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Robipony


The man who likes ponies but also likes monsters... so what's wrong with him combining the two? ;P

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May
5th
2022

Updated DnD 5e Mutation Feats · 5:38am May 5th, 2022

Hello everyone, a while back I posted some DnD 5e homebrewed content involving mutation feats. Well, I have since upgraded it and here we go:

Mutations (Feats)
The concept behind this, was to have feats be used to represent various mutations that a character might be inflicted with. 

Also depending upon the world your DM presents to you; these feats may not necessarily fit or make sense. Please respect your DM’s decision to either use or refuse to use this addition. However, if your DM does decide to use this feature, they could potentially form the player’s experiences around these Mutations. 

One suggestion is to have all the players be human (variant) or a custom lineage (from Tasha's Cauldron of Everything) and to have them start off with the Mutagenic Metamorphosis feat if you wish for a party of mutants. You could also "reward" your players with the Mutagenic Metamorphosis feat, for interacting with certain creatures, relics or environmental hazards.

The DM might also “reward” their players with an additional Mutation Feat (one of the feats that requires Mutagenic Metamorphosis) of the player's choice based on their actions in the campaign. 

DM Advice: Mutations and Societies.
In most societies mutations are viewed as odd or frightening things to have. Therefore, it is possible that a character with a mutation might suffer disadvantage when trying to perform a Charisma (Persuasion) check against someone who is aware of the mutation.

On the other hand, you might have a city or civilization where perhaps mutations are the norm. In that situation, characters with apparent mutations might have straight rolls (or perhaps even advantage) while an ordinary character might have disadvantage instead. 

Depending upon the mutation and the society your player(s) are interacting with, they might even be perceived as a religious figure, either as a deity or perhaps even a devil. 

DM Advice: Applying Mutations to Mechanical Races
With the existence of player races like the Warforged and Autognomes, it is difficult to apply mutations to such creatures. Fortunately, there are two solutions to the situation. 

  • You could simply have it that races such as these can’t mutate and therefore can’t receive mutation feats.
  • The other option is to reflavor such mutations as cybernetic implants. 

Now onto the Feats
Before you can start taking the mutation feats, you will need to take the Mutagenic Metamorphosis feat, which is the first feat listed below. 

Now once you take the Mutagenic Metamorphosis feat, we recommend rolling on the Mutant Quick table. Feel free to either roll on the table, to pick one of the options below or even use it to create your own. 

Mutant Quirk Table

1D8

Quirk

1

You really enjoy bathing in toxic sludge… okay, maybe it’s not really toxic, but it’s definitely not fluid that most people would want to bathe in. Mud, slime or some other murky, disgusting liquid.

2

You often have dreams or nightmares that revolve around your mutations… or maybe you have nightmares of losing your mutations instead. 

3

Despite your mutations, you try to blend in with the other humanoids, pretending to be just like them. Surely they won’t notice anything… off.

4

You find it difficult to trust other humanoids that don’t have mutations. Who’s to say that they won’t try to hurt you later? 

5

The taste of rotten and aged food is appealing to you and often scents that others would find foul, smell sweet. 

6

You perceive your mutation not as a curse but as a blessing, given to you by some strange divine being. Perhaps you are now the newly born prophet of such a wretched deity.

7

When you first mutated, a part of your mind was cracked by the newly twisted nature of your flesh. Now you have two personalities, one that is you and the other… the mutant. 

8

Your eyes see things that others can not. There are other forces in this world that view this world as a little doll house and while your mutation has changed you, to them you are just another toy. Now you can see them, watching and crawling from the skies above. 

Mutagenic Metamorphosis
Your body has been altered by magical, scientific or otherworldly means. Because of your altered genes, your body is prone to adaptation. 

  • Increase your Constitution by 1 to a maximum of 20. 
  • By expanding one of your hit dice, you can cast the Alter Self spell. When you cast Alter Self this way it doesn't use concentration and you gain temporary hit points equal to the number rolled on the hit dice. You can do this a number of times equal to half of your Proficiency Bonus (rounded up) and you regain all expended uses when you finish a long rest.
  • There are feats that have Mutagenic Metamorphosis as a prerequisite that will also require enemies to make saving throws. Unless stated otherwise, the DC for these abilities is 8 + your proficiency bonus + your Constitution modifier. 

Aberration’s Tendrils
Prerequisites: Must have the Mutagenic Metamorphosis feat. 
One or both of your arms has been transformed into a swarming mass of tentacles. You may use these appendages as if they were hands. 

  • You can use these tendrils to pick up and interact with items within 10ft of you. 
  • As a bonus action, you can cause you tentacles to reach out for a creature you can see within 10ft of you. The creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage (you may choose not to inflict damage if you wish) and be grappled by you. As an action, the creature can escape the grapple by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 10ft away from you, or if you use your tendrils on a different creature.
  • The damage this feat can deal increases by 1D6 when you reach 5th level (2D6), 11th (3D6), and 17th level (4D6). 

Aquatic Gills and Membrane
Prerequisites: Must have the Mutagenic Metamorphosis feat.
You have grown gills and a membrane that allows you to survive underwater. 

  • You can breathe both air and water. 
  • You gain a swimming speed equal to your walking speed. If you already have a swim speed, then increase it by 10ft. 
  • When you attack another creature either while you're underwater or after emerging from water (within 1 round), you can roll the attack with advantage. You can do this a number of times equal to your proficiency bonus and you regain expended uses when you finish a long rest. 

Argus's Gaze
Prerequisites: Must have the Mutagenic Metamorphosis feat.
Numerous eyes appear on a part of your body. Not only can you see through these eyes, but they are enhanced, allowing you to see in dark places. 

  • You now have darkvision with a range of 60ft. If you already have darkvision, then the range of your darkvision is increased by 30ft. 
  • When you are performing a Wisdom (Perception) check, you may expend one of your hit dice and add the number to the result, before knowing whether it succeeded or failed. In addition, you can see invisible creatures or objects within 10ft of you. You can do this a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. 

Deadly Natural Weaponry
Prerequisites: Must have the Mutagenic Metamorphosis feat.
The natural defensive organs you have, now possess a unique toxin that makes them much deadlier in combat.

  • Any natural weapons you have are also considered finesse weapons.
  • When you deal damage with a natural weapon, it now deals additional necrotic damage equal to your constitution modifier (minimum of 1). 
  • When a creature takes necrotic damage from this ability, you may force them to make a constitution saving throw. If they fail they have disadvantage on attack rolls and ability checks for one minute. Creatures that are immune to poison damage, roll their saving throw with advantage. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Detachable Organism
Prerequisites: Must have the Mutagenic Metamorphosis feat.
A small cavity has grown on your back, chest or some other area of your body. Inside this cavity is an organism that you are able to detach this creature when the need arises. Be cautious as this organism of twisted flesh is highly caustic. 

  • You now know the Find Familiar spell, which you can cast without verbal, somatic or material components at the cost of a hit dice. Constitution is the spellcasting modifier for this spell when you cast it this way. The familiar is considered an Aberration and it lasts for a number of hours equal to half of your proficiency bonus (rounded up). Once you summon it, you can’t do so again until you finish a long rest. 
  • The familiar has a number of temporary hit points equal to the number rolled on the hit dice.
  • You may use your reaction to have the familiar explode, causing all creatures within 10ft of it to make a Dexterity saving throw, if they fail they take acid damage equal to your constitution modifier + the number rolled on the hit dice, or half the amount of damage on a success (rounded down). 

Extra Limb(s)
Prerequisites: Must have the Mutagenic Metamorphosis feat.
An additional arm(s) or tentacle(s) has grown either from your back, side or even stomach. 

  • You now have a secondary arm, which can function like your normal arms with only a few exceptions:

    • You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
    • You can’t wield a shield with the secondary arm. 
  • Using a bonus action, you can make an additional attack with the secondary arm. You can only cast spells that are cantrips this way with the secondary arm.

Glowing Blight
Prerequisites: Must have the Mutagenic Metamorphosis feat.
You have organs that glow with blightful energy that can light your surroundings as well as deal damage to deadly threats.

  • Bioluminescence: As an action, you can shed bright light around you to a maximum of 20ft radius and dim light in an additional 20ft radius around that. You choose what color the light is when you pick this feat.
  • Either as bonus action or a reaction to an attack, you can cause all creatures within 20ft to make a constitution saving throw, or take Necrotic damage equal to 1D6 or half as much damage on a successful save. Creatures that fail the saving throw are also outlined in the same color as you bioluminescence and project a dim light with 10ft around them for 1 minute, during which creatures have advantage on attack rolls against them. All non magical plant life within this radius wither and die. Constructs don't take damage from this ability. You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. 
  • The damage this feat can deal increases by 1D6 when you reach 5th level (2D6), 11th (3D6), and 17th level (4D6).

Improved Mutagenic Metamorphosis
Prerequisites: Must have the Mutagenic Metamorphosis feat.
Your mutations have improved beyond their normal capacities.

  • Increase your Constitution by 1 to a maximum of 20.
  • If you have spell slots, you can expend a spell slot of 2nd level or higher, along with a hit dice for additional uses of Alter Self.
  • The amount of temporary hit points you receive from Mutagenic Metamorphosis is doubled after you roll the hit dice.

Living Tail
Prerequisites: Must have the Mutagenic Metamorphosis feat.
You now possess a tail that appears to have a mouth at the end filled with razor sharp teeth. 

  • You may attack using the Living Tail’s bite, dealing piercing damage equal to 1D8 to a creature within 5ft of you. 
  • When you succeed in dealing damage using your Living Tail’s bite, you may choose to regain hit points equal to the damage dealt. Once you do this, you can regain hit points this way again until you finish a short or long rest. 
  • If the Living Tail hasn't fed during the last long rest you took, then you must make a Wisdom saving throw (DC 13), or the tail will take your action to attack the nearest creature within 5ft of you. If there are no other creatures within 5ft, you take the damage instead. If you take damage from this attack, you don't regain hit points from this ability for that attack.
  • The damage this feat can deal increases by 1D8 when you reach 5th level (2D8), 11th (3D8), and 17th level (4D8). 

Mangled Hide
Prerequisites: Must have the Mutagenic Metamorphosis feat.
Your skin takes on a tough exterior. Jagged spikes emerge from your flesh, protecting you from foul threats.

  • Your AC is increased by 1 when you aren’t wearing armor. 
  • When a creature makes a melee attack against you and succeeds in hitting you, they must make a dexterity saving throw. If they fail, they take piercing damage equal to your proficiency bonus. When a creature takes damage this way, they are considered to have taken damage from a natural weapon (for the use of the Deadly Natural Weaponry feat). 

Venomous Gland
Prerequisites: Must have the Mutagenic Metamorphosis feat.
You have a gland either in your mouth or on your hands that can spit poisonous sludge at creatures that could be a threat to you. 

  • You now know the Poison Spray cantrip, when you take this feat. This spell uses Constitution for its spellcasting modifier. 
  • The range of Poison Spray is increased to 20ft. 
  • The damage of Poison Spray is increased by a number equal to your proficiency bonus and when you cast it, you can choose for it to do either Acid or Poison damage.

I hope you all enjoy it. I'm not too sure if I'll be updating this any further, but who knows. Maybe I'll create some magic items that work with characters that have these mutations. Maybe I'll take a note from the Heroes of Krynn Revisited UA and make a background so that players can take Mutagenic Metamorphosis as a background feat. We'll see.

Still feedback is greatly appreciated, so please feel free to comment.:twilightsmile:

-Image can be found: here.

Report Robipony · 619 views · #DnD #5e #Homebrew #Mutation #Mutant #Feats
Comments ( 1 )

This all looks interesting! Nice work!

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