Stolen from everyone and their dog. Apologies and thanks! Special cases can be made for when a players wants to add a template to their PC, change their race etc. Will probably throw in a couple of minor mutations on top of that if it ever happens, just to mess things up.
1d20 Minor mutations
- Glowing eyes (random color). Sheds light as candle.
- Wings. d4: bat / bird / flying squirrel / insect. Can glide (descent = horizontal distance) & feather fall safely.
- Scales. d6: fine, iridescent / dull, grey / shiny black / bone white / emerald green / red
- Feathers. d4: shiny black / mottled brown+green / fluffy white / purple+blue
- Cluster of little tentacles on part of your body, moving on their own. d4: belly / chin / hair / hands.
- Vertical mouth and eyes. Asynchronous blinks, too.
- Eat food by piercing it with your tongue-spike and draining the fluids. d4+1 damage in grapples.
- Once per month you spin a cocoon and sleep in it for 3 days. You come out looking beautiful, but by the end of the month you're starting to look pretty haggard again.
- 1d8 eyes open on random parts of the body
- 1d4 additional mouths or leach-like suckers open on random parts of the body
- Eyes become unblinking and bulging
- Emits a pungent smell when speaking, sweating, or breathing
- Hair on head becomes a mass of waving cilia: can feel air currents to detect movement in 5feet
- Finger nails and hair grow incredibly fast and must be trimmed at least once per day
- Skin becomes cold and clammy, with a thin film: +2 bonus to escape bonds and grapples
- Grow 2d2 extra fingers (fingers / thumbs): +1 bonus to gripping things
- All semblance of being male or female disappears
- Hugely obese. +1 hit point per level, -5 to speed.
- Hypermobile: joints bend both ways. +1 to Dexterity, -1 to Strength
- Covered in fur. d4: powerful beard / soft downy fur / spiky punk fur / yeti. Resist 2 points of cold.
1d20 Major mutations
- Gain resistance 5 to one type of damage: d6 - piercing / bludgeoning / fire / cold / acid / lightning
- Feel no pain. Can keep on fighting until -10 hp, but do not notice wounds.
- Nails harden into sharp claws, 1d4+1 damage but -2 penalty to Dex rolls involving your hands
- Forked tongue; heightened sense of smell/taste. Detect presence of organics within 20 feet.
- Gills - can breathe underwater
- Photosynthesis - can go without food for a week, need 1 hour/day of full body exposure to sun.
- Character can digest just about anything he fits in his mouth. +2 bonus to resist poisons.
- Hyperdrenaline: 2 actions and 2x speed for 1d4 rounds, then disadvantage to all d20 rolls (roll twice, take the worst result) until 8hr rest
- Hidden pouch in belly size of two fists, can hide small items in there.
- Brute arm, 1d6+1 damage. d4: crab claw / gorilla arm / bone antler-thing / preying mantis-claw.
- Camouflage: skin slowly changes colour depending on environment. +2 bonus to stealth rolls.
- Blood becomes acidic - 1 damage/hp of blood to metal and stone. Will damage your own gear.
- Immune to diseases, but can still transfer them to others
- Grow an extra, smaller arm under one of your armpits. Can carry only light items.
- Armored scales provide base AC of 12 instead of 10 when unarmored.
- Powerful legs: character can long jump up to his Strength score in meters, half that in height.
- While unarmored and carrying up to 1/2 your capacity, can walk walls and ceilings like a spider at half your speed, need at least 3 limbs in contact.
- Body becomes semi-gelatinous, can fit through openings the size of your head
- Hands and feet become webbed: swim at your normal speed
- Long limbs and neck. 2' taller, but sort of giraffe-like. +5 speed
No comments:
Post a Comment