Mutation Bottle (5e Equipment)

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Potion, Rare

Referenced in Mutator.

Your average bottle, with not-so-average chemicals, oddities and "stuff".

Can be made using various items and alchemist's supplies. Effects are random. Mutation Bottles are, subject to DM, immune to the effects of antimagic field spells or similar magic.

See below for results.

Additional Notes Shapeshifters, like the doppelganger, are not immune to mutations 01-18. They will be affected as this mutations affect their genetic code, so whatever form they shift into will have the mutation.

Wish spell can only undo the mutation, not choose the mutation.

Unless the mutation says otherwise, damage dealt from mutations ignore resistances and immunities.

Mutations that say "(Cosmetic, doesn't do much)" mean that the mutation doesn't change the target drastically.

Those who change race or switch bodies only change their Strength, Dexterity, and Constitution and other senses. Your other attributes stay the same, as does proficiencies (except racial ones), languages and class.

Mutations 01-10 (physical form changes) do not happen to creatures already with that mutation. Mutation 07(extra arms) grows arms to a maximum of 4 arms total, including any arms the target may already have.

Mutation 40 (invisible) can be seen using any other senses except normal vision and darkvision.

Mutation 41 (body switchers) is permanent unless undone by magical means.

Mutation 44 (sweet talker) is a permanent effect, and victims to the target's charms only attack the target in self-defense as if charmed.

Mutation 46 (dodges everything) includes dodging things compatriots pass to you, arrows or spells that are shot at you and potions thrown to you, even if you don't want to dodge them. This can also cause the target to break the laws of physics sometimes but without consequence. (eg target's bones dissolve to dodge an arrow and reform to hit the target.) Punches and melee attacks are not affected.

Mutation 48(grass eater) allows the target to eat grass as a food substance without worrying about diseases(unless magical) and thus, target will not be hungry for the 1d8 days.

Mutations 51-68 (transformation) requires a cocoon. This is magically and physically unbreakable for 51-61's case and physically unbreakable for 62-64's case. 65-68's cocoon has an armor class of the target's armor class + 1d12 from earlier + 1d6, hitpoints similar to the target's after mutation form.

Mutations 71-88 (Damage immunities) The "damage shields" block that much damage of that type, but otherwise have no effect.

Mutation 95(Important contact) does not cause the contact to immediately befriend you(if against their nature). The vision will, however, tell you what the person likes, dislikes and the person's general preferences, stats and powers. Go figure.

Mutation 96(Midas touch) does not change the creature's equipment, only the creature. It would require the equipment to be individually touched to turn the equipment gold. It does need to touch the target, so if the target is wearing chestplates or similar(shirts excluded), the target will turn to gold.

Table: General Mutation Classification
1d100 Classification
01-18 Target's physical form changes
19-21 Target goes mad
22-24 Target is psychically afflicted
23-26 Target learns temporary magic
27-33 Target's vision is affected
34-36 Target's stats increase.
37-39 Target becomes like an elemental
40-50 Target has miscellaneous mutations happen
51-61 Target becomes a Young Dragon of various types
62-64 Target becomes a new creature of greater power
65-69 Target's race changes
70-88 Target is either damaged by an effect or granted temporary invulnerability to the effect
89-95 Target has a clue to the quest or a new quest.
96-00 Target has a very powerful mutation that gives either knowledge or a certain power
Table: Mutations
1d100 Random Mutation
01 Target grows tiny horns on target's head, dealing 1d6 piercing damage to target. (Cosmetic, doesn't really affect much)
02 Target grows gills, dealing 1d12 slashing damage to target, but grant target the ability Amphibious
03 Target grows hair spontaneously as if growing for 5d10 days. (Cosmetic, doesn't do much)
04 Target heals 10 hit points. (If at full health, does not do anything)
05 Target grows a tail, dealing 1d12 piercing damage to target. Races with tails are immune to this mutation. Pants and legwear need to be specially tailored.
06 Target grows scales, dealing 4d6 piercing damage to target but gives natural armor class of 12. Races with scales are immune to this mutation.
07 Target grows a pair of extra arms, dealing 2d12 bludgeoning damage but allows the target to wield 4 single handed weapons(etc). Chestplates and shirts need to be specially tailored
08 Target grows large horns on target's head, dealing 4d6 piercing damage to the target. In addition, the target can Gore (1d10+proficiency piercing, +1d10 for every 5 levels gained with this mutation), although helmets and hats must be specially tailored.
09 Target's ears grow in length, resembling an Elf or Half-Elf, dealing 2d6 piercing damage. Races with elvish ears or larger are immune to this mutation. (Cosmetic)
10 Target grows wings, dealing 3d12 slashing damage to target, but grant a flight speed of 30 ft.
11 Target grows sticky, adhesive cells, dealing 1d4 bludgeoning damage to target, that grant the ability to climb walls for 30 ft., or increase by 15 ft. if target can already climb walls
12 Target grows muscles spontaneously, dealing 1d12 bludgeoning damage, but increases strength to 19. Creatures with strength of 19 or higher are immune to this mutation.
13 Target has mutation 01, 05, 06 and 10 happen at once, but heals for 4d10 hit points.
14 Target grows 6ft. in height, dealing 6d6 bludgeoning damage to target
15 Target shrinks 3ft. in height, dealing 6d6 psychic damage to target. Creatures 3ft. or smaller are immune to this mutation
16 Target's hair changes colour(DM's choice), otherwise with no major changes. (Cosmetic, doesn't do much)
17 Target's eyes change colour(DM's choice), otherwise with no major changes. (Cosmetic, doesn't do much)
18 Target's dominant arm becomes electrified, dealing 3d4 lightning damage, but grants an additional 2d6 lightning damage when attacking with a melee weapon/unarmed. Targets without arms have their main appendage (eg a leg, a tentacle etc) electrified, and targets without such appendages (eg a Gelatinous Cube) are not affected.
19 Target has short-term madness(DM's choice) for 4d4 days
20 Target has short-term madness(DM's choice)for 4d4 days, and changes alignment(DM's choice)
21 Target has indefinite madness(DM's choice)
22 Target's nerves are filled with pain, dealing 3d10 psychic damage, and, if more than half of their current hitpoints are lost, the target becomes unconscious for 2d4 days.
23 Target takes 1d6 psychic damage for 1d12 turns
24 Target takes 2d6 psychic damage(akin to a headache)
25 Target can cast firebolt(2d6 fire damage) for 1d6 uses, using their Intelligence as their Spell Save DC.
26 Target can cast thunderwave(2d8) for 1d4 uses, using their Intelligence as their Spell Save DC.
27 Target sees double of everything for 1d10 days. The target gains disadvantage on saving rolls, ability checks and attack rolls that they are not proficient in. Any attacks made with this mutation deals half damage instead.
28 Target sees triple of everything for 1d10 days. The target gains disadvantage on saving rolls, ability checks and attack rolls that they are not proficient in. Any attacks made with this mutation deals a third of its usual damage instead.
29 Target's sight mutates in such a way that they see everything as monsters(DM's choice). Creatures with any other special senses (such as Tremorsense or Blindsight) other than Darkvision are immune.
30 Target's eyes are blinded for 3d20 days, losing Darkvision and Truesight senses for affected days, but gaining the ability of blindsight for the affected days + 1d10 more days.
31 Target's sight mutates in such a way that they can see an additional 30 ft., additional 15 ft. darkvision, and additional 10 ft. truesight further. (if they do not already have Darkvision or Truesight, they gain 15ft Darkvision and 10ft Truesight)
32 Target becomes blind for 1d20 days, recovering afterwards. Creatures that are already blind or have other special senses (such as Tremorsense and Blindsight) are immune to this mutation.
33 Target gains tremorsense for 30ft., dealing 1d4 psychic damage. Races with tremorsense gain 30ft further tremorsense instead.
34 Target becomes enlightened, increasing wisdom by 2(up to 20), with no other effects. Creatures with wisdom of 20 or higher are immune to this mutation.
35 Target becomes enlightened artificially, causing the next Intelligence checks(saving throws, ability checks etc) for 1d6 days to use 20(+5). This does not actually change the target's Intelligence. Any Intelligence-related checks are assumed to have proficiency as well. The side effect being that the target can't stop talking about the closest thing they see in a monotone voice (eg if they see a goblin, they will talk about its genes and how it is related to other goblinoids)
36 Target's Perception skill increases by 3(up to 20), with no other effects. This affects their Passive Perception as well. Creatures with perception of 20 or higher are immune to this mutation
37 Target's body becomes liquid, dealing 2d12 psychic damage. In 20-Intelligence modifier days, the target learns to control this as a gift, becoming similar to a water elemental, gaining damage resistances

from slashing, piercing or bludgeoning non-magical attacks and vulnerability to thunder damage and Freeze akin to a Water Elemental.

38 Target is engulfed in magical flames, dealing 4d8 fire damage to the target. In 20-Intelligence mod days, the target learns to control this as a gift, gaining damage immunity to fire, dealing an

additional 1d6 fire damage and able to cast firebolt(2d6 fire damage) as an innate spell. However, the target gains Water Susceptibility akin to a Fire Elemental and ignites any burnable material within 5ft. (sort of like the Human Torch)

39 Target's skin becomes like rock, dealing 4d8 bludgeoning damage. In 20-Intelligence mod days, the target learns to control this as a gift, becoming akin to an earth elemental, gaining damage

resistances from slashing, piercing or bludgeoning non-magical attacks and the feature of earth glide as well as Burrow 30ft.

40 Target becomes invisible for 4d12 minutes
41 Target changes bodies with the nearest person within 10 ft., each gaining the other's racial traits and losing their previous racial traits, and both become unconscious for 1d12 days. If there isn't anybody

within 10ft., target receives 1d10 psychic damage and becomes unconscious for 1d12 days

42 Target regains all lost hit points.
43 Target is unconscious for 2d12 days, recovering with no mutations otherwise.
44 Target has the ability to automatically succeed on charming creatures with difficulty rating of 10 or lower, taming any beast with CR lower than half the target's level, and persuading creatures with difficulty rating of 15 or lower.
45 Target sees everything in a slower pace than normal(1/4 times as slow), essentially the target moves 4 times as fast. The target gains 4x as many actions/attacks as normal (eg having an Extra attack of 2 means the target can attack 8 times instead) in their turn and can dodge or use their Sleight of Hand 4 times as fast as normal(The difficulty of dodging drops by 4x, eg. from 10 to 3 rounded up). Side effects target's patience needs to extend 4 times as long, needs to talk 4 times as slow for others to understand, and that normal tasks requiring precision(eg roasting a spit) needs to be done 4 times as slow to succeed. This lasts for 2d10 days.
46 Target automatically succeeds on dodging anything thrown at them, or fired at them, from anyone for 1d12 days, regardless of the difficulty level.
47 Target becomes immune to the effects of any Mutation Bottles from the creature that created the Bottle.
48 Target has a strange craving to eat grass, and will aggressively attack whoever blocks the way to the nearest source grass, for 1d8 days.
49 Whatever the Target is holding becomes permanently attached to the target's hands, of which removal will deal 4d6 piercing damage. This means that while they can't be disarmed, they also can't change to a different weapon/free their hands etc.
50 Target goes back in time to 1d6 seconds before the potion bottle hits the target. Only the target is affected and knows what will happen in the next few seconds.
51 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Brass Dragon, gaining Young Brass Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
52 Target sprouts a cocoon and emerges from it in 1d12 days as a Young White Dragon, gaining Young White Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
53 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Green Dragon, gaining Young Green Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
54 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Iron Dragon, gaining Young Iron Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
55 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Black Dragon, gaining Young Black Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
56 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Bronze Dragon, gaining Young Bronze Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
57 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Red Dragon, gaining Young Red Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
58 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Blue Dragon, gaining Young Blue Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
59 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Gold Dragon, gaining Young Gold Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
60 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Copper Dragon, gaining Young Copper Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
61 Target sprouts a cocoon and emerges from it in 1d12 days as a Young Silver Dragon, gaining Young Silver Dragon racial traits but losing their previous racial traits. Dragons are immune to this mutation.
62 Target is cocooned for 2d12 days, eventually becoming a Skeletal Lord. The target's type changes to undead and gains 2d4ft. in height. In addition, the Skeletal Lord can use an action to summon a Skeleton that is friendly to the summoner and follows all their orders to the best of its ability (the number of Skeletons summoned this way increases every 4 levels gained with this mutation). Nearby Undead creatures will not attack the Skeletal Lord, with exception of Undead Creature with Intelligence of 12 or higher or have higher CR than the Skeletal Lord. The target's weapon also deals 2d4 additional necrotic damage(increases by 2d4 every 4 levels gained with this mutation). Target gains damage vulnerability to bludgeoning damage and immunity to poison. Target takes 4d12 acid damage, to represent the loss of organs, skin etc.
63 Target is cocooned for 2d12 days, eventually becoming a Green Slaad. The target gains slaad regeneration(10 hit points when they have at least 1 hit point), innate spellcasting(detect magic, detect thoughts, mage hand. fear, invisibility (self only) 2/long rest, fireball 1/long rest), and Hurl Flame(2d6 Fire damage, increases by 1d6 damage every 2 levels gained with this mutation.). The target gains the Green Slaad's Shapechanger trait after they gain 5 levels with this mutation.
64 Target is cocooned for 2d12 days, eventually becoming a Minotaur Lord(similar to 68). A Minotaur Lord is basically a Minotaur, with gore instead of headbutt(2d10 piercing damage, increases by 2d10 for every 5 levels gained with this mutation). Not only this, nearby Minotaurs will be friendly to the Minotaur Lord, and may defend the Minotaur Lord from other threats.
65 Target sprouts a cocoon and emerges from it in 1d12 days as a Demon(DM's choice of which Demon, eg Balor, Marilith), gaining that Demon's traits but losing their previous racial traits. Demons are immune to this mutation.
66 Target sprouts a cocoon and emerges from it in 1d12 days as a Dragonborn, gaining Dragonborn traits but losing their previous racial traits. Creatures with the Dragon tag are immune to this mutation.
67 Target sprouts a cocoon and emerges from it in 1d12 days as an Elf, gaining Elf traits but losing their previous racial traits. Elves are immune to this mutation.
68 Target sprouts a cocoon and emerges from it in 1d12 days as a Minotaur, gaining Minotaur traits but losing their previous racial traits. Minotaurs are immune to this mutation. Target can also headbutt (1d10 piercing, increases by 1d10 damage for every 5 levels gained with this mutation)
69 Target dies and is resurrected as a Skeleton(if below half of max Hitpoints) or a Zombie(if at half of max hitpoints and above). Target's type changes to Undead, and they gain immunity to exhaustion, poisoned condition, poison damage and vulnerability to bludgeoning damage (if a Skeleton) or immunity to poison damage and poisoned condition. (if a Zombie). Other than these changes, their stats, sense, ability to speak etc do not change.
70 Target gains immunity to bludgeoning, piercing and slashing damage from non-magical sources for 3d12 days.
71 Target takes 2d6 cold damage from the concoction in the Bottle. Nothing happens if they are immune to Cold Damage.
72 Target gains a "cold damage shield" that lasts until the target receives 2d6 cold damage(which the target rolls).
73 Target is set on fire and dealt 1d8 fire damage, with 1d4 fire damage for every turn the fire lingers. The fire lingers 6 turns total. Nothing happens if they are immune to Fire Damage.
74 Target gains a "fire damage shield" that lasts until the target receives 6d6 fire damage(which the target rolls).
75 Target is splashed with acid and dealt 1d8 acid damage, with 1d4 acid damage for 1d6 turns.
76 Target gains an "acid damage shield" that lasts until the target receives 2d12 acid damage(which the target rolls).
77 Target triggers a loud thunderclap, dealing 1d10 thunder damage to the target, half of that(rounded up) to anyone within 10ft and a quarter to anyone within 20ft.
78 Target gains a "thunder damage shield" that lasts until the target receives 1d10 thunder damage(which the target rolls).
79 Target is zapped with lightning, dealing 2d10 lightning damage to target and anyone within 3ft.
80 Target gains a "lightning damage shield" that lasts until the target receives 2d10 lightning damage(which the target rolls).
81 Target is struck with a massive headache, dealing 2d6 psychic damage.
82 Target gains a "psychic damage shield" that lasts until the target receives 2d6 psychic damage(which the target rolls).
83 Target is struck by necrotic forces, dealing 1d10 necrotic damage, with 1d6 necrotic damage for 1d10 turns.
84 Target gains a "necrotic damage shield" that lasts until the target receives 5d6 necrotic damage(which the target rolls).
85 Target is poisoned and dealt 1d8 poison damage, with 1d4 poison damage for every turn the poison lingers. The poison lingers 10 turns total.
86 Target gains a "poison damage shield" that lasts until the target receives 2d10 poison damage(which the target rolls) and grants immunity to poisoned condition while the target has this shield.
87 Target is struck by radiant forces, dealing 1d10 radiant damage, dealing 1d6 radiant damage for 1d10 turns
88 Target gains a "radiant damage shield" that lasts until the target receives 5d6 radiant damage(which the target rolls).
89 Target is given a random piece of the quest (eg a map that leads to where they are going) the target is undergoing or, if not on a quest, an important piece of a quest the target may undergo. It appears in their hands.
90 Target has a vision of the future that the target can't understand without consulting a certain person that the DM chooses, as this person knows what the vision means. This deals 1d10 psychic damage to the target
91 Target has a vision of the future that only the target can understand, dealing 1d10 psychic damage.
92 Target has a vision of something the target will not comprehend unless the target spends 2d10 days studying the topic, either through consulting many contacts, sifting through libraries, or through magical means.
93 Target has a vision of a prophesy, either past, present or future, that the target becomes very intrigued and will want to discover its meaning. This then becomes a side quest, that ends either with the target finding out it already happened, it is happening with the target, without the target, or that the target will not be involved. This deals 1d10 psychic damage.
94 Target sees a person the target knows(etc member of the same party) in a vision, and is convinced(through the person's alignment), through the person's actions in the vision, that the person is the one who can defeat the villain of the quest, or similar(Good), the person knows something crucial that can decide the outcome of the quest(Neutral), or that the person is a straight out traitor(Evil). This deals 1d10 psychic damage to the target.
95 Target sees a potential contact that can aid the target very much(a information broker, a magical weapon-smith etc) in a vision. This deals 1d6 psychic damage to the target.
96 Target gains the Midas touch for 1d4 uses. It turns things they touch into solid gold. Tiny things gain a value of 10gp, small things the value of 100gp, medium things the value of 1000gp, large things the value of 10,000gp, huge things the value of 100,000gp, and gargantuan things 1,000,000 gp. This also affects creatures, which increase the value by 50% due to "complex craftsmanship".
97 Target knows how to summon a Balor bound eternally to his service and/or his bloodline, as if knowing the true name of the balor. If the balor does not do up to mark, the target may mentally torture the balor without actually damaging the balor. The balor is not allowed to kill the target or anyone the target does not allow the balor to kill. The balor's mind has only one task, to obey the target and/or his bloodline. The target may transfer his "ownership" to anyone. Only the one with the ownership or a wish spell can release the balor.
98 Target has knowledge of a two-way portal from and to any dimension (DM's choice), and can always find their way to either end when on the same plane as that portal.
99 Target either gains 2 new proficiencies, learns 3 new languages, increases one stat by 10(up to 30) or gains truesight 40ft.(Target's choice)
00 Target gains any one mutation of target's choice as detailed above.

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