 1d10 + Str mod piercing damage
Pressure Cannon- Single Arm Mutation. Able to mimic the effects of the Gust cantrip focused on your palm. Can only be fired from one arm per turn. This mutation is able to substitute the Gust effect for firing a tiny sized object (rock, potion, crossbow bolt).
Spider Legs- Leg Mutation. Gain a climb speed equal to your walking speed.
Rooting Spikes- Leg Mutation. Prevents forced movement when you are on the ground.
Large Hands- Two Arm Mutation. Able to grapple as though you were a large sized creature.
Luminous Nodes- Single Arm Mutation. Have little lights on your arm creating bright light out to 10 ft, dim light out to 30 ft. As a bonus action, you can force creatures in a 10 ft cone in front of you to make a constitution saving throw (8+proficiency bonus + constitution modifier) or be blinded for one minute. They can repeat the save at the end of their turns.
Amphibious- Two Arm Mutation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Tunneling Claws- Two Arm Mutation. Gain a 10 ft burrow speed where the tunnel closes behind you. The claws only deal 1d2 plus strength modifier slashing damage damage.
Bone Lance- Single Arm Mutation. Melee Weapon Attack. Reach 10 ft. One Target. Hit 1d10 + Str mod Piercing damage.
6th- Constant Mutation
You can now use one mutation outside of a rage and it can be activated as an action. Additionally, during your rage, you can use up to 2 mutations at a time given you have enough limbs. At 14th level, you can use up to 5.
10th- Major Mutation
Gain the ability to modify your body during rage. Choose 3. Gain 2 more at 15th
Chitin/Scales- +2 natural armor. This can stack with unarmored defense.
Poisonous Mucus Coat- Your body secretes a poisonous mucus. When a creature comes in contact with you (by you physically touching them or them physically touching you), Constitution save (8 + you Constitution modifier + your Proficiency Bonus). On fail, 2d4 poison damage.
Adaptive Hide- Gain resistance to a damage type. Each time this is chosen, another damage type can be picked.
Devouring Maw- Mouth Mutation. You can initiate a devour check on creatures on an attack roll as a free action. This is a vore type of thing.
Powerful Jaw- Mouth Mutation. Melee Natural Attack. Bite. 1d8 + Strength Modifier piercing damage. The target is grappled (Escape DC(8+str mod+Prof)). Until this grapple ends, the target is restrained, and you cannot bite another target.
Flame Breath- Mouth Mutation. Using this mutation, you can mimic the effects of a dragon’s breath spell.
Supercharged- General Mutation. All natural weapons gain 1d4 lightning damage.
Cavitation Sheen- General Mutation. All natural weapons gain 1d4 thunder damage.
Rotting Venom- General Mutation. All natural weapons gain 1d4 necrotic damage.
Searing Acid- General Mutation. All Natural weapons gain 1d4 acid damage.
Deadly Venom- General Mutation. All Natural weapons gain poison. On hit, Constitution save (8 + you Constitution modifier + your Proficiency Bonus). On fail, 2d4 poison damage.
Burning Flame- General Mutation. All natural weapons gain 1d4 fire damage.
Icy Touch- General Mutation. All natural weapons gain 1d4 cold damage.
Frightful Presence- mimic the frightful presence of an adult brass dragon.
Spike Racks- Ranged Weapon Attack. Range 30/60ft. 1d4 + Dexterity modifier piercing damage. You can attack two targets at once.
Prehensile Tail- Melee Natural Attack. Slap deal 1d6 + str bludgeoning. On hit, can choose to grapple the target.
Stinging Tail- Melee Natural Attack. Reach 10 ft. Hit 1d4 + str piercing damage and the target must make a DC(8+con mod+prof) constitution saving throw or become poisoned for one minute, repeating the save at the end of each of their turns.
Detonating Tail- Melee Natural Attack. Reach 10 ft. Hit 1d6 + strength modifier bludgeoning damage and force a dexterity saving throw. On fail, deal 2d6 fire damage in a 5 ft radius around the target.
Bug Wings- Flight speed 30 ft. Can hover.
Big Wings- Flight speed 80 ft. cannot hover.
Muscle Mass- +2 base strength
Adapted- +2 base constitution
Many Jointed- +2 base dexterity
Tremendous- Increase in size by one category. Advantage on str saves and on grapples on creatures smaller than you.
Miniature- Decrease in size by one category. Advantage on dex saves and stealth checks
Tunneling Maw- Mouth Mutation. Gain a 30 ft burrow speed that leaves a tunnel. You gain a ranged attack that you puke out debris. Ranged Weapon Attack. 1d8 + Dexterity Modifier Bludgeoning damage.
14th- Vicious Consumption
You start consuming biological material with your melee mutated weapons. When you hit with your mutated melee weapons while below half your maximum hit points, you deal 1d6 extra necrotic damage and you heal the same amount. You cannot use this feature against constructs or elementals.
Edit* I removed some of the mutations and changed some others to balance things a bit better. Of all the things that are here, I'm not likely to get rid of anything else. Who knows though.