Mutant (4e Race)

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Mutant

A mutated human with exponential abilities. You can take feats that have either mutantm abberation or human as a prerequisite, as long as you meet all other prerequisites.

Racial Traits
Average Height: 5´ 6˝- 6´ 2˝
Average Weight: 110lbs - 330lbs
Ability Scores: Based off of your traits.
Size: Medium
Speed: 6 squares
Vision: Normal and Dark vision
Languages: Common, choose one other
Skill Bonuses: +1 to intimidate (only this because of the bonuses from traits)

Keywords: Abberation, Humanoid

Special: Roll a 3d20 to recieve 3-6 randomised traits at the beginning. Alternatively choose 1 secondary trait (accompanied by it's primary) or 3 primary traits. Rolling the same primary trait twice results in a secondary trait without the loss of a remaining roll, the same trait does not stack (reroll ONLY if you roll the same trait more than twice.) Gain no additional feats at level 1 outside of that gained from traits.
1-2 Primary Racial Trait: Regenerative tissue: +1 Constitution, +1 endurance The creature regains hit points at an exceptionally fast rate, 2 hit points per round. Regenerative tissue stops working when a creature is reduced to -10hp or fewer. Regenerative tissue does not allow a creature to regrow or reattach severed body parts. You also receive 75% LESS healing from other sources.
3-4 Primary Racial trait: Muscles of steel: +1 ability to Strength and +1 to Athletics. You can wield a two-handed weapon as if it was one-handed, if the weapon is in your size category (eg: a medium longspear being used by a medium character). You can also wield one-handed weapons of a size category larger than you with one hand as well.
5-6 Primary Racial trait: Winged Adaptation: +1 ability score to Dexterity and +1 to acrobatics. Gain wings of your choice out of the following:

Insectoid Wings (Butterfly, Dragonfly, Fairy, Bee) - Fly (hover) 8 squares; limit 3 height (15 feet). You have to land to rest your wings every four hours for an hour. Feathery/Leather Wings - Fly (poor) 6 squares. You have to land to rest your wings every four hours for one hour, or glide until you touch ground.

7-8 Primary Racial trait: Mimic: +1 ability score to Charisma and +1 to your choice of Bluff or Diplomacy. Ability to perfectly replicate voices and sounds you have previously encountered. You can use this with your bluff skill, gaining a +10 to the roll in situations where attempting to convince people that the voice or sound is genuine. (Cover face in combat scenarios.)
9-10 Primary Racial trait: Heightened learning: +1 to Intelligence and +1 to Perception. Learn 25% faster (for campaigns that make it so you have to earn your skills, feats, and powers by training or learning for months to gain the ability). You gain additional training in a class skill (eg. a rogue gaining proficiency in athletics), and gain 1 bonus feat.
11-12 Secondary Racial trait: Superior Regenerative Tissue: If you roll this trait you also gain Regenerative tissue instantly in place of 1 of your remaining rolls, if no rolls remain after this roll you gain Regenerative tissue for free, if you already have Regenerative tissue you may keep your remaining roll. You also heal 50% LESS from other sources instead of the previous 75% LESS gained from Regenerative tissue.

You are able to heal or regrow a limb in 10 rounds at the cost of 1 healing surge and an additional healing surge per round you wish to skip or reattach a limb for the cost of 2 healing surges and a major action. Your regenerative abilities now provide a resist 10 to ongoing damage, by quickly assessing the situation and repairing the damage done.

13-14 Secondary Racial trait: Bones of diamond: If you roll this trait you also gain Muscles of steel instantly in place of 1 of your remaining rolls, if no rolls remain after this roll you gain Muscles of steel for free, if you already have Muscles of steel you may keep your remaining roll.

Your bones are made of diamond and form outside of your body in the form of a grotesque exoskeleton that gives you a bonus +2 natural AC.

15-16 Secondary Racial trait: Air superiority: If you roll this trait you also gain Winged adaptation instantly in place of 1 of your remaining rolls, if no rolls remain after this roll you gain Winged fury for free, if you already have Winged adaptation you may keep your remaining roll.

Based off the wings of your previous choice, you gain the following: Insectoid Wings (Butterfly, Dragonfly, Fairy, Bee) gain +1 speed, and +2 height altitude limit (25 feet), as well as gain the ability to shift an additional square (5ft) Feathery/Leather Wings gain + 1 speed and you only need to land and rest for 1 hour after every 8 hours of flying, or glide until you touch ground.

17-18 Secondary Racial trait: Shapeshift: If you roll this trait you also gain Mimic instantly in place of 1 of your remaining rolls, if no rolls remain after this roll you gain Mimic for free, if you already have Mimic you may keep your remaining roll.

Keyword: Shapechanger Gain the ability to perfectly replicate a physical form, both inanimate and living things.

19-20 Secondary Racial trait: Superior intelligence: If you roll this trait you also gain Heightened learning instantly in place of 1 of your remaining rolls, if no rolls remain after this roll you gain Heightened learning for free, if you already have Heightened learning you may keep your remaining roll.

You gain the bonus feat Linguist. You also become telepathic, allowing you to speak to any creature with a language within 5 squares.

Physical Qualities

Similar to that of a human but with obvious differences, in most cases the mutant's physical body may be deformed or their characteristics may be more animalistic although there are few mutants with no obvious differences apart from their extraordinary and in-human abilities.

Mutant Adventurers

Nearly all Classes suit the mutant race due to the variety offered by the many options given by the race.

Logan is a mutant barbarian. He wandered the frozen north and found his home amognst a tribe of savage natives. His healing factor, claws and metal skeletal have made the tribe consider him their new champion and he has found a simple if enjoyable life.

Scott is a mutant warlord. He trains every day with his optic blasts and psionic talents to better mutant cooperation between other races. He has mentored and lead three adventuring teams to spread the word of his message and so far it seems to be a success.

Roleplaying a Mutant

When creating a Mutant adventurer, here are a few points to consider.

Roll for dramatic and mixed experiences: When creating a mutant it is required to roll for traits (unless your gm says otherwise) to create a more real and dramatically spontaneous experience for you, your companions and your GM. Not to mention the obvious added bonuses.

Mutant Characteristics: Similar to that of a human but with obvious differences, in most cases the mutant's physical body may be deformed or their characteristics may be more animalistic although there are few mutants with no majorly obvious differences apart from their extraordinary and in-human abilities.

Mutant Feats

Heroic Tier Racial Feats
NameDescription
Paragon Tier Racial Feats
NameDescription
Epic Tier Racial Feats
NameDescription

Heroic feats:

Minor evolution: +2 to a skill of your choice. You can take this feat more than once.

Adaptive cells: You gain resist 5 to a specified type of damage. Each time you take this feat, choose another damage type. (untyped/normal damage as well as ongoing damage are not included in the list.) Metastatic

Paragon feats: Advanced Evolution: Gain an additional secondary or primary trait as long as you have all required prerequisites.


Epic feats: Superior Evolution: Gain an additional secondary or primary trait as long as you have all required prerequisites.


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