Dark Gift: Monstrous Mutation
Feat
1

Bites by toxic wildlife, being submerged in vile swamp morasses, walking through the Mists a little too long—all this can kill an adventurer faster than any monster. You, however, survived such a mishap—but it left its mark on you. Something didn’t want you dead, but you’ve paid the price for living ever since, marked by hideous mutations that disfigure your body. It’s not all bad, though, as these alterations may look abominable, but they can have their uses. Roll on or choose an option from the Monstrous Mutation table to determine which of your body parts is altered and in what way. Additionally, you gain the traits that follow.

Monstrous Mutation RT
EffectDescription
1One of your arms has been replaced by a crustacean pincer.You cannot use weapons with the two-handed property and only wield one item in your surviving hand. You have advantage on all checks made to initiate or maintain a grapple and your unarmed strikes deal 1d8 + Strength bludgeoning damage.
2Your feet are enlarged and have webbed toes.You gain a swimming speed of 50 feet, but your base walking speed is reduced by 5 feet from

your racial or lineage standard.
3Prominent gills open on your neck.You can breathe water. If you do not spend at least 1 hour soaking yourself in water as part of a long rest, you must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion.
4You have grown a second pair of arms from your torso.You can hold a two-handed weapon and a shield at the same time, or up to four items requiring one hand each. You cannot wear any medium or heavy armor.
5Your eyes look like those of an insect and stretch to the side of your face.You have advantage on all Wisdom (Perception) checks relying on sight and you have all- round vision. You are blind to anything beyond 120 feet from you. You cannot be surprised by anything inside your vision range while not incapacitated.
6A second head has sprouted from your shoulders.You have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Your second head has its own personality and takes over your body when you fall asleep or meditate.

  • Damage Type Resistances(s):
  • Poison

  • Contesting Roll ADV vs Status Effect:
  • Diseased
  • Poisoned

  • Passive Abilities:
  • Frightful Disfigurement

d100
Mod
ADV/DIS

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Effect 1 Effect 2 Ambience Music

Item Information