Mutalyst (5e Class)

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Mutalyst


<!-Introduction Leader->


Creating a Mutalyst


Quick Build

You can make a Mutalyst quickly by following these suggestions. First, <!-Constitution-> should be your highest ability score, followed by Wisdom or Intelligence. Second, choose the Soldier background. Third, choose Hand Axe and Hide Armor.

Class Features

As a Mutalyst you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mutalyst level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mutalyst level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple
Tools: None
Saving Throws: Constitution and either Intelligence, Wisdom, or Strength, depending on chosen subclass
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) or (b) Handaxe or (c) Dagger
  • (a) Leather Armor or (b) Hide Armor
  • (a) Explorer's Pack or (b) Scholar's Pack

Table: The Mutalyst

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st+2<!-Mutation Pool->
2nd+2<!-Class Feature2->
3rd+2<!-Class Feature3->
4th+2Ability Score Improvement, <!-Ability Score Increase->
5th+3
6th+3
7th+3
8th+3Ability Score Improvement, <!-Ability Score Increase->
9th+4
10th+4
11th+4
12th+4Ability Score Improvement, <!-Ability Score Increase->
13th+5
14th+5
15th+5
16th+5Ability Score Improvement, <!-Ability Score Increase->
17th+6
18th+6
19th+6Ability Score Improvement, <!-Ability Score Increase->
20th+6

<!-Class Feature->

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Subclass Feature

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mutation Pool

At level one you gain a pool of mutational energy equal to half your constitution score plus five. It increases by five for every level in the Mutalyst class you gain thereafter. A number of points are deducted from the pool when the user transforms into a creature equal to the creature’s HP + the creature’s complexity rating(detailed later on). You gain all of your Mutation Points back when you finish a long rest. During short rests, a number of Hit Die equal to your Constitution modifier or less can be expended to replenish your Mutation Point pool instead of your Hit Points.

When turning into a creature (which requires an action), you gain its Strength, Dexterity, and Constitution scores and its AC, along with any abilities and features it has. Your Intelligence, Wisdom and Charisma scores remain the same, as do your proficiencies. You gain its standard HP in temporary HP on top of your current health. When the temporary HP is depleted, you are forced back into your standard form and any excess damage carries over to your current HP. Upon being forced out of your alternate form, you must roll a D6 at the start of every turn thereafter. Your transformation capabilities granted by this feature are completely disabled until you roll a 5 or a 6. Note that you do not have to wait for the feature to recharge if you choose to revert back to your standard form, which requires a bonus action on your turn. Any remaining temporary HP is lost when choosing to revert back. An alternate form lasts for a number of hours equal to your proficiency bonus.

You can use this feature to turn into any beast, plant, or monstrosity, provided that you have enough Mutation Points available to do so, and have assimilated a sample of it. Assimilating a sample is a 1 hour ritual that must be done during a long rest. It requires at least one cubic inch of the creature’s flesh, a handful of hair/fur, or a horn/tooth. You can have up to a number of creatures assimilated equal to your Constitution modifier (minimum of 1) at any given time. Assimilating another creature past this maximum requires you to purge a pre-existing creature from your system. You cannot turn into creatures more than one size category larger or smaller than your own (the Powerful Build racial trait is not taken into account for this).

A creature’s complexity rating is equal to the number of features they have.

<!-Class Option 1->

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



Back to Main Page 5e Homebrew Classes

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