Advertisement
Blackbando

Mutation Feats

Sep 7th, 2018
166
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.22 KB | None | 0 0
  1. ### Mutation Feats
  2. The following feats are unnatural, and form deformities on the body of the character that takes them. Usually, a creature must be exposed to unclean Qunae drugs or some kind of residue from Morta's machines to become mutated. Also, a creature can only take one feat for a body part; for example, most creatures can only take 2 arm mutations, and 1 chest mutation. Unlike most feats, every single feat listed here can be taken more than once unless stated otherwise, provided the creature has enough unmutated body parts to accommodate each mutation.
  3.  
  4. Instead of taking a feat by choice, a creature might gain a random feat from any listed here by drinking a potent unclean Qunae drug, or from attuning to a radiation-powered magic item.
  5.  
  6. ### Arm Mutations
  7. A creature must choose which arm is affected by each mutation they take. The benefits of the feat, aside from any ability score increases, do not work if that arm is removed or would be unable to perform tasks, such as a creature's Tendril Limb being chained to a wall and trying to grapple a creature with their regular arm.
  8. #### All-Terrain Digits
  9. The fingers on one of your hands can morph like a tool, letting you adapt to all situations.
  10. * Increase your Strength or Dexterity score by 1, to a maximum of 20.
  11. * While this arm is free, climbing and swimming for you do not cost additional movement.
  12. * You can use this hand as if it were a set of thieves' tools.
  13. #### Elongated Bones
  14. One of your arms has had its bones and flesh elongated, with your knuckle now dragging on the ground. You gain the following benefits:
  15. * Increase your Strength or Dexterity score by 1, to a maximum of 20.
  16. * Your reach using that arm increases by 5 feet. If you would make an attack requiring more than one arm, such as using a greatsword, every arm needs this mutation to gain this additional reach.
  17. #### Tendril Limb
  18. One of your arms has become a boneless tentacle. You gain the following benefits:
  19. * Increase your Dexterity score by 1, to a maximum of 20.
  20. * You can make Dexterity (Acrobatics) checks to grapple a creature, instead of Strength (Athletics) checks, and you have advantage on checks made to grapple a creature, maintain a grapple, or escape a grapple.
  21. #### Weaponized Flesh
  22. One of your arms and its hand have become somehow weaponized; a sharp maw might form on your palm, spines might grow on your elbow, or your skin might have hardened to be like steel. You gain the following benefits:
  23. * Increase your Constitution score by 1, to a maximum of 20.
  24. * You have a natural weapon you can make melee weapon attacks with. This natural weapon has the *finesse* property, counts as magical for the purpose of overcoming damage resistance and immunity, and deals 1d8 bludgeoning, piercing, or slashing damage on a hit.
  25. * When a creature hits you with an attack, you can use your reaction to try to interpose your natural weapon between you and the weapon, adding half of your proficiency bonus to your AC against the attack, possibly causing it to miss.
  26. ### Chest Mutations
  27. These mutations affect the main body of the host, such as its vital organs.
  28. #### Hardened Torso
  29. Your torso becomes more resilient, possibly from growing scales or slowly turning into crystal. You gain the following benefits:
  30. * Increase your Constitution score by 1, to a maximum of 20.
  31. * While not wearing any armor, your AC is equal to 13 + your Dexterity modifier.
  32. * When you would take nonmagical bludgeoning, piercing, or slashing damage that is less than your Constitution modifiers (calculated before resistances), you take no damage, instead.
  33. #### Hyperactive Liver
  34. Your body's immune system has become far more potent, burning away toxins with ease. You gain the following benefits:
  35. * Increase your Constitution score by 1, to a maximum of 20.
  36. * You have advantage on saving throws against poison, and you have resistance against poison damage.
  37. * You are immune to disease.
  38. #### Prehensile Tail
  39. You have a tail, which you can manipulate just as finely as another arm. You gain the following benefits:
  40. * Increase your Dexterity score by 1, to a maximum of 20.
  41. * You have advantage on ability checks and saving throws made to climb and maintain your balance.
  42. * You can hold and manipulate objects and weapons with your tail, but you can’t make attack rolls with weapons held by your tail.
  43. * You can take an additional item interaction on your turn.
  44. #### Regenerative Adrenaline
  45. In the heat of combat, your blood pumps so quickly that wounds seem to close nearly instantly. You gain the following benefits:
  46. * Increase your Constitution score by 1, to a maximum of 20.
  47. * While below half of your maximum hit points, you can use a bonus action to expend one hit die as if you were taking a short rest. Roll the die, and regain hit points equal to the number on the die + your Constitution modifier.
  48. * You only need to succeed on one death saving throw to be stabilized, and gain the benefits of rolling a 20 on a death saving throw on a roll of 15 or higher.
  49. ### Head Mutations
  50. Mutations to a creature's head can affect its mental state with each mutation, possibly slightly shifting their alignment or mannerisms towards different ones. They might also change how the creature's voice sounds, shifting its pitch or muffling the voice due to new physical changes.
  51. #### Enlarged Maw
  52. Your mouth can be opened extremely wide. You gain the following benefits:
  53. * Increase your Constitution score by 1, to a maximum of 20.
  54. * You can carry an additional amount of weight equal to your Constitution score.
  55. * You can store any Tiny object inside of your mouth, to a maximum amount of Tiny objects equal to your Constitution modifier (a minimum of 1). As an action, you can swallow one of these objects, and after 1 minute, you regurgitate it.
  56. * You can grapple a creature using your mouth, even if you don't have any of your hands free.
  57. #### Hollow Emotions
  58. Your mind has removed all emotion from its brain, making you as efficient as a machine. You gain the following benefits:
  59. * You cannot be charmed or frightened.
  60. * You are immune to the *calm emotions* spell, and any other spells that would affect your mental state.
  61. * Creatures have disadvantage on Wisdom (Insight) checks made to identify your emotional state.
  62. #### More Eyes
  63. You have at least one more eye on your head, if not more. You gain the following benefits:
  64. * You have advantage on Wisdom (Perception) checks based on sight.
  65. * You have darkvision with a range of 30 feet, or if you already had darkvision, its range increases by 30 feet.
  66. * You have advantage on saving throws against being blinded.
  67. #### Psionic Brain
  68. ~~you've seen more rick and morty than any other sentient being~~ Your brain has grown exceptionally large, granting you psychic powers. You gain the following benefits:
  69. * Increase your Intelligence score by 1, to a maximum of 20.
  70. * You can communicate telepathically with any creature you can see within 30 feet of you that you share a language with.
  71. * As a bonus action, you can try to psychically move a Medium creature or object. If the target is a creature, it can make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) to resist the effect. On a failed saving throw, or if you targeted an object, it is moved 10 feet in a straight line closer or further away from you.
  72. ### Leg Mutations
  73. A creature needs at least two legs to gain the benefits of these feats. The benefits of the feat, aside from any ability score increases, do not work if either leg is removed or would be unable to perform tasks, such as a creature's Extra Legs being tied to their normal legs.
  74. #### Empowered Leaping
  75. Your legs have gained exceptional strength, allowing you to jump as high and far as a frog. You gain the following benefits:
  76. * Increase your Strength score by 1, to a maximum of 20.
  77. * You don't need a running start to make a full distance long or high jump.
  78. * You add your proficiency bonus to the amount of distance you can cover with your long and high jumps.
  79. * You have resistance to damage taken by falling..
  80. #### Longer Legs
  81. You have extremely long legs. You gain the following benefits:
  82. * Increase your Strength or Dexterity score by 1, to a maximum of 20.
  83. * Your movement speed increases by 5 feet, and you ignore difficult terrain.
  84. * You have advantage on saving throws against being forcibly moved or knocked prone.
  85. #### Prehensile Feet
  86. Your feet look and act more like hands. You gain the following benefits:
  87. * Increase your Dexterity score by 1, to a maximum of 20.
  88. * You do not suffer disadvantage on attack rolls while prone.
  89. * You can wield weapons and hold objects with your feet. If you make an attack with one of your feet, your movement speed is decreased to 0 feet until the end of your current turn. If you wield a weapon or hold an object with both of your feet, you are knocked prone.
  90. #### Sweeping Shins
  91. Your shins are exceptionally long and agile, allowing you to quickly trip your foes with them and beat them with your shins. You gain the following benefits:
  92. * Increase your Dexterity score by 1, to a maximum of 20.
  93. * Immediately after taking the Attack action on your turn, you can use your bonus action to knock the target prone.
  94. * When you take the Attack action on a prone creature, you can use your bonus action to make an unarmed strike on that creature.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement