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Mutant (5e Race)

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This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race uses a trait, fast healing, that gives players situational unlimited healing. D&D avoids using this concept, most specifically with cantrips. If the trait as written is an issue, consider using your own variant or the one that is listed or any combination of variants.

Mutant[edit]

Mutant or Non-Human:Adopting a fictional work such as the X-Men or mutants in general is a complex task. Because mutants exist in a binary world, human or mutant, there is no consideration for the fantasy setting of elves, dwarves, orcs, etc. When you decide which mutant your going to play, ask your DM if it is okay to look like an elf or an orc. You don't have to use the traits for those races.

Mutants are humanoids that possess traits unlike their kin. These traits are manifested in thousands of different ways and at times, ranging from a singular trait or multiples. The traits can entirely replace a creatures "normal" traits or be additional.

Physical Description[edit]

Mutants usually appear just as their peers. Minor changes would include a dwarfs skin changing or an inability to grow a beard. The eyes of others may become cloudy due to over experimentation with darkvision. Of course, these are the exception and a lot of times a mutant can blend in with society. As is the case of the wolverines.

Behavior[edit]

Most mutants are skeptical of others since they've betrayed and experimented on. That's not to say they avoid culture and cities altogether. A deadpool would find great joy taken the money from others in a drinking game. A sabretooth or wolverine may profit from being vigilantes tracking down criminals. This doesn't change their outlook that all humanoids are out for themselves and to be careful who you trust.

Society[edit]

Sometimes a mutant will try to live amongst others and coexist. The horrors from their experience may force them to have nightmares and lash out at their bedmates though. Eventually, for others' safety, a mutant finds solitude the best. A mutant may work with others for a common goal but once that is accomplished they tend to resort to their previous lives.
There are situations when a mutant works with or others help them and some trust is established. A mutant may then decide they want to keep working with this group. The relationship is usually beneficial for the mutant since it helps provide protection against others that may want to harm the mutant.

Mutant Names[edit]

Mutant names vary no differently than that of other races. Wherever they grew up they adopt names from that culture. Others around them do give them an alias though. An alias usually has something to do with their race or their nature such as Storm, Beast, Magneto, or Juggernaut.

Mutant Traits[edit]

Deadpool[edit]

Ability Score Increase. Choose two different ability scores to increase by 1.
Cellular Resistance. You have advantage on Wisdom saving throws against enchantment and illusions spells.
Cellular Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Cellular Immunity. You are immune to diseases.
Fast Healing. While below half your maximum hit point total, you gain hit points at the start of your turn equal to your Constitution modifier. If you reach zero hit points and become unconscious, you must finish a long rest to use this trait again.

Sabretooth[edit]

Ability Score Increase. Your Strength score increases by 2.
Fleet of Foot. Your base walking speed increases to 35 feet.
Animal Instincts. You have proficiency in the Perception skill and you have advantage on Wisdom (Perception) checks to track creatures by scent.
Feline Reflexes. You have advantage on Dexterity saving throws to avoid traps.
Pounce. You have advantage on Strength Athletics skill checks to jump. In addition, you do not require a running start and the distance you can jump is double.
Fast Healing. While below half your maximum hit point total, you gain hit points at the start of your turn equal to your Constitution modifier. If you reach zero hit points and become unconscious, you must finish a long rest to use this trait again.
Claws. Your fingernails can extend to become deadly natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Variant Rule:Fast Healing
Fast healing is a big advantage for players and can really mess up a DM's encounter. If you notice or think you'll have issues with the way the rule is written, you can have fast healing work only if the character didn't take damage on their previous turn. Therefore, until the characters stop taking damage by finding shelter, ending the encounter, or fleeing the scene entirely, they aren't going to heal themselves.

example variants:

  • hit points gained are temporary
  • a damage type negates fast healing

Racial Feat: Fast Metabolism
prerequisite: Sabretooth race
A player may choose this feat instead of an ability score increase.
Either you've untapped your natural healings potential or someone has done it for you.

  • Your Strength score increases by 1.
  • Your natural healing improves. You are immune to being poisoned, poison damage, and diseases.
  • Your healing grants increased stamina. Whenever you gain a level of exhaustion, treat it as one less.

Spiderman[edit]

Part humanoid, part web slinging spider
Ability Score Increase. Your Strength and Dexterity scores increase by 1.
Age. Their age varies.
Alignment. Any.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.
Spidey Sense. You sense when danger is near. You cannot be surprised.
Web Slinger. You are able to shoot a web at your enemies or use it like a rope. When you take the Attack action, you may instead shoot a web at a target within 30 feet as a ranged attack. If it hits, the target is consider restrained. A creature restrained by the webs can use its action to make a Strength check against a DC (8 + your proficiency bonus + your Constitution modifier). If it succeeds, it is no longer restrained.
You may also use your web as a rope. If you wrap someone with your web, the DC to escape is 8 + your proficiency bonus + your Constitution modifier. You can also use your web to swing between buildings. Treat your web like a rope with a grappling hook on the end. You have advantage on attack rolls to hit the buildings when swinging between them.
You may use this trait a number of times equal to twice your hit dice. You regain all uses when you complete a short or long rest.
Languages. You can speak, read, and write Common.

Wolverine[edit]

Ability Score Increase. Your Strength and Constitution scores increase by 1.
Fleet of Foot. Your base walking speed increases to 35 feet.
Keen Senses. You have proficiency in the Perception skill.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Fast Healing. While below half your maximum hit point total, you gain hit points at the start of your turn equal to your Constitution modifier. If you reach zero hit points and become unconscious, you must finish a long rest to use this trait again.
Claws. You have retractable bone claws that extend from your knuckles that are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Racial Feat: Adamantine Bones
prerequisite: Wolverine race
A player may choose this feat instead of an ability score increase.
Through experimentation, divine intervention, or a failed spell attempt your bones have been infused with one of the strongest metal allows. You are healthier and deadlier than before.

  • Your Constitution score inscreases by 1.
  • Your claws now deal 1d6 damage and are treated as magical for the purpose of overcoming damage reduction.
  • You have resistance to non-magical bludgeoning damage.

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