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May 27th, 2016
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  1. The only race choice is a mutated human, which use the following traits:
  2. Ability score increase. Two ability scores of your choice increase by 1.
  3. Speed. Your speed is 30 feet.
  4. Size. Your size is medium. Your height is between 4 and 8 feet.
  5. Mutated. You may select mutations and drawbacks.
  6. Versatile. You may select a feat.
  7. Languages. English, and one other of your choice.
  8.  
  9. Mutations and drawbacks affect your physical body and mentality in various ways. You start with 0 mutation points (MP), but gain MP by taking drawbacks. Unless otherwise stated, mutations and drawbacks may only be taken once.
  10.  
  11. ====================================
  12. Drawbacks
  13. ====================================
  14. => 1 value
  15. Blood hunger (You must drain 1 pint of blood from a living creature every 24 hours for sustenance. This is a bite attack action, and can only be used on willing, helpless, or dying creatures. Bitten creatures take your normal bite damage plus an additional 1d6 necrotic damage.)
  16. Heat/cold susceptibility (You have vulnerability to both cold and heat damage.)
  17. Light sensitivity (You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light.)
  18. Repulsive pheromones (You cannot take this if you have the pheromone attraction mutation. You have disadvantage on persuasion and animal handling ability checks made against creatures within 30 feet of you.)
  19. Weak immune system (You have disadvantage on saving throws versus poison, disease, and radiation.)
  20.  
  21. => 2 value
  22. Festering sores (When wearing any armor you do not gain a dexterity bonus to AC, however you can still suffer dexterity penalties to AC.)
  23. Lethargy (You have disadvantage on dexterity saving throws.)
  24. Mindslave (You have disadvantage on wisdom and charisma saving throws.)
  25. Rapid aging (Double your actual age to determine your effective age. Your effective age is used to determine ability score penalties.)
  26.  
  27. => 3 value
  28. Frailty (You have disadvantage on saving throws versus poison, disease, radiation, and death.)
  29. Lost arm (You lose one arm of your choice. You have disadvantage on ability checks made to climb, swim, and grapple.)
  30. Reduced speed (Your speed is reduced by 5 feet. You can take this drawback multiple times.)
  31. Ultraviolet allergy (Ultraviolet light (such as direct sunlight) burns you for 2d6 fire damage each round you are exposed to it.)
  32. Blinded (You are blind.)
  33. Deafened (You are deaf.)
  34.  
  35. => 4 value
  36. Ability decay (One of your ability scores permanently decreases by 2. You can not apply this to an ability score if it would lower it below 3. You may take this drawback multiple times.)
  37. Brittle bones (You can not take this if you have the skeletal reinforcement mutation. Your threshold for suffering injuries decreases by 4. In addition you have vulnerability to fall damage.)
  38. Combat fear (At the beginning of your first turn during combat you must make a DC 15 wisdom saving throw. On a failure you are frightened until the end of combat.)
  39. Shrunk form (Your size category decreases by one category and your height changes accordingly. In addition, your speed decreases by 5 feet. You can take this a maximum of 2 times.)
  40.  
  41. => 5 value
  42. Neutrad dependency (If you go 24 hours without taking a dose of neutrad you must make a DC 15 constitution saving throw or permanently lower your hit point maximum by 1d4. Taking a dose of neutrad temporarily restores hit points lost in this way for 1 minute.)
  43. Thin skin (Any damage you take is increased by 1.)
  44.  
  45. => 6 value
  46. Cybernetic dependency (You require a body repair weave to heal naturally, such as through resting. For you the body repair weave does not confer it's usual benefit.)
  47. Poisonous blood (If you go 24 hours without taking a dose of antitox you must make a DC 15 constitution saving throw or permanently lower your hit point maximum by 1d4. Taking a dose of antitox temporarily restores hit points lost in this way for 1 minute.)
  48.  
  49. ====================================
  50. Mutations
  51. ====================================
  52. => 0 cost
  53. Extra digits
  54. Fins
  55. Forked tongue
  56. Horns
  57. Scaly skin
  58. Thin fur coat
  59. Unnatural eyes
  60. Unnatural hair
  61. Unnatural voice
  62.  
  63. => 1 cost
  64. Acidic saliva (You can not take this if you have acidic saliva and you must have a bite attack. Your bite attack deals an additional 1d4 acid damage.)
  65. Claws (You have a natural claws weapon which deals 1d6 slashing damage. You may use either strength or dexterity for this weapon.)
  66. Fangs (You have a natural bite weapon which deals 1d6 piercing damage. You may use either strength or dexterity for this weapon.)
  67. Great horns (You have a natural horn attack which deals either 1d6 bludgeoning damage or 1d6 piercing damage based upon the type of horns.)
  68. Leaper (You have advantage on ability checks made to jump.)
  69. Smokescreen (Once per long rest as a bonus action you can produce a 20 ft radius of smoke centered on yourself which remains stationary. The inky-black smoke obscures all sigh, including darkvision, beyond 5 feet. This functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses it in 1 round.)
  70. Tail (You can not take this if you have the prehensile tail mutation. You gain a tail and have advantage on ability checks to balance. In addition, you have a natural slam weapon which deals 1d4 bludgeoning damage.)
  71. Thick fur coat (You take exhaustion from being in a cold environment every second hour instead of every hour.)
  72. Venomous bite (You can not take this if you have acidic saliva and you must have a bite attack. Your bite attack deals an additional 1d4 poison damage.)
  73. Webbed digits (You have advantage on ability checks made to swim.)
  74.  
  75. => 2 cost
  76. Energy diffusion (You have resistance to one of the following: acid, cold, fire, lightning, or thunder)
  77. Gills (You can breathe in both air and water.)
  78. Scent (You have advantage on perception ability checks that rely on smell.)
  79. Regeneration (Once per long rest as a bonus action you can regain a number of hit points equal to 1d10 + your constitution modifier.)
  80. Ultra immune system (You have advantage on saving throws versus poison, disease, and radiation. In addition, you have resistance to poison damage.)
  81. Wall crawler (As long as your hands and feet are uncovered, you can perfectly climb smooth, flat, and vertical surfaces.)
  82.  
  83. => 3 cost
  84. Adrenaline jolt (Once per long rest as a bonus action you can temporarily increase either your strength or dexterity by 1d4+1 points for a number of rounds equal to your Constitution modifier.)
  85. Darkvision (You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.)
  86. Enhanced speed (Your speed is increased by 5 feet. If you have a fly speed, that is also increased by 5 feet. You can take this mutation a maximum of 2 times.)
  87. Force barrier (3 times per long rest as a bonus action, you can generate an invisible electromagnetic barrier around yourself for a number of rounds equal to your Constitution modifier. This barrier causes attacks against you to suffer disadvantage.)
  88. Hypersensitivity (You have advantage on perception ability checks which rely on sight or sound. In addition you do not suffer disadvantage on attacks made against targets you can not see.)
  89. Scaly armor (You can not take this if you have fur, chitin, or the Exoskeleton mutation. You gain +2 to your AC when not wearing any armor.)
  90.  
  91. => 4 cost
  92. Energy absorption (You have immunity to one of the following: acid, cold, fire, lightning, or thunder)
  93. Gazing eye (You have advantage on perception and investigation ability checks which rely on sight. As an action you can direct your gaze at one creature within 20 feet. The creature must make a wisdom saving throw with a DC of 10 + your proficiency bonus + your Charisma modifier. On a failed save the creature is charmed for 1 minute. On a successful save, the creature can not be affected by your gaze again for 24 hours.)
  94. Prehensile tail (You can not take this if you already have a tail. You gain a tail and have advantage on ability checks to balance. In addition, the tail can grasp and manipulate simple objects up to one size smaller than you. You can also hang from your tail indefinitely by wrapping it around a larger object.)
  95. Prickly pear (You deal 1d4 piercing damage to any creature you grapple, or which grapples you.)
  96. Stinger (You gain a needlelike barbed stinger. This is a natural weapon which deals 1d6 piercing damage. In addition, a creature damaged by your stinger must make a constitution saving throw of DC 10 + your proficiency bonus or be poisoned for 1 hour.)
  97. Vexing voice (3 times per long rest as an action, you can target a creature within 30 feet of you that can hear your voice. Upon hearing your voice, the creature must make a wisdom saving throw of DC 10 + your proficiency bonus + your charisma modifier. On a failed save, the creature is stunned for 1 round.)
  98.  
  99. => 5 cost
  100. Echolocator (You gain blindsight to a range of 60 feet.)
  101. Elasticity (You gain advantage on ability checks made to escape grapples. In addition, you can squeeze through an opening or passage up to two size categories smaller then your without spending extra movement.)
  102. Exoskeleton (You can not take this if you have fur, scales, or the Scaly armor mutation. You gain +3 to your AC when not wearing any armor.)
  103. Radioactive (You are immune to level 3 and lower degrees of radiation. In addition, your body can store radiation for later use. Once per long rest as an action you can release a 60 ft radius burst of level 3 radiation centered on you.)
  104. Skeletal reinforcement (You can not take this if you have the brittle bones drawback. Your threshold for suffering injuries increases by 4. In addition you have resistance to fall damage.)
  105. Telekinetic mind (As a bonus action you can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. You must be able to see the object you are affecting.)
  106. Telepathy (You can form a telepathic link with any creature within 100 feet that has an intelligence of at last 6. You can communicate telepathically through the link even if you do not share a common language. You may only have a telepathic link with a single creature at a time.)
  107.  
  108. => 6 cost
  109. Enlarged form (You become as large as your size category allows (8ft for medium, 4ft for small). However, you function as if you were one size category larger.)
  110. Extra arms (You have two additional arms. You have advantage on ability checks to climb and grapple. Your extra arms are all considered to be off-hands.)
  111. Attracting pheromones (You can not take this if you have the repulsing pheromones drawback. You have advantage on persuasion, deception, animal handling and intimidation ability checks against creatures within 30 feet of you.)
  112. Tentacle (You have a single tentacle. You have advantage on ability checks to grapple and the tentacle can grasp and manipulate simple objects of your size category or smaller. You can hang by your tentacle indefinitely by wrapping it around a larger object. The tentacle is also a natural slam weapon which deals 1d6 bludgeoning damage and has a 10 ft reach.)
  113. Wings (You have wings. Your fly speed is dependent on your size: Your land speed for medium, 30 feet for small, and 40 feet for tiny.)
  114. X-Ray vision (You can see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or lead blocks your vision. Your x-ray vision has a maximum range of 20 feet and allows you to see as if you were looking at something in normal light even if there is no illumination.)
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