#Please Delete

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graceful crown
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I have a version 1.4 in the works:

https://drive.google.com/file/d/1K12QKI6057NSNVGAhMmH39q2e8zcy2xo/view?usp=sharing

Edits for v1.3:

  • Increased the damage die for all subclasses (Besides Zoan)

  • Fixed grammar and spelling errors.

  • Added that the Organic Weapons count as magical at 6th level for the sake of resistance and immunities.

  • Specified that the extra hit die do not add to your hit point maximum.

  • Edited Threatening Presence feature to be a bonus action and can be used after a short or long rest.

  • Adjusted Mutant Capacities (Zoan [4] , Construct [6], Gelatinous [2])

  • Changed stats used for attack roles and features in order to avoid it being Single Attribute Dependent (Andromeda [INT], Gelatinous [CON], Flora [WIS] Zoan [DEX])

  • Adjusted and strengthened the Flora features. Added the Speak with Beast and Plants feature as well.

  • Added feature to level one Gelatinous: At 1st level, your hit point maximum increases by 2 and again whenever you gain a level in this class.

  • Added an extra Monstrous Aspect for each tier.

  • Added the Doppelganger subclass (Needs work)

shell hornet
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Okay so one thing: this is in Doppelgänger.

Your body begins the natural
process of decay only being held together with necrotic energy.

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Is this supposed to be there?

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Also, I remember seeing this on Reddit!

shell hornet
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Also feels like you could make a few more subclasses, you have one for lots of different damage types (poison, acid, psychic, bludgeon, slashing, piercing), but none for things such as force, fire, lightning, cold, and radiant. I do have some ideas!

  • Fire: Salamander. Has fire bolt and/or control flames, deals slashing or piercing, gains fire counterattack.
  • Cold: Not sure.
  • Lightning: Maybe a bat like mutant?
  • Radiant: Celestial or something.
graceful crown
graceful crown
shell hornet
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Some classes have like, thirteen subclasses, so four more classes wouldn’t be a bad thing. I think maybe I could write up something for you!

shell hornet
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Salamander

When a Salamander awakens to their mutation, they find their bodies heat up and become attuned to the power of fire, granting them new qualities.

At 1st level, the effects of your mutation has started to reveal itself in different ways. You can cast the Produce Flame cantrip using your Constitution as your spell casting modifier and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.
Your Mutation Capacity is 3. Your body begins the natural process of hardening and changing due to the flames within you. Your Organic Weapon has the following qualities;

  • Flaming Claws. Melee Weapon attack: Strength modifier for attack and damage rolls, reach 5 ft. Hit: (1d6 slashing damage).
  • Scalding Strike. Once per turn, when you hit a creature with your heated claws you can use your bonus action to have your claws ignite and burn the creature to deal an extra 1d4 Fire damage.

Charring Counter.
At 6th level, you can heat up your body as a defensive reaction to being struck with a melee attack. You can expend a Hit Die to force the target to succeed on a Constitution saving throw against your Mutant save DC or take 2d6 fire damage.

Fiery Field
At 11th level, as a bonus action you can activate or deactivate a burning aura. While active, the aura deals fire damage equal to your Constitution modifier to any creature that ends its turn within 15 feet of you. Dragons and Devils ignore this effect.

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Ablaze Absorption
At 14th level, if a spell that deals fire damage is cast within 30 feet of you, you can use your reaction to expend a Hit Die and gain 2d10 temporary hit points. Once you use this feature, you can't do so again until you have finished a short or long rest.

One With The Volcano
At 20th level, your body has become completely covered in a volcanic rock like substance, making you highly durable. You gain immunity to bludgeoning and fire damage and resistance to slashing, piercing, and cold damage.

Spells

  • 1st Level: Burning Hands/Searing Smite
  • 2nd Level: Heat Metal
  • 3rd Level: Ashardalon’s Stride
  • 4th Level: Fire Shield
shell hornet
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Chiropian

Your body begins to display avian and bat-like qualities, and you discover an affinity for stormy weather. The booming of thunder and lightning does not bother you, it makes you feel settled and comforted.

At 1st level, the effects of your mutation has started to reveal itself in different ways. You can cast the Shocking Grasp cantrip using your Constitution as your spell casting modifier and you can do this as many times equal to your proficiency bonus and you gain all uses after a short or long rest.
Your Mutation Capacity is 3. Your body begins to quicken and show bird like features. Your Organic Weapon has the following qualities;

  • Weaponized Wings. Melee Weapon attack: Strength modifier for attack and damage rolls, reach 10 ft. Hit: (1d8 bludgeoning damage).
  • Magnificent Maneuvers. Your walking speed increases by 5 ft and you gain proficiency in Acrobatics and Performance.

Avian Acrobatics
At 6th level, as your mutation develops, you find yourself able to cast the Longstrider and Jump spells on yourself as extensions of your biological abilities without expending a spell slot. You can only use each of these spells once before a short or long rest.

Fantastic Feathers

At 11th level, you gain a flying speed equal to your walking speed as you master the use of your wings. Also, as an action, you can attack each creature you choose within 5 feet of you with your Weaponized Wings. You can then make an additional attack, as normal.

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Lethargic Lightning

At 14th level, whenever you deal lightning damage to a creature, you can cause that creature to have its movement speed lowered by 20 feet until the end of the round.

Culmination of Capability

At 20th level, you gain the following features:

  • The damage you deal with your Organic Weapon increases to 1d12 bludgeoning damage.
  • You gain immunity to thunder and lightning damage and resistance to cold and bludgeoning damage.
  • You have advantage on saving rolls while flying.

Spells

  • 1st Level: Witch Bolt
  • 2nd Level: Shatter
  • 3rd Level: Lightning Bolt
  • 4th Level: Storm Sphere
shell hornet
graceful crown
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Not at all!

shell hornet
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Thanks!

shell hornet
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Expanded Mutant Spell List

Abyssal

  • 1st Level: Burning Hands
  • 2nd Level: Flame Blade, Scorching Ray
  • 3rd Level: Melf’s Minute Meteors, Ashardalon’s Stride

Aquatic

  • 1st Level: Frost Fingers, Ice Knife
  • 2nd Level: Snilloc’s Snowball Swarm, Rime's Binding Ice
  • 3rd Level: Tidal Wave

Celestial

  • 1st Level: Witch Bolt
graceful crown
graceful crown
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Hi everyone! It's me again, with yet another iteration of my Mutant class. I truly believe that the mutant is fantasy trope that hasn't been fully explored. So, this is my humble attempt at creating a monstrous class that has you mutate further and more extreme as you level.

Right now this is my 5th draft, and I have gone through and tweaked many aspects of each subclass. I actually decided to trim the fat and remove the many subclasses I was working on and created but are not as polished as the ones that remain. I think the formatting of the wording and feature place for the class has been difficult for me. Some people were confused about a few things that I hope to have made clearer.

unkempt glacier
unkempt glacier