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View Full Version : D&D 3.x Class Aberrant Mutant- class based on grafting



Darklion880
2023-04-10, 11:28 PM
Hello there! I’ve homebrewed a lot but this is my first attempt at a complete class rather than tweaks for other classes. My goal was to make something balanced to about tier 3 yet still have fun although limited feature options throughout it. Realistically this will never get played past 15th level but I thought since I was already doing it might as well make it all the way, still has some unfinished bits. I would greatly appreciate any feedback!

Google Drive Link for Aberrant Mutant Character Class (https://docs.google.com/document/d/1NiK7K0AOvxdzh8J5NesuHNyMRwqMl3lzbyJAMOPb8Bo/edit?usp=share_link) I was going to put it in text on the post here but I didn't want to redo the table to play nicely lol

Aberrant Mutant

From twisted origins the aberrant mutant is destined to walk a lonely path. For few are willing to look deep into the abyss and become one with it. To an aberrant mutant, there is no greater path to power than flesh itself. To reshape, reform, and rebuild one’s flesh into a new form is a step closer to divinity than any other mortal could fathom. To an aberrant mutant, there are no taboos, only possibilities.


Role: Aberrant mutants are front-line combat specialists. They fall into two primary categories: Frenetic aberrant mutants focus on dealing damage and movement while Leviathan aberrant mutants focus on tanking damage and controlling the battlefield.

Alignment: Usually Evil

Hit Die: d10

Class Skills
Climb, Concentration, Disguise Self, Fleshcraft*, Intimidate, Jump, Knowledge (the planes), Knowledge (arcana), Listen, Search, Swim

Skill Ranks Per Level: Skill Points at 1st Level- (2 + Int modifier) ×4.
Skill Points at Each Additional Level- 2 + Int

Class Features:

The following are class features of the Aberrant Mutant.

Weapon and Armor Proficiency


Aberrant Mutants are proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields).

Grafting


The Aberrant Mutants main source of power. Due to their malleable nature their body and mind can support more grafting than any other mortal creature possibly could. Grafts are physical additions that grant certain extraordinary benefits depending on the graft. Body parts normally can only have one graft each. Adding a new graft takes 1 hour per graft level. Grafts cannot usually be changed or removed unless otherwise noted.

Graft Replacement - Upon Reaching 4th level, and at every even-numbered Aberrant Mutant level after that you can choose to add a new chosen graft and replace a chosen graft you already have.

Symbiont Succor - At 11th level the process to add grafts goes down to 10 minutes per graft level.

Archetypal Mutations


Archetypal Mutations usually fall into two categories; Frenetic or Leviathan. Frenetic mutations are focused on damage dealing and movement while Leviathan mutations are focused on tanking damage or controlling the battlefield. Only one Archetypal Mutation can be chosen when reaching a level that grants one. Accessing some of the archetypal mutations requires specific previous archetypal mutations to have been chosen.

At 1st level,
Weapon Graft (Frenetic) - While most grafts are living tissue attached to another living body, a weapon graft is exactly what the name suggests: a normal, masterwork, or magic melee weapon grafted onto the hand of a thrall so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, it cannot use the hand with the graft for anything but combat, and it takes a -2 penalty on all skill checks requiring the use of hands.
Bonemail (Leviathan) - Bonemail resembles armor crafted from interlocking bones and shards of bone, but is actually part of the grafted creature's skin and mostly subdermal. Bonemail grants a +2 natural armor bonus to the grafted creature's AC.

At 5th level,
Arm Extensors (Frenetic) - This graft adds expanding tendons between joints in the arms. Giving the aberrant mutant another 5 feet of reach with any natural weapons on its arms or any held weapons.
Goring Horn (Leviathan) - This graft alters the entire facial structure of the aberrant mutant, lengthening its face into a bestial muzzle and attaching a long, sharp horn. The grafted creature can make a natural attack with the horn, dealing piercing damage based on the grafted creature's size (1d8 for medium creatures). The aberrant champion also gains the benefit of the Improved Bull Rush feat.

At 6th level,
Silthilar Tendons - +2 Dexterity
Silthilar Muscles (Frenetic) +2 Strength
Silthilar Bones (Leviathan) +2 Constitution

At 7th level,
Greater Weapon Graft (Frenetic) requires Weapon Graft- bonus increases to +2 and can store weapon to be able to use hand or
Greater Bonemail (Leviathan) requires Bonemail- gain damage reduction 2/- and a +4 on intimidate checks to demoralize opponents

At 10th level
Rudimentary Eye Spots (Frenetic) - This graft consists of several patches of light-sensitive skin placed on the back of the aberrant mutant's neck and the back of each hand. These patches improve the aberrant mutant's vision, granting it a +4 bonus on Spot checks. In addition, the aberrant mutant can no longer be flanked unless the attacker has at least four more hit dice than the aberrant mutant. Gain Blind-Fight as the feat.
Grasping Mandibles (Leviathan) - These are a huge pair of chitinous mandibles strongly resembling those of an umber hulk, grafted onto either side of the aberrant mutant’s mouth (with accompanying enlargement of the jaw and its muscles). The aberrant mutant deals slashing damage with its bite attack based on the aberrant mutant's size (2d6 for medium creatures). If the aberrant mutant hits an opponent that is at least one size category smaller than itself with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Each successful grapple check it makes during successive rounds automatically deals bite damage.

At 11th level
Arm Extensor Burst (Frenetic) requires Arm Extensors - extend a natural weapon on one of your arms out another 10 feet for one attack. This can be used a number of times per day equal to your aberrant mutant level divided by 3 and rounded down.
Goring Horn Rush (Leviathan) requires Goring Horn - Gain +2 AC when making a charge or bull rush until the start of your next turn and also have the chance to stun the enemy on impact. (DC 10 + 1/2 your character level + your Con modifier). This can be used a number of times per day equal to your aberrant mutant level divided by 3 and rounded down.


At 12th level,
Springing Legs (Frenetic) - Gain a +30 competence bonus on Jump checks and increases base land speed by 10 feet or
Mutant Growth (Leviathan) - Size category permanently increases by one.

At 16th level,
Third Eye (Frenetic) - 50 foot cone anti magic field, lasts a number of rounds equal to half the Aberrant Mutant’s level
Healing Blood (Leviathan) - Fast Healing 3

At 18th level,
Legs of The Rift (Frenetic) requires Springing Legs - Maintain the bonuses from Springing Legs and gain the ability to dimension door as a move action 6 times per day
Colossal Growth (Leviathan) requires Mutant Growth - Maintain bonus from Mutant Growth and gain the ability to increase your size to Huge as a swift action for 1 round 6 times a day. This can be used all at once or split up throughout the day.





Horrid Figure


Horrid Figure- -4 diplomacy and use constitution or strength instead of charisma for Intimidate checks. (pick at 1st level, cannot be changed afterward)

Mercurial Mind


Add half your constitution modifier to will saves if aware of the source.

Fleeting Mutation


3rd level Fleeting Mutation - morph one of your grafts into one you do not have for 1 minute per aberrant mutant level. (Has to fall within your graft level limit.)

7th level Additive Fleeting Mutation - for a limited time manifest an additional graft you do not have for 1 minute per aberrant mutant level. (Has to fall within your multi-graft limit and graft level limit.)

Biomass Synthesis


4th level Biomass Synthesis 1 - once a day eat a recently killed corpse to regain health 4d8 +class level. Process takes one minute.
8th level Biomass Synthesis 2 - twice a day eat a recently killed corpse to regain health 4d8 +class level. Process takes a full round action.
13th level Biomass Synthesis 3 - thrice a day eat a recently killed corpse to regain health 4d8 +class level. Process takes a standard action.

Gain Symbiont


You cultivated a place within your organs for a symbiont to live since you started this path as an aberrant mutant. You have established the perfect biome for your chosen symbiont and it has consumed enough of the nourishment you’ve provided for it to flourish, finally gaining sentience and giving back to you in turn.
Choose between a Gutworm (Frenetic) or Soul Tick (Leviathan) as your symbiont.

Gutworm (Frenetic) -
2nd level +2 strength,
2nd level Augment Combat Graft - Increases one of your natural weapons by one size category for a period of time, one minute per level?.
4th level Gut Rage - In a gut rage, an aberrant mutant temporarily gains a +2 bonus to Strength, a +10 bonus to his move speed, but he takes a -2 penalty to Armor Class.
8th level Gut Rage- In a gut rage, an aberrant mutant temporarily gains a +4 bonus to Strength, a +10 bonus to his move speed, but he takes a -2 penalty to Armor Class.
10th level Gut Rage- In a gut rage, an aberrant mutant temporarily gains a +6 bonus to Strength, a +15 bonus to his move speed, but he takes a -2 penalty to Armor Class.

Soul Tick (Leviathan) -
2nd level +2 constitution,
2nd level Split Visage - Apply a copy of one of your defensive or utility grafts to an ally for a period of time, one minute per level?.
4th level Soul Surge- During a soul surge, an aberrant mutant temporarily gains a +2 bonus to Constitution, damage reduction 2/-, but he takes a -10 penalty to move speed. The increase in Constitution increases the mutant’s hit points by 1 point per level, but these hit points go away at the end of the surge when his Constitution score drops back to normal.
8th level Soul Surge- During a soul surge, an aberrant mutant temporarily gains a +4 bonus to Constitution, damage resistance 5/-, but he takes a -10 penalty to move speed. The increase in Constitution increases the mutant’s hit points by 2 points per level, but these hit points go away at the end of the surge when his Constitution score drops back to normal.
10th level Soul Surge- During a soul surge, an aberrant mutant temporarily gains a +6 bonus to Constitution, damage resistance 7/-, but he takes a -10 penalty to move speed. The increase in Constitution increases the mutant’s hit points by 2 points per level, but these hit points go away at the end of the surge when his Constitution score drops back to normal.


Multi-Graft


5th level Multi-Graft 1 - able to put two grafts into one body part
12th level Multi-Graft 2 - able to put two grafts into two body parts
15th level Multi-Graft 3 - able to put two grafts into three body parts

Scavenged Graft


5th level Scavenged Graft 1 - rip some physical feature off a dead creature and apply it to yourself for a limited time. Takes a full round action to scavenge and apply. The scavenged graft lasts for 1 minute. Can be performed once per day.
14th level Scavenged Graft 2 - rip some supernatural feature off a dead creature and apply it to yourself. Takes a full round action to scavenge and apply. The scavenged graft lasts for 1 minute. Can be performed twice per day.
17th level Scavenged Graft 3 - rip off an organ of a still living creature, dealing massive damage to them and then immediately grafting it to yourself. Deals 100 damage and decreases the creature's max hit points by the same amount. Takes a full round action to scavenge and apply. The scavenged graft lasts for 1 minute. Can be performed two times per day.
DC ( 10 + 9(equivalent spell level is what I’m thinking here) + Con modifier) Fortitude save negates.

Skin Harvest


The aberrant mutant strips off their own skin in a painful flensing operation, then replaces it with a layer of still-living humanoid skin carefully selected from a donor of the same general height, weight, and frame. It takes 10 minutes to complete the harvest and another 10 minutes to apply the graft. After the skin graft (and some careful flesh molding), an average viewer would assume the recipient is a humanoid of the donor's race (usually a human, elf, or half-elf). The recipient gains a +10 circumstance bonus on Disguise checks made to appear as either a humanoid of the appropriate race or the specific donor humanoid.
If the humanoid skin hides monstrous features below its surface (such as extra arms, tentacles, or antennae) using those features requires thrusting them through the skin's surface as a standard action. This act showers all nearby creatures with blood and deals 1d4 points of damage to the graft recipient. An hour spent using fleshcrafters tools to repair the graft within 24 hours returns the monstrous features to hiding and restores the skin to pristine condition. If such repairs are not completed in that time frame, the whole skin rots away and a new one must be procured. A harvested skin can only be repaired once before becoming useless.

Venom Resistance


+6 on saves against poison ingested or otherwise. Can use Remove Poison on self once a day.

Inspire Insanity


Once per day use Inspire Insanity to cause a permanent confusion effect on any creature with lower hit dice than you and for creatures with hit dice equal to your own or higher the effect lasts for rounds equal to half your Aberrant Mutant level. Save against the effect is your Intimidate check opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). For creatures with lower hit dice than you they can reroll once per day on the save. For creatures with equal or higher hit dice they can reroll their save once per round.

Capstone! Apotheosis


Apotheosis: Past the reach of the gods you have become something more.
Blindsight out to 120 feet.
Immunity to Poison.
No longer need to eat or drink.
Type changes from humanoid to outsider.
Damage Reduction 10/-
Gate as the spell once per day
Implosion as the spell once per day

I’m unsure about these.

Aberrant Mutant Graft List:


This is an area I feel needs the most work. I want characters to have 6-8 options each graft level. Mostly being damage focused or tank focused then 2-3 that are general utility. I would greatly appreciate suggestions for additional grafts. I dug through a lot of supplements for grafts, the ones here I feel fit the class’s role the most. Some I’ve already changed others I’m still unsure about. If there are any grafts out there you think fit with these please let me know! I’m also open to any ideas for new ones you may come up with :)

1st-Level Aberrant Mutant Grafts: Stone Spitter: 1d4 ranged attack, 3x per day can shoot a single bullet at 1d6+1

-Rending Claw: natural 1d6 x3 claw attack

-Spike Stones: 1d4 light weapon and adds 1d4 to natural attacks, also can do 2d4 on successful grapple

-Fiendish Jaw: natural secondary attack 1d4

-Bone Plating: +1 AC +5 energy resistance for limited time

-Extended Legs: +5 feet to land move speed and +5 to jump checks

-Replacement Eye, Sleep: The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder's smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.

-Replacement Eye, Charm Person: The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder's smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.

2nd-Level Aberrant Mutant Grafts: Strong Legs +2 Con bonus, reroll Fortitude save

-Fast Legs: land move speed increased by 10 feet and +5 bonus on Climb and Jump

-Raking Tentacle: 1d4 natural reach weapon extends reach of creature by 5ft. This cannot wield a weapon and -2 to any skill requiring hands

-Fiendish Ear: +4 racial bonus on Listen checks and gains the benefit of the Blind-Fight feat.) (with no chance of confusion effect

-Arm of the Ancestor: The physical might of the arm of the ancestor grants you a +1 bonus on Climb and Swim checks, a +1 bonus on grapple checks, and a +1 bonus on damage rolls with any melee weapon wielded by the arm. In addition, you can channel positive energy through the arm, touching a creature to bestow a beneficial or harmful effect. Living creatures you touch gain fast healing 3, while undead you touch take 3 points of damage per round. The fast healing or ongoing damage delivered by the arm lasts for a number of rounds equal to one-half your Hit Dice (minimum 1 round). You can use this ability once per hour. Adding this graft takes a physical toll, numbing your sense of touch and making your arm slightly less nimble. As a result, you take a –2 penalty to Dexterity.

-Scorching Gaze: Effect: Your eyes give you a gaze attack that functions as described on page 309 of the Monster Manual. Your gaze has a range of 30 feet and deals 1d6 points of fire damage. A successful Fortitude save negates the damage (DC 10 + ½ your HD + your Con modifier). As a full-round action, you can direct your gaze upon a combustible item within 30 feet to set it on fire. Attended or magic items you focus on can attempt a DC 15 Reflex save to avoid being set ablaze. Items set on fire take 1d6 points of fire damage per round. Unfortunately, your fiery gaze makes you slightly less observant than normal, and you take a –2 penalty on Search and Spot checks.

-Healing Nodule: The nodules that grow from your flesh have remarkable curative powers. Only one nodule per hour has curative properties. Any creature that consumes one gains the benefit of a cure moderate wounds spell, with a caster level equal to your character level. In addition, once per day you can select a nodule to act as a potion of remove disease, but no curative nodules can be grown for 24 hours afterward. You take a –2 penalty on Fortitude saves.

-Climbing legs: Climb Speed of 30ft, slow fall 20ft.



3rd-Level Aberrant Mutant Grafts: Clawed Arm: The grafted creature gains a +4 bonus to Strength when using the arm for any purpose, including attacking. If it is not holding anything or being used to perform another action, the grafted creature can direct the clawed arm to make one natural attack per round, using the creature's base attack bonus and adjusted Strength modifier. This attack is in addition to the creature's normal actions in a round. 1d6 slashing damage

-Gleaming Scales: +1 stacking natural armor, +5 resistance to 1 energy type chosen at the beginning of each day

-Grappling Vine: You can launch a thick, sticky vine from your arm in an attempt to grapple an opponent. Doing this requires a ranged touch attack (the vine has a reach of 10 feet). If you hit, you deal no damage but can attempt to start a grapple as a free action (as if you had the improved grab ability; see page 310 of the Monster Manual). The vine uses your own grapple modifier and is treated as if it had the Improved Grapple feat (+4 bonus on grapple checks). Success establishes a hold, pulls the target creature into your space, and deals constrict damage (see below). You can only grapple creatures of your size category or lower with the grappling vine. The vine’s constrict ability (see page 307 of the Monster Manual) allows you to deal 1d6 points of damage plus your Strength modifier each time you succeed on a grapple check during successive rounds. If the ranged touch attack misses, or if the grapple ends, the vine automatically retracts into your arm. You can only use one vine at a time, though you can use a vine even if that hand already holds another object. You can also use the vine to grab and reel in unattended objects within 10 feet. With a successful ranged touch attack, you latch the vine onto such an object and snap it back into your empty hand. Any object you target must be small enough to hold in one hand. The vine isn’t strong enough to support your weight, and thus you cannot hang from it or use it to help you Climb. An extended vine can be attacked as if it were a weapon. Each vine has hardness 5 and 20 hit points. A damaged vine heals entirely in 8 hours, while a severed vine regrows in one week. A regenerate spell regrows a severed vine immediately.

-Dragonbone Legs: +4climb, jump, swim, and dr 3/magic

-Mohrg's Tongue: Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

-Replacement Eye, Slow: The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder's smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.

-Shudder Plate: Usually placed in the chest of a creature, a shudder plate looks like a thin square of shale set in a stone frame. Specially designed and enhanced, a shudder plate quietly shakes and vibrates in its case, giving the grafted creature a supernatural understanding of the area surrounding it. If the grafted creature is in contact with the ground, it can sense the location of anything within 15 feet that is also in contact with the ground. In addition, the grafted creature takes a -4 penalty on Move Silently skill checks.




4th-Level Aberrant Mutant Grafts: Grasping Mandibles: The grafted creature deals 2d6 slashing damage with its bite attack based on the grafted creature's size (see below). If the grafted creature hits an opponent that is at least one size category smaller than itself with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Each successful grapple check it makes during successive rounds automatically deals bite damage.

-Burrowing Claws: The recipient gains a -4 penalty on Disable Device, Open Lock, and Sleight of Hand checks, but gains a burrow speed of 20 feet. The creature can even burrow through solid stone or any other material with hardness of no more than 8. The claws allow the creature to deal lethal damage with its unarmed strikes.

-Glaring Eye: You gain blindsense out to a distance of 30 feet and a +2 bonus on Search and Spot checks. You also gain immunity to magic sleep effects.

-Frightful Crest (When a frightful crest activates, any living non-dragon enemy within 30 feet becomes panicked for 1 round if it has fewer Hit Dice than you; creatures with HD equal to or greater than yours are shaken for 1 round instead. A successful Will save negates this effect and renders the creature immune to your frightful crest for 24 hours; the save DC is 10 + 1/2 your HD + your Con modifier. This is a mind-affecting fear effect. Characters who are immune to a dragon's frightful presence are also immune to a frightful crest.

-Fiendish Ear Greater: the aberrant mutant can use this a number of times equal to half their con modifier, the ear transmits sound from the Windswept Depths of Pandemonium. The creatures within 15 feet are deafened for 1d4+1 rounds and suffer the effects of a confusion spell for the same duration

-Silthilar Heart: If the grafted creature drops below 1 hit point but not below -10 hit points, the graft immediately generates a pulse of magic healing that cures 4d8+20 points of damage. A silthilar heart can generate this healing only once every 24 hours.

-Replacement Eye, Fear: The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder's smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.



5th-Level Aberrant Mutant Grafts:-Flexible Spine: The graft grants a +4 racial bonus on initiative checks, Balance checks, Escape Artist checks, and Tumble checks

-Stinging Tail: The grafted creature can direct the sting tail to make one natural attack per round, using the grafted creature's base attack bonus and Strength modifier. This attack is in addition to the grafted creature's normal actions in a round. A successful attack deals 2d4 points of damage (regardless of the grafted creature's size) plus the grafted creature's Strength bonus. In addition, the stinging tail delivers a poison (Fort DC 14 negates) with each successful attack. Initial and secondary damage are the same (1d6 Str).

-Enervating Arm: It grants a +4 inherent bonus to the grafted creature's Strength. Twice per day, the grafted creature can use an enervating touch to bestow one negative level on a living creature. Removing the negative level requires a DC 14 Fortitude save. A touch that misses does nor count against the daily limit.

-Scaly Skin: This yuan-ti skin improves the grafted creatures natural armor bonus by +3),



6th-Level Aberrant Mutant Grafts: Wakeful Mind: immunity sleep & stunning, no need to sleep, -2 to all knowledges

-Kalyarut Hand: vampiric touch 6d6



7th-Level Aberrant Mutant Grafts:
-Mummified Eye: The grafted creature can use the eye bite spell as a 12th-level caster once per day.

-Replacement Eye, Telekinesis: The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder's smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.

-Third Eye: a third eye duplicates the effects of a beholder's large central eye, producing an antimagic cone similar to an antimagic field cast by a 13th-level sorcerer. This small eye only affects a 50-foot cone, however. It functions three times per day.



8th-Level Aberrant Mutant Grafts: -Replacement Eye, Finger of Death: The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder's smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.


9th-Level Aberrant Mutant Grafts: Vocal Chords of the Damned: You emit a terrible scream that kills creatures that hear it (except for yourself). Standard action, targets one living creature/level within a 40-ft.-radius spread centered on you, Fortitude negates. Creatures closest to the point of origin are affected first.