True Mutant 5e Race

This a repost from My previous Blog that was deleted. Originally post late 2014. This is a race for 5th edition D&d. 


Version 1.0 Update Made the Redundant Organs feature based on spending hit dice on reflex after being critically hit.


Mutants are the product of creating life through Experimentation. Typically done by wizards, sorcerers and clerics of foul aberrant gods. Just as their origins may highly vary, so do their appearance. Mutants run the Gambit from strange amalgamations derived from multiple creatures fused together, to pale dull featured bipeds seemingly made from clay. Ether released by their creators to gather data or liberated by their cruel masters and given mercy by Adventurers.


Forged from Foul Magics_______


A Mutant’s appearance varies wildly based on the type of processes used to create it for Example; an aberrant cult in an attempt to summon an elder god they accidentally created a humanoid with green scaly skin low functioning tentacles on its shoulders.  While a wizard in attempt to create a living clone of himself actually humanoid completely devoid of features and Pigment. Work with your DM to create the appearance of your mutant.


Outsiders Seeking to Belong____


Due to their strange appearance it is difficult for Mutants to interact with society.  People tend to view them as Abominations.  Despite this Mutants desire to feel a sense of belonging.  They are willing to do things that normal people are reluctant to do.  This tends to draw them to the adventuring lifestyle since it welcomes outcast and misfits.

In large Communities it is possible for mutants to live together typically away from general public typically in sewers, catacombs and Caverns.


Mutant Names______________


Mutants currently do not possess language unique to themselves. They tend to learn the languages spoken around them.  Also they do not share any naming conventions. They can take a name given by their creator or a name given by someone else.


Mutant Traits________________

Ability Score increase +2 Constitution which reflects their un-natural endurance and resilience.

Age Mutants have Variable Ages

  1. Age like Humans
  2. Age like Dwarves
  3. Age like Elves
  4. Age like Half-orcs
  5. Age like Halfling
  6. Age 2X as fast as humans

  Size Mutants size varies wildly running between 4 to 6.5 feet tall. Your size is Medium.

Speed base walking speed is 30 feet

Darkvison having spent the much of your life in a dark laboratories. Your eyes adjusted and 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. You can’t discern color in darkness only shades of gray.

Tough skin you have resistance to acid damage.

Sub races

Two major sub-races currently have been documented among Mutant kind.  The monstrous Mutant Abomination and the strange Spell fused Mutant.


Mutant Abomination__________

Mutant Abominations a hulking brutes that inspire fear on the battlefield.  They possess unnatural strength along with their improved endurance. Abominations were designed to be strong servants accomplishing manual labor and helping to defend their Creators lair. They tend to be reserved prefer letting their hands do the talking rather than words. They are extremely focused being created to conduct specific tasks.

Ability Score increase. Your Strength increases by 1.

Disturbing Appearance gain proficiency in intimidation.  

Redundant organs. When you are critically hit, as a reaction you may spend hit dice.

Unnatural vitality Advantage on saves that involve becoming fatigued


Spell Fused Mutant__________

Spell fused mutants are conduits of arcane energy.  While they are not Physically Strong like abominations they make up in raw arcane power.  Often created to assist their creators in the laboratory.  Spell Fused mutants are better equipped for social interactions then their Abomination brethren.  They are deceptive and difficult to read their true intentions.

Ability Increase +1 to your Charisma score.

Hard to Read gain proficiency in deception.

Strange Brain Chemistry Advantage on saves becoming compelled or charmed.  

Energy Backlash You overload your body with strange energies.  Functions like Shocking Grasp used once per short rest. Casting stat for this ability is Charisma.