×   Part 4: Classes Introduction Leveling Up Artificer Mutant Psychokinetic Rogue Warrior Spellcasting Elemancer Classless Feats
Iron & Aether
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Part 4: Classes   ☰

Mutant

Unnatural Abilities

Mutants are Sentients who have undergone specific medical, alchemical, or arcane procedures – voluntarily or otherwise – that have left them with enhanced speed, strength, reflexes, and a bevy of other enhanced skills and abilities. Though they gain much, their abilities do come at a cost: Mutants age twice as quickly as normal, and can never again return to how they once were. Despite this, many Mutants welcome their new powers, or at the very least put them to very good use.

The Mutant

Level PWS
Proficiency
Features Mutations
1st 2 Fearless, Infrared Vision, Mutations 1
2nd 2 Ability Score Improvement (ASI), Class Feat (Novice) 1
3rd 2 Enhanced Dodge, Improved Physiology 1
4th 2 ASI, Classless Feat 1
5th 3 Superior Reflexes 1
6th 3 ASI, Tireless 2
7th 3 Class Feat (Journeyman) 2
8th 3 ASI, Classless Feat 2
9th 4 Veins of Poison 2
10th 4 ASI, Classless Feat 2
11th 4 -- 3
12th 4 ASI, Classless Feat 3
13th 5 Class Feat (Expert) 3
14th 5 ASI, Backup Mutagen 3
15th 5 -- 3
16th 5 ASI, Classless Feat 4
17th 6 -- 4
18th 6 ASI, Class Feat (Master) 4
19th 6 Classless Feat 4
20th 6 ASI, Final Form 4

Class Features

As a Mutant you gain the following class features.

Health

Health at 1st Level: 12 + your CON score

Health Beyond 1st Level: 1d12 (or 7) + your CON score per Mutant level after 1st

Proficiencies

Skills at 1st Level:

Skills Beyond 1st Level: You gain 1 SP every time you level up.


Fearless

At 1st level, your mutated nature grants you greatly increased confidence and bravery, granting you advantage on all saves against being frightened.

Infrared Vision

The alterations to your body grant you the ability to see in the thermal spectrum, granting you infrared vision if you did not already have it; if you did already have it, then you gain the ability to perceive dim light as bright light and natural darkness as dim light.

Mutations

Lastly at 1st level, you gain what sets you apart from a normal Sentient: your Mutations, strange alterations to your body that grant you special abilities. You have 1 Mutation at this level, and gain more as you level up, as shown in the Mutant class table. Over the course of a night’s rest, you are able to change out one of your Mutations for another. Over the course of a day’s rest, you can change all of your Mutations if you so desire.

Ability Score Improvement

Every even-numbered level, you can increase one of your Ability Scores by .5. You cannot increase an ability score beyond 5 via this feature.

Class Feats

When you reach 2nd level, the changes in your body have matured enough that they have started to grant you more specialized abilities. At the end of the class description, under “Class Feats”, you may select one Novice class feat.

At 7th level, you may select either one Journeyman or two Novice class feats.

When you reach 13th level, you may choose either one Expert, one Journeyman and one Novice, or three Novice class feats.

Lastly, at 18th level your body is barely that of a Sentient anymore, and you may now select one Master, one Expert and one Novice, two Journeyman, one Journeyman and two Novice, or four Novice class feats.

If a feat has any prerequisites, you must meet those prerequisites before you can take it. Feats cannot be taken more than once unless they explicitly say so. Your feat choices are permanent and cannot be changed.

Enhanced Dodge

At 3rd level, your ability to anticipate and avoid incoming danger is unsurpassed. From now on, when determining your Dodge, double your AGI and DEX scores.

Improved Physiology

Also at 3rd level, your abnormal body grants you advantage on saves against poison and disease.

Classless Feat

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can learn a classless feat.

Superior Reflexes

At 5th level, your ability to save yourself from incoming harm is extraordinary, increasing your Reflex score by 1, up to 6; if your Reflex was already 6, then the bonus to it becomes the sum of your AGI and DEX, rather than just the larger of the two.

Tireless

Your enhanced body tires far less easily, making you resistant to fatigue damage at 6th level.

Veins of Poison

At 9th level your blood, saliva, urine, and bile become toxic to others. If a creature ingests one of the above fluids or is bitten by you, they take 1d10 base poison damage scaled to your CON score, dealing an extra 1d6 if your CON is x.5 (e.g. if your CON is 3.5, they take 3d10 + 1d6 + 3.5 poison damage). If they take >5 final damage from this poison, they become sickened for the next minute, or only 30 seconds if they took 1-4 final damage. Except for their next turn, they can repeat this save at the end of each of their turns to end the effect early.

Backup Mutagen

You have learned how to keep a single Mutation in reserve just in case. Starting at 14th level, once between rests, you can take one minute to swap out one of your Mutations for another. This backup Mutation must be decided at the end of your last rest, and over the course of a night’s rest you can change your backup Mutation as well as one of your active Mutations.

Final Form

You are a Mutant unlike any other, more powerful and capable than nearly all of your kind. At 20th level you are able to keep 2 backup Mutations instead of 1, and changing from one of your active Mutations to one of your reserve ones now requires only 3 seconds (independent of your DEX) instead of a full minute. Over the course of a night’s rest, you can alter both of your backup Mutations in addition to one of your active ones.

Mutant Class Feats

The reality of a Mutant’s very existence is that they are unnatural, they are freaks who have been twisted by experimentation into something beyond any Sentient. But this does not have to be a bad thing: many Mutants put their enhanced physique and skills to good use. The Mutant class feats help Mutants to achieve this, and make them more powerful than they already are.

Novice


This feat allows you to improve one of your active Mutations, using the Amplified form of the Mutation as given in its description. If you have more than one active Mutation, you must decide which one you are amplifying at the end of each night's or day's rest.


Prerequisite: Bloodlust

You can now enter your Bloodlust state 4 times between rests. Additionally, the Willpower save DR increases to 12.5.


Twice between rests, whenever you deal final damage to an enemy, you can choose to enter a state of bloodlust for the next minute. While in this state, you gain resistance to physical damage and can choose to grant yourself advantage on as many attacks (not including spells) as you wish; however, if you grant yourself advantage on >1 attack, all attacks against you also gain advantage until the start of your next turn. Additionally, at the start of each of your turns, you must succeed on a DR 10 Willpower save or attack a random creature within 5m of you; if there isn’t a creature within 5m of you, you attack the closest creature or object. Lastly, your bloodlust state also ends if you are knocked unconscious.


Your bulkiness grants you extra protection, causing your Natural Armor score to permanently increase by an amount equal to your STR score.


Your Reflex save bonus is now your AGI + your DEX; if you gain this benefit from another source, the bonus instead increases by 3.


Your speed increases by .5 meters/sec and you gain 1 proficiency in both Climb and Swim, up to 5.

Journeyman


Prerequisite: Bloodfeast

You can now enter your Bloodlust state 8 times between rests. Additionally, the Willpower save DR increases to 15.


Prerequisite: Amplified Mutation

You can now improve 2 of your active Mutations instead of 1.


Your unnatural speed and reflexes allow you to act quickly in combat, reducing the time cost of all actions except the following by .5 seconds, to a minimum of 0 seconds: Attack, Grapple, Pin, Shove, or spellcasting.


Your mutated speed allows you to always be ready and act quickly in combat, increasing your initiative count (but not your AGI/DEX) by 1.


You’ve learned how to counteract the infrared vision some of your foes possess. From now on, creatures using infrared sight have disadvantage on sight-based Perception checks to see you.


You gain the ability to tell lies from truth. You can automatically discern the presence of illusions when within 5m of them and you aren’t blinded or deafened; additionally, if a shapechanger not in their true form becomes the focus of your attention, is within 10m of you, and you are not blinded or deafened, you immediately become aware of the fact that they are a shapechanger, but not what their true form is.

Expert


You’re too slippery to be hit. From now on, whenever you take the Evade action, attacks against you have disadvantage.


Prerequisite: Enhanced Mutations

You can now improve 3 of your active Mutations instead of 2.

Master


Prerequisite: Superior Mutations

You are now able to improve all 4 of your active Mutations to their better forms.


Forsaking your Sentient body almost entirely, this feat allows you to take a 5th Mutation.


Mutations


Your Perception proficiency increases by 1, up to 5; additionally, select either seeing or hearing and smelling: you now have advantage on Perception checks of the specified type. You can choose a different set of senses each time you take this Mutation.
Amplified: Increases your Perception proficiency by 2 instead of 1, up to 6, and you gain advantage on all sight, sound, and smell-based Perception checks; however, because those senses are now more sensitive, you have disadvantage on saves against having those senses become disabled.


Select one damage type that is not fatigue, physical, or true; once between night's or day's rests, you can take 3.5 seconds to expel a damaging burst of energy of that damage type out of your mouth. This burst can take the form of either a 5-meter cone or a 10-meter line, deals 1d8 + your CON base damage, and scales with your chosen Weapons Proficiency.
Amplified: Can be used twice between night's or day's rests.


Over the course of the next minute, you are able to change the color of your skin to match your immediate environment. This causes all Stealth checks made by you to have advantage until you move. Depending on your environment, you may continue to have advantage until either your environment or your skin changes again.
Amplified: Takes only 3 seconds (independent of your DEX).


Your Perception proficiency increases by 1, up to 5, and you cannot be surprised for the purposes of combat.
Amplified: Increases your Perception proficiency by 2 instead of 1, to a maximum of 6.


Pick your STR, AGI, DEX, or CON score; that score increases by 1, up to 6.
Amplified: Increases your chosen ability score by 2 instead of 1.


You grow a set of savage and razor-sharp fangs and claws. These weapons deal 1d6 physical base damage and scale with the Unarmed skill.
Amplified: Your fangs and claws deal 1d8 base damage.


Your fingers and toes become webbed, increasing your Swim proficiency by 2, up to 5.
Amplified: Increases your Swim proficiency by 3 instead of 2, up to 6.


You develop a set of gills that allow you to breathe underwater.
Amplified: Allows you to breathe both underwater and in dangerous gases.


Over the course of 3 seconds (independent of your DEX), your body will secrete a miasma of intoxicating pheromones that force a single breathing creature of your choice to succeed on a Willpower save (DR 10 + your CON score + your Mutant level) or be charmed by you for an hour, or only 30 minutes on a Partial Success; if they are hostile to you, they have advantage on this save. At the end of this duration, they are unaware of the effect you had on them. Whether they succeed or fail on their save, they are thereafter immune to this effect for 24 hours. You can do this twice between night's or day's rests, or can do it once while forcing the target to have disadvantage on their save.
Amplified: Allows you to do this thrice between night's/day's rests, or once while forcing the target to have disadvantage on their save and once normally.


You are able to run just as well on all 4s as on your feet, making your crawling speed equal to your walking speed.
Amplified: Increases your crawling speed to 1.5 times your walking speed, rounded up to the nearest quarter of a meter/sec.


It takes you .5 fewer seconds to Attack, Shove, Tackle, or reload a weapon (minimum .5s).
Amplified: The given actions except Attack take you 1 fewer second instead of .5 (minimum .5s).


Once per minute, you regain 1 Health while you are not Enduring.
Amplified: Restores 1d3 Health once per minute while you are not Enduring.


You grow a set of scales all over your body that increase your Natural Armor by 2. The aesthetics (color, pattern(s), etc.) of these scales are entirely up to you at the time you take this mutation.
Amplified: Increases your Natural Armor by 4 instead of 2.


You grow thin, complex, microscopic hairs on your feet and hands, granting you a climbing speed equal to your walking speed and allowing you to climb upside-down and on vertical surfaces. These hairs also stick to flesh, allowing you to rip a creature’s skin off; they count as Unarmed weapons for you, and deal 1d4 physical base damage.
Amplified: Grants you a climbing speed equal to 1.5 times your walking speed.


You become able to use 1.5 seconds to shoot a length of sticky silk out of both of your wrists, out to a length of 10m. You can ascend or descend this silk at a rate of 3m/sec, as well as take 1.5 seconds to swing from one location to another or pull objects to you, so long as they weigh less than you and are not being worn or carried.
Amplified: Extends the range of your silk up to 20m and allows you to pull objects that are being worn or carried (requiring contesting STR checks).


Out of the base of your spine, you grow a prehensile tail that is long, strong, and flexible enough to essentially function as a 3rd arm.
Amplified: The tail doubles in length and strength, increasing your STR score by 1 when using it in conjunction with your arms.


You have mutated your brain to allow for telepathic communication with those in your immediate vicinity. You can now open a telepathic communication channel at will with a number of creatures or sentient objects up to your INT score within 10 meters of you. This channel can be one- or two-way, and lasts until either you dismiss it (also at will) or until the connected being is no longer within 10 meters of you. This connection does not allow you to read any thoughts the connected being does not explicitly want you to know.
Amplified: The number of creatures you can connect to is now double your INT and the range of the connection extends to 20 meters.


You become resistant to freeze damage.
Amplified: You become immune to freeze damage.


You become resistant to burn damage.
Amplified: You become immune to burn damage.


Your arms gain the ability to stretch far beyond their normal limits, allowing you to extend them up to 5m.
Amplified: Increases the range of your arms to 10m.


You grow a set of wings out of your back; your flying speed is determined by your Size and STR the same way your walking speed is determined by your Size and AGI. However, flying is exhausting, and after doing it for 3 seconds, you take 1 fatigue damage per second until you land.
Amplified: Your flying speed increases by 50%, rounded up to the nearest quarter of a meter/sec; additionally, you can now fly for 6 seconds before it starts exhausting you.