Mutation List
Mutation List
Aberrant tail
- Prerequisites: Ashen 3
- Tags: Horrific Form
While in your horrific form a bony growth of flexible muscle and tendon extends from the base of your spine as you gain a robust tail capable of rudimentary control, or your existing tail grows stronger and more robust. This tail is prehensile and capable of grabbing and holding onto small objects, or anchoring you to terrain.
You cannot use your tail to wield a weapon in combat, unless you are already able to do so, but you can use your tail as a Bonus Action to take the Use Object action. Your tail has the Reach and Finesse Properties. Your tail cannot manipulate objects that weigh more than double your Strength score.
Additionally, the superior balance provided by your tail grants you Advantage on Dexterity (Acrobatics) checks while this mutation is active.
You cannot use your tail to wield a weapon in combat, unless you are already able to do so, but you can use your tail as a Bonus Action to take the Use Object action. Your tail has the Reach and Finesse Properties. Your tail cannot manipulate objects that weigh more than double your Strength score.
Additionally, the superior balance provided by your tail grants you Advantage on Dexterity (Acrobatics) checks while this mutation is active.
Acid Blood
- Prerequisites: Ashen 7
- Tags: Horrific Form
While in your horrific form, your blood becomes dangerously caustic, eating away at flesh and stone when it is spilled. Whenever you would be hit by a melee attack that deals Ballistic, Piercing, or Slashing damage, you can spend 1 point of Stamina to force your attacker to make a Dexterity saving throw against your mutation save DC or take a number of d6 points of Acid damage equal to your Proficiency bonus, save for half.
Additionally, you gain Resistance to Acid damage.
Additionally, you gain Resistance to Acid damage.
Aquatic adaptation
- Prerequisites: Ashen 1
- Tags: Passive
Your body morphs and alters, growing a set of grotesque webbing and gills or a pair of lungs which allows you to function in the water as well as any creature of the sea just as you would on land. When you gain this mutation, you gain a Swim speed equal to your base walking speed and can breathe both air and water, even if you would normally not be able to do so. If you already possess a natural Swim speed, your Swim speed is instead increased by 20 feet.
Brain Siphon
- Prerequisites: Ashen 7, Psionic Awakening
- Tags: Horrific Form
Whenever a creature starts its turn Grappled by you, you can choose to drain its mind, causing the creature to make an Intelligence saving throw against your Mutation save DC, or suffer 1d12 points of Psychic damage, and suffering a 1d4 penalty on all Ability checks until the start of its next turn.
Camouflaged Hide
- Prerequisites: Ashen 5
- Tags: Horrific Form
Your body's skin shifts and morphs to match the terrain around you, you gain Advantage on Stealth checks while in your Horrific Form, and can cast the spell Pass Without Trace by expending 4 points of Stamina.
Cerebral Expansion
- Prerequisites: Ashen 5
- Tags: Passive
Your skull expands, elongating to afford space for the ever growing mass of brain tissue that resides within your cranium. You can telepathically speak to any creature within 60 ft. You do not need to share a language to be heard. This communication is one-way, although you are capable of understanding the creature’s basic emotional response.
Clinging grasp
- Prerequisites: Ashen 1
- Tags: Passive
Your body mutates as it grows tiny hook-like hairs, squid-like suckers, or similar latching devices that spread across your skin, allowing you to climb across difficult surfaces and hold tight to any potential prey. When you gain this mutation, you gain a Climb speed equal to your base walking speed and you have Advantage on checks made to maintain a Grapple. Should you already possess a Climb speed, you instead increase the speed at which you can climb by 20 feet.
Cognitive Shock
- Prerequisites: Ashen 9, Psionic Awakening
- Tags: Horrific Form
You can as an Action unleash a pulse of psychic energy, causing all creatures of your choice that you can sense that are within 30 feet of you to make an Intelligence saving throw against your Mutation save DC or suffer 3d8 points of Psychic damage and become Incapacitated until the start of your next turn.
Collapsible Skeleton
- Prerequisites: Ashen 5
- Tags: Horrific Form
In a disgusting display, your bones crack and fold, gelatinizing your form and allowing you to fit into places that you would not otherwise fit into with ease. You can move through spaces as if you were one Size category smaller than normal without squeezing and can squeeze through spaces up to three Size categories smaller. Additionally, you have Advantage on checks made to escape a Grapple.
Consuming Maw
- Prerequisites: Ashen 3
- Tags: Horrific Form
Your jaw unhinges allowing you to open a cavernous maw that allows you to easily devour and consume those around you. You gain a Bite attack that deals 1d8 Piercing damage, has a Critical Rating of 20x2, a Penetration rating of 2, and possess the Grab property. You can use this natural weapon to make off-handed Two-Weapon Fighting attacks, even while wielding a weapon that does not possess the Light or Fine weapon properties.
Additionally, you can as a Bonus Action make a single Bite attack against a creature within reach, should you hit with this Bite attack, you regain an amount of spent HD equal to your Proficiency bonus. You can use this feature once, regaining this use after completing a Short or Long Rest.
Additionally, you can as a Bonus Action make a single Bite attack against a creature within reach, should you hit with this Bite attack, you regain an amount of spent HD equal to your Proficiency bonus. You can use this feature once, regaining this use after completing a Short or Long Rest.
Defensive Spines
- Prerequisites: Ashen 3
- Tags: Horrific Form
While in your horrific form, your body grows long bony protrusions that deter would be attackers. Whenever you would be hit by a melee attack that your attacker must make a Dexterity saving throw against your mutation save DC or take 1d6 points of Piercing damage.
Additionally, while Grappling a creature, at the start of that Grappled creature’s turn, they immediately suffer 1d6 points of Piercing damage.
Additionally, while Grappling a creature, at the start of that Grappled creature’s turn, they immediately suffer 1d6 points of Piercing damage.
Digitigrade Limbs
- Prerequisites: Ashen 3
- Tags: Horrific Form
Your legs mutate, bending and cracking into place in a horrifying display as they transform with the strength and speed of something truly monstrous. Your walking speed increases by 10 feet, you increase your Proficiency level with Acrobatics and Athletics checks by 1 step when attempting to jump or use your legs, and you double the distance with which you can jump.
Elemental Strike
- Prerequisites: Ashen 5
- Tags: Horrific Form
Your body is engulfed or suffused with raw elemental energy. Choose either Acid, Cold, Fire, or Lightning, while in your horrific form your attacks deal an additional 1d6 points of damage of the chosen type.
You can spend 1 point of Stamina to cause a foe hit by an attack enhanced with this ability to suffer from the Burned condition for 1 minute if they fail a Constitution saving throw against your Mutation Save DC, a creature suffering from this effect receives a new save at the end of each of their turns to end this condition early.
You can select this mutation multiple times, each time you do, you select a different energy type, only one energy type may be active at a time.
You can spend 1 point of Stamina to cause a foe hit by an attack enhanced with this ability to suffer from the Burned condition for 1 minute if they fail a Constitution saving throw against your Mutation Save DC, a creature suffering from this effect receives a new save at the end of each of their turns to end this condition early.
You can select this mutation multiple times, each time you do, you select a different energy type, only one energy type may be active at a time.
Fiendish Senses
- Prerequisites: Ashen 5, Heightened Senses
- Tags: Passive
Your natural eyes and ears grow to be more akin to yiur monstrous nature, expanding your senses. You gain Devil Sight out to a range of 60 feet. Additionally, you have Advantage on checks made to locate or track creatures by scent or sound.
Hideous Wings
- Prerequisites: Ashen 5
- Tags: Horrific Form
A pair of viscous, grisly, and monstrous wings burst forth from your back. When you gain this mutation, you gain a Fly speed equal to your base walking speed and whenever you would fall, you can as a Reaction spend a point of Stamina to gain the effects of the Feather Fall spell for 1 minute. Should you already possess a Fly speed, you instead increase the speed at which you can fly by 20 feet.
Heightened Senses
- Prerequisites: Ashen 1
- Tags: Passive
Your senses sharpen, granting you a heightened sense of your surroundings, You gain Darkvision out to a range of 60 feet, or increase your Darkvision range by 60 feet.
Improved Natural Weapon
- Prerequisites: Ashen 1
- Tags: Passive
You can pick this mutation up to three times, the first time you take this Mutation, you deal 1d4 Bludgeoning, Piercing, or Slashing damage on your unarmed strikes. Should you already possess an enhanced damage on your Unarmed Strikes or a non-Armament natural weapon, you can instead choose to enhance a single non-Armament natural attack of your choice, increasing the damage of that attack by one step on the damage table or providing the attack with a single Weapon Property of your choice.
At 5th level, you can take this Mutation a second time to enhance any single natural attack of your choice, increasing the damage of that attack by one step on the damage table or providing the attack with a single Weapon Property of your choice. Should this attack be already enhanced, you can instead increase its Critical Multiplier by one or its Penetration score by 2.
At 9th level, you can take this Mutation a third time to enhance any single natural attack of your choice, increasing the damage of that attack by one step on the damage table or providing the attack with a single Weapon Property of your choice. Should this attack be already enhanced, you can instead increase its Critical Threat Range by 1, it's Critical Multiplier by 2, or its Penetration score by 3. This Feature cannot stack with another similar feature from a different source, such as Wild Soul Origin, Tooth and Claw Experiment, Animal Fury Savagery.
At 5th level, you can take this Mutation a second time to enhance any single natural attack of your choice, increasing the damage of that attack by one step on the damage table or providing the attack with a single Weapon Property of your choice. Should this attack be already enhanced, you can instead increase its Critical Multiplier by one or its Penetration score by 2.
At 9th level, you can take this Mutation a third time to enhance any single natural attack of your choice, increasing the damage of that attack by one step on the damage table or providing the attack with a single Weapon Property of your choice. Should this attack be already enhanced, you can instead increase its Critical Threat Range by 1, it's Critical Multiplier by 2, or its Penetration score by 3. This Feature cannot stack with another similar feature from a different source, such as Wild Soul Origin, Tooth and Claw Experiment, Animal Fury Savagery.
Mental Invasion
- Prerequisites: Ashen 7, Psionic Awakening
- Tags: Passive
Your inner beast has awakened in you the ability to see into the minds of those around you. You can cast the Detect Thoughts spell without the use of spell components. You can use this feature by expending 2 points of Stamina.
Monstrous Claws
- Prerequisites: Ashen 3
- Tags: Horrific Form
Each of your hands grow long lashing claws that you can use to make martial attacks with. Each claw deals 1d6 Slashing damage, have a Critical Rating of 20x2, a Penetration rating of 0, and possess both the Finesse and Light properties.
Additionally, you can as a Bonus Action, make a single Claw attack against a creature within reach, should you hit with this Claw attack, your target must make a Constitution saving throw against your Mutation Save DC or suffer from the Wounded condition for 1 minute, receiving a new save to end this condition early at the start of each of their turns. You can use this feature once, regaining this use after completing a Short or Long Rest.
Additionally, you can as a Bonus Action, make a single Claw attack against a creature within reach, should you hit with this Claw attack, your target must make a Constitution saving throw against your Mutation Save DC or suffer from the Wounded condition for 1 minute, receiving a new save to end this condition early at the start of each of their turns. You can use this feature once, regaining this use after completing a Short or Long Rest.
Monstrous Limb
- Prerequisites: Ashen 5
- Tags: Passive
You sprout forth from your body an additional limb that takes the form of your choosing, such as a tentacle, an arm, a pincer, and so on. When you take this Experiment, choose either leg or arm.
If you choose arm, this appendage can sprout from any part of your torso and otherwise uses the same game statistics as your base arms, with the following exceptions: This appendage allows you to hold an additional object, or to have a 'hand' free while holding objects in two hands, this appendage cannot effectively wield Versatile or Two-Handed Weapons, nor can it hold Tower Shields. You can use the appendage to make a natural attack with which you are proficient in and that deals 1d6 points of Bludgeoning, Piercing, or Slashing damage, chosen when you take this Experiment.
Additionally, whenever you would take the Attack action, you can make a single attack with this appendage as a bonus action.
If you choose leg, you grow an additional leg or tail that takes the form of your choosing, such as a ram’s hoof, a scorpion’s tail, a human leg, and so on. The additional leg uses the same game statistics as your base leg or tail, with the following exceptions: This appendage if a tail, allows you to hold an additional object, or to have a 'hand' free while holding objects in two hands, this appendage cannot effectively wield Weapons, nor can it hold Shields. Additionally, the tail enhances your ability to balance and remain upright, you have Advantage on Acrobatics and Athletics checks made to maintain your balance or to remain standing.
This appendage if a leg allows you to move with greater speed and remain steady in difficult situations. Your base walking speed is increased by 5 feet, and you have Advantage on checks and saves made to resist being knocked Prone, Shoved, or otherwise forcefully moved.
Regardless of the limb chosen, this appendage can grant you Advantage or Disadvantage on certain checks, such as advantage on Athletics checks made to climb, or disadvantage on Persuasion checks made for diplomacy, given at DM discretion.
The extra appendage changes your physical makeup and thus any non-magical armor requires the Custom-Fitted property to fit your person; clothing likewise needs to be custom fitted but can be done so at half of the cost of the property.
You can take this Experiment up to three times, gaining either an upper appendage (arm) or lower appendage (leg or tail).
If you choose a lower appendage and do not already possess the chosen appendage, you gain the base ability for that appendage, otherwise your base Walking speed is increased by 10 feet for each time you take this upgrade.
If you choose an upper appendage and you do not already possess the chosen appendage, you gain the base ability for that appendage, otherwise whenever you would take the Attack action, you can make a single attack with your additional appendage as a part of the Attack Action, and for every two times that you take this upgrade after the 2nd, you can make an additional attack as a part of your Bonus Action attack with this feature.
If you choose arm, this appendage can sprout from any part of your torso and otherwise uses the same game statistics as your base arms, with the following exceptions: This appendage allows you to hold an additional object, or to have a 'hand' free while holding objects in two hands, this appendage cannot effectively wield Versatile or Two-Handed Weapons, nor can it hold Tower Shields. You can use the appendage to make a natural attack with which you are proficient in and that deals 1d6 points of Bludgeoning, Piercing, or Slashing damage, chosen when you take this Experiment.
Additionally, whenever you would take the Attack action, you can make a single attack with this appendage as a bonus action.
If you choose leg, you grow an additional leg or tail that takes the form of your choosing, such as a ram’s hoof, a scorpion’s tail, a human leg, and so on. The additional leg uses the same game statistics as your base leg or tail, with the following exceptions: This appendage if a tail, allows you to hold an additional object, or to have a 'hand' free while holding objects in two hands, this appendage cannot effectively wield Weapons, nor can it hold Shields. Additionally, the tail enhances your ability to balance and remain upright, you have Advantage on Acrobatics and Athletics checks made to maintain your balance or to remain standing.
This appendage if a leg allows you to move with greater speed and remain steady in difficult situations. Your base walking speed is increased by 5 feet, and you have Advantage on checks and saves made to resist being knocked Prone, Shoved, or otherwise forcefully moved.
Regardless of the limb chosen, this appendage can grant you Advantage or Disadvantage on certain checks, such as advantage on Athletics checks made to climb, or disadvantage on Persuasion checks made for diplomacy, given at DM discretion.
The extra appendage changes your physical makeup and thus any non-magical armor requires the Custom-Fitted property to fit your person; clothing likewise needs to be custom fitted but can be done so at half of the cost of the property.
You can take this Experiment up to three times, gaining either an upper appendage (arm) or lower appendage (leg or tail).
If you choose a lower appendage and do not already possess the chosen appendage, you gain the base ability for that appendage, otherwise your base Walking speed is increased by 10 feet for each time you take this upgrade.
If you choose an upper appendage and you do not already possess the chosen appendage, you gain the base ability for that appendage, otherwise whenever you would take the Attack action, you can make a single attack with your additional appendage as a part of the Attack Action, and for every two times that you take this upgrade after the 2nd, you can make an additional attack as a part of your Bonus Action attack with this feature.
Mutable Flesh
- Prerequisites: Ashen 1
- Tags: Passive
Your flesh is slick and oozelike, allowing you to shift your appearance in a grotesque and disturbing fashion. You can as an Action alter your appearance into any humanoid of your size that is neither Undying nor Construct, that you have seen, or back into your true form, as if you had cast the Change Appearance option of the Alter Self spell on yourself; however, your equipment does not change with you.
Natural Armor
- Prerequisites: Ashen 5
- Tags: Passive
Your skin hardens, thickening into a form of natural armor that protects you against physical trauma. You gain DR equal to half of your Proficiency bonus, rounding up, against Physical sources of damage.
Phonomimicry
- Prerequisites: Ashen 1
- Tags: Passive
Your voice is mutable, almost otherworldly as your strange physiology allows you to perfectly mimic the sounds around you. You can mimic any sound that you have heard or alter your voice to resemble that of a different creature. A creature can make an Insight check against your Mutation Save DC to recognize the sound as a mimicry.
Poisonous Host
- Prerequisites: Ashen 7
- Tags: Passive
Whenever you would make a successful save against a poison, beating the DC of that poison by at least 4 points, you can choose to imbue that poison into one natural attack that you possess of your choice. This poison remains on that weapon as a poisonous dose until you complete a Long Rest or you hit a creature with that attack.
Psionic Awakening
- Prerequisites: Ashen 5, Cerebral Expansion
- Tags: Passive
Through the cerebral mass you have awakened to latent psionic powers. You can cast the Mage Hand cantrip; however, the weight capacity is doubled. Additionally, you gain a Psionic Blast attack, that deals 1d10 points of Psychic damage, has a range of 60/240 feet, Lingering (1d4 Psychic).
Regenerative Flesh
- Prerequisites: Ashen 3
- Tags: Passive
Your innate healing abilities have accelerated, allowing you to heal from wounds with ease and a swiftness. You can as a Bonus Action spend 2 points of Stamina to heal for 1d12 + Your Ashen level points of damage. Additionally, you gain fast healing equal to your Proficiency bonus in damage for the next minute.
Resistive Adaptation
- Prerequisites: Ashen 5
- Tags: Passive
Your body is infused and protected with raw elemental energy. Choose either Acid, Cold, Fire, or Lightning, you gain Resistance to this damage type.
You can select this mutation multiple times, each time you do, you select a different energy type, only one energy type may be active at a time. You may switch energy types as a bonus action.
You can select this mutation multiple times, each time you do, you select a different energy type, only one energy type may be active at a time. You may switch energy types as a bonus action.
Tremorbound
- Prerequisites: Ashen 7, Heightened Senses
- Tags: Passive
Your connection with the wildlands and the earth around you has enhanced, granting you a heightened sense of your surroundings and those that dwell on the ground, You gain Tremorsense out to a range of 30 feet, or increase your Tremorsense range by 30 feet.
Spider Lily
- Prerequisites: Ashen 7, Consuming Maw
- Tags: Horrific Form
Your Consuming maw is upgraded and gains glands that produce an adhesive silk-like substance, your mouth is stretched wide and curved into a constant frown, it can be unhinged in order to shoot this substance. You can manipulate this gland and because of this gain the following benefits:
- You can use your silk to cast the Web spell. You can use this feature twice, regaining spent uses after completing a Long Rest.
- You can launch a globule of web out to 30 feet, allowing you to make Grapple checks against any creature hit by your web. A creature Grappled in this way, is either grappled in place and must break free from the web (AC 12, HP 25, Vulnerable to Fire, Burst DC equal to your Mutation save DC), or can be pulled within your natural reach, and be subject to a grapple as normal.
- As a Bonus Action you can shoot a special silk towards a friendly creature that is within 30 feet of you, granting that Creature (1d4) + your Constitution modifier in Temporary Hit Points, these Temporary Hit Points do not stack with other forms of temporary Hit Points unless otherwise stated. This feature can be used up to your Proficiency bonus, regaining spent uses after you complete a Long Rest.
Swallow Whole
- Prerequisites: Ashen 7, Consuming Maw
- Tags: Horrific Form
You are able to contort your body and your unhinge your jaw in such a way to enable you to swallow and consume creatures of your own size. Whenever you would begin your turn with a creature of your size or smaller Grappled by you, you can spend your Action to consume that creature. That creature must make a Strength saving throw against your Mutation save DC or become Swallowed by you. That creature suffers from the Engulfed (Proficiency d12s in Acid damage) for as long as they remain swallowed in this way. While swallowed by you, a creature that deals at least your Proficiency bonus + your Constitution score in damage to you on their turn can force you to regurgitate them. If they do so, you must make a Constitution saving throw against a DC 10 or half of the damage dealt or regurgitate the swallowed creature into a free adjacent space of their choice.
Twisted Knowledge
- Prerequisites: Ashen 9
- Tags: Passive
Your inner beast has expanded your knowledge and understanding of the secrets of the world. You gain Proficiency in one skill or tool of your choice. Additionally, you gain Expertise in either the Insight, Perception, or Survival skill.
Twinned Cranium
- Prerequisites: Ashen 7
- Tags: Horrific Form
In a terrible display a second head boils up from your flesh, splitting into existence in a truly gross and gruesome fashion. You have Advantage on Wisdom (Perception) checks as well as on saves made against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.
When outside of your Horrific Form, your twinned cranium remains alert, granting you a +5 bonus to your Passive Perception.
When outside of your Horrific Form, your twinned cranium remains alert, granting you a +5 bonus to your Passive Perception.
Whiplash
- Prerequisites: Ashen 5
- Tags: Horrific Form
Your melee Armaments grow into long whip-like appendages. Your melee Armaments Reach is increased by 5 feet. Increasing by another 5 feet at 9th level, and again at 17th level.

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