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Mutations - Good

Listed below are good mutations. While some may be horrific or may not seem like a "good" thing to have, they do not bestow penalties to the mutant and thus are classified as good mutations.

Good Mutations[]

  1. Additional Eye: You gain an extra eye, granting you a +2 racial bonus to spot checks. The eye appears on a certain side of your face, roll 1d4 to determine where.
    1. Front
    2. Left side
    3. Back
    4. Right side
  2. Antennae: You gain ant-like antenna, which allow you to find tucked away items and hidden compartments more easily. You gain a +2 mutation bonus to search checks.
  3. Arcane Resistance: Your body takes on an azure shimmer, and you find yourself more capable at withstanding arcane assaults. You gain Spell Resistance equal to 5 + your character level against arcane spells and spell-like abilities.
  4. Beak: Your mouth twists into a hooked beak, granting you a bite attack fitting of your size. You find your speech is mostly uninhibited by your lack of lips.
  5. Blastproofed Body: Your reinforced body helps negate damage from explosions. Explosive damage is only half as effective against you.
  6. Blood Spray: Your blood becomes mildly acidic, and you grow glands just underneath your eyeballs. When threatened, you may spray blood from your eyes at your enemies in a 10ft cone, dealing 1d6 + Constitution modifier acid damage. You may use this ability once every 1d4+1 rounds.
  7. Buoyancy: Your cellular structure rearranges, allowing you to float in salt and freshwater with ease. You always float to the surface, unless another force is acting upon you (such as pulling you down). You can carry up to your weight in equipment and still stay afloat.
  8. Claws: Your hands twist into gruesome claws. You gain 2 natural claw attacks, which deal damage as if they were one size category larger than you.
  9. Cloven Feet: Your feet arch and your toes fuse, turning into hooves. You gain a +10ft mutation bonus to your land speed.
  10. Compartmentalized Bloodstream: Your blood does not stop flowing, at least not throughout the whole system. You may selectively slow your blood flow, delaying the effects of an injury drug or poison, for up to 1 hour per level.
  11. Compartmentalized Metabolism: Your metabolism does not necessarily slow down, at least not the whole system. You may selectively slow your metabolism, delaying the effects of an ingested drug or poison, for up to 1 hour per level.
  12. Compartmentalized Skin: Your skin layers arrange in an almost maze-like fashion, making it difficult to absorb through contact. You may selectively slow the osmosis of your skin cells, delaying the effects of a contact drug or poison, for up to 1 hour per level.
  13. Diffused Organs: Your organs are not where they should be; sneak attacks and critical hits have a 25% chance to be negated.
  14. Divine Resistance: Your body takes on a golden shimmer, and you find yourself more capable at withstanding divine assaults. You gain Spell Resistance equal to 5 + your character level against divine spells and spell-like abilities.
  15. Double Jointed: You become extremely flexible, granting you a +2 mutation bonus on Reflex saves.
  16. Echolocation: You can emit subsonic chitters and clicks, which you then detect as they bounce off nearby creatures and objects. You gain Blindsense out to 30 feet.
  17. Egg Laying: You feel a strange churning and swelling sensation deep within you. You gain the ability to eggs, which contain a random object. You must not be starving to lay eggs. Laying an egg is a standard action, and you may lay a number of eggs per day equal to your Constitution bonus (min 1). The eggs are somewhere between watermelon and cantaloupe sized.
  18. Electrocytes: You grow clusters of ionized nerve cells along your spine. With a simple nerve impulse, you can discharge electricity from your body, potentially stunning nearby foes. You gain blindsense out to 10 ft from the low voltage electrical field generated around you, and as a standard action you can discharge electricity in a 5ft radius centered on you. Creatures in this range take 1d6 points of electricity damage (Reflex DC 11 + ½ level + Constitution modifier negates), and must succeed a Fortitude save (DC 11 + ½ level + Constitution modifier) or become stunned for 1d4 rounds.
  19. Elemental Blood: Your blood sears, burns, shocks, or freezes. Roll 1d4 to determine the element. You gain Energy Resistance 5 to this element. Slashing or piercing weapons spray your elemental blood back onto your attacker, dealing 1d6 points of the appropriate damage.
    1. Fire
    2. Cold
    3. Acid
    4. Electricity
  20. Enhanced Hearing: Your ears begin to elongate, and grow a point similar to that of an elf. Subtle, quieter, sounds are easier to pick up, granting you a +2 mutation bonus to listen checks.
  21. Enhanced Rods: You now have darkvision out to 30ft. If you already have darkvision, it is instead increased by 30 ft.
  22. Enhanced Taste: Your taste buds become more sensitive, and you grow an additional lobe in your brain to allow you to process this information on a higher level. Pleasant tastes are magnified, while unpleasant tastes are blocked. You gain an additional favorite flavor and texture, and if you become Sated as a result of eating you gain a +1 mutation bonus on its effects.
  23. Exoskeleton: A thick exoskeleton forms over your skin, consisting of interlocking plates of bone and chitin. You gain a +3 mutation bonus to your natural armor; if you do not have a natural armor bonus you are considered to have a base natural armor bonus of +0.
  24. Extracoagulatory: Your body becomes extremely adept at closing open wounds. When you fall below 0 hp (but not below -10) you immediately stabilize. You slowly regenerate, at a rate of 1 HP per minute until you reach 0 HP. You become immune to any mundane bleed effects.
  25. Extrasoft Skin: You feel your subcutaneous fat expand ever so slightly, allowing your skin to be increasingly hydrated. Your skin becomes extremely soft to the touch, which other creatures find to be quite pleasant. Your soft skin grants you a +8 mutation bonus on Diplomacy and Gather Info checks if bare skin contact is made.
  26. Fine Bristles: Thousands of fine, nearly invisible, hairs sprout all over your body. Your newfound hair allows you to feel slight changes in airflow and vibrations around you, granting you Tremorsense out to 10ft.
  27. Fins: You grow a dorsal fin and similar protrusions along your body that help you swim more efficiently. Your new features grant you a +3 mutation bonus on swim checks. Special: If you also have a tail mutation, you gain instead gain a swim speed of 20 ft.
  28. Frog Tongue: Your tongue elongates and begins to secrete a sticky sap. You can shoot it out from your mouth like a frog, and grab small items unattended items weighing 5 lbs. or less within a 5ft radius of you.
  29. Fur Coat: Your body hair grows exponentially, granting you a luscious topcoat and undercoat of fur. Your fur grants you a +4 mutation bonus on checks made against cold damage or cold dangers, and you gain a +1 mutation bonus to your natural armor. If you do not have a natural armor bonus, you are considered to have a base natural armor bonus of +0.
  30. Gaping Maw: Your body ripples and contorts, bloating and swelling. Your jaws, mouth, and neck widen to a point that your neck loses its distinction, giving you a toad-like appearance. You gain the Swallow Whole ability, allowing you to swallow a creature up to one size smaller than yourself. Once inside, the swallowed creature takes 1d8+Strength modifier points of crushing damage plus 6 points of acid damage per round from your gizzard.
  31. Genetic Superiority: Your ability scores each increases by +1.
  32. Gills: You sprout functional gills on your neck, making you amphibious. You gain the Aquatic and Amphibious subtypes.
  33. Gorgeous: Your body contorts until it meets the golden ratio. You gain Beautiful as a bonus feat.
  34. Graceful Aging: You no longer take any penalties from advancing in age category.
  35. Hand-Feet: Your toes elongate and grow an additional joint, becoming more like fingers. Your big toe similarly becomes more akin to an opposable thumb, making your feet functionally hands. While laying prone you may utilize all four hands, or utilize three hands while standing on one with a DC 10 Balance check (that increases by +1 with every round and attack action). Walking on them does not impede you in any way. You may wear either boots or gloves on your hand-feet.
  36. Hawk Sense: Your eyes pick up slight details unnoticeable to others, changes in micro-expressions and the world around you. Your connectedness with the world around you grants you a +4 mutation bonus on initiative rolls.
  37. Healthy: Your cardiovascular and organ systems all become more efficient, granting you a +2 mutation bonus to your Constitution score.
  38. Heatsink: The iron in your blood aligns itself on an atomic level to create a conduit for heat. You become immune to fire damage if your bare skin touches the ground, and any fire damage within 20ft of you redirects towards you instead.
  39. Heightened Olfactory System: Your olfactory organs swell with mutant power. Your appearance does not change, but your ability to perceive smells is greatly enhanced. You gain the Scent ability.
  40. Horns: Large horns sprout forth from your head, granting you a gore attack. The gore attack does damage appropriate to your size. Roll 1d4 to determine what kind of horns they are:
    1. Demonic horns
    2. Deer/Moose antlers
    3. Bovine horns
    4. Ram horns
  41. Improved Flexibility: You become much more limber than before, granting you a +2 mutation bonus to your Dexterity score.
  42. Improved Frontal Lobe: Your right frontal lobe swells with newfound genetic superiority, improving your sense of self and solidifying your beliefs. This grants you a +2 mutation bonus to your Charisma score.
  43. Improved Medulla Fortuna: A little known part of the brain, the medulla fortuna, swells with genetic superiority, increasing your subconscious link to the universe and fate itself. This grants you a +2 mutation bonus to your Luck score.
  44. Improved Prefrontal Cortex: Your prefrontal cortex swells with genetic superiority, increasing your perception and common sense. This grants you a +2 mutation bonus to your Wisdom score.
  45. Inactive Camouflage: You grow photoreceptors in your skin that allow you to mimic your surroundings. While you stay still, a move action requiring a DC 13 Dexterity check, you become invisible. This does not hide your belongings or clothing.
  46. Increased Brain Folds: Your brain fold count increases significantly, granting you a +2 mutation bonus to your Intelligence score.
  47. Increased Muscle Density: Your muscle fibers increase in density, granting you a +2 mutation bonus to your Strength score.
  48. Inhuman Perfection: Your form straightens and realigns itself. You feel as if an unseen force massages away your impurities as you start to resemble your original form less and less. Your limbs stretch and shrink until they are perfectly proportionate. Your spine straightens giving you perfect posture. Your skin smooths and any blemishes dissipate, taking on an almost porcelain texture. Your features become perfectly symmetrical, almost uncannily so. You gain a +8 bonus on diplomacy checks made with other races besides aberrations, and they are all one stage more friendly towards you initially. Your movement speed increases by 15 ft, and all of your ability scores are increased by 1. Finally, roll for 3 more good mutations.
  49. Latent Psionics: Some part of your brain unlocks, tapping into unknown potential. You gain the Enhanced subtype and begin to gestalt into a random psionic class. If you retrain your gestalted levels, you may only retrain them into other psionic classes. Roll 1d6 to determine the psionic class, in the event of psion roll another 1d6 to determine your discipline.
    1. Expert
    2. Psion
    3. Psychic Rogue
    4. Psychic Warrior
    5. Soulknife
    6. Wilder
  50. Latent Sorcery: Your latent arcane bloodline manifests, giving you the powers of a sorcerer. You gain the Enhanced subtype and begin to gestalt into sorcerer, gaining a random bloodline. Roll 1d8 to determine your bloodline
    1. Dragon
    2. Elemental
    3. Fey
    4. Magical Beast
    5. Ooze
    6. Outsider
    7. Plant
    8. Undead
  51. Layered Skin: Your dermis splits into dozens of layers, making your body more resistant to slashing damage. You gain Damage Reduction 5/Bludgeoning or Piercing. If you have Layered Skin, Spongy Flesh, and Strong Bones your various Damage Reductions instead change to be Damage Reduction 5/-.
  52. Lead-Shielded Organs: Your organs become encased in a protective layer of lead. You gain Radiation Resistance 4.
  53. Lighting Rod: The iron in your blood aligns itself on an atomic level to create a grounding conduit. You become immune to electricity damage if your bare skin touches the ground, and any electrical damage within 20ft of you redirects towards you instead.
  54. Limber: Glands begin to form around your spine, storing adrenaline. You become immune to one of the following effects, roll 1d6 to determine:
    • 1. Paralysis
    • 2-3. Stunning
    • 4-5. Sleep
    • 6. Daze
  55. Long Life: Your cellular replication becomes more efficient. Your lifespan doubles, but your current age category does not change. The ranges of your age categories adjust to your new longer life.
  56. Magnetic Sight: You grow a cluster of cells in your brain that allow you to perceive magnetic fields. You can “see” the magnetic field of the material plane, and as such always know where north is. You gain a +8 mutation bonus on survival checks made to avoid getting lost.
  57. Metamorphosis, Greater: Your whole body begins to change. In a horrific display, you begin to spew vomit all over yourself that hardens into an opaque coating. Once you have encased yourself in your vile cocoon you enter a coma while your body begins to change. In one week’s time, you are reincarnated into another creature with a level adjustment +1 higher than your original race’s. If your metamorphosis is interrupted, you must succeed a DC 20 Fortitude save or die of shock, emerging as a misshapen abomination but otherwise unchanged.
  58. Mimetic skin: You develop chromatophores in your skin, allowing you to blend into environments with ease. When not wearing armor, robes or other covering clothing, you gain a +5 racial bonus on Hide checks.
  59. Oily Skin: Your body begins to secrete a slippery oil that allows you to get through tight spaces and escape the clutches of others with ease. Your slick coating grants you a +4 mutation bonus on Escape Artist checks.
  60. Omni-Omnivore: Your stomach acids become so strong that you can eat any organic material without ill effects. This includes things such as spoiled meat, contaminated water, and the waste products of other creatures. The taste of these “foods” does not change, but you will not become physically ill from eating them and they provide you sustenance.
  61. Organic Pocket: You now have a pouch, similar to marsupials. It can fit small items, the weights of which do not count towards your carrying capacity but rather are added to your character’s weight.
  62. Padded Feet: Like a cat, you grow soft pads on your feet that make your movement naturally quieter. You gain a +4 mutation bonus to move silently checks. This bonus is halved if you are wearing footwear thicker than nylon.
  63. Perfect Cellular Replication: Your cells replicate perfectly. This means your body will never age from the moment you gain this mutation. If you also have the troll blood mutation, then your fast healing becomes regeneration instead.
  64. Perfect Immune System: Your white blood cells take on microscopic armor plating, and rapidly replicate. You become immune to mundane diseases.
  65. Pharyngeal Jaws: You grow a second mouth in your throat, which you can shoot out to a distance of one foot. You gain a bite attack one size smaller than your actual size. It is mostly incapable of performing tasks or fine manipulation, but it is quite intimidating. When displayed as a part of an Intimidate check, you gain a +4 circumstance bonus on the check.
  66. Pheromonal Secretion: You emit a certain musk that animals find calming. You gain a +2 mutation bonus to Handle Animal and Ride checks, and wild animals are less likely to be hostile towards you.
  67. Photosynthetic: Your skin cells grow chloroplasts, allowing you to heal your character level in HP every hour that you are exposed to direct sunlight.
  68. Photovoltaic: You absorb light and convert it into electricity. When in bright light, you build up a static charge similar in effect to a Shocking Grasp spell. The caster level is equal to your character level, and it takes a minute to charge. In dim or artificial light, it takes an hour to charge.
  69. Plumage: Feathers sprout all over your body, accentuated on the arms, head, and rump. While you do not have wings, you are much more streamlined and when performing a run or charge action you gain a +10 mutation bonus to your speed. Furthermore, your feathers allow you to disperse heat well, and grant you a +4 mutation bonus on checks made against fire damage or heat dangers.
  70. Poison Immunity: Your liver toughens, allowing you to become immune to one type of poison. Roll 1d4 to determine:
    1. Contact
    2. Ingested
    3. Inhaled
    4. Injury
  71. Poisonous Secretions: Your skin becomes a bright color with black etchings, serving as a warning sign to other creatures. Animals will not bite you, as you begin to secrete a poison. Your skin secretes a contact poison, and creatures that touch you with their bare skin (such as in a grapple, or with a natural or unarmed attack), are subject to being poisoned. Unless otherwise specified, both the initial and secondary damage are the same. The exact nature of the poison and your color are determined by rolling 1d8:
    1. Scarlet (1d6 Constitution)
    2. Orange (1d6 Strength)
    3. Yellow (1d6 Dexterity)  
    4. Emerald (1d6 Luck)
    5. Blue (1d6 Intelligence)
    6. Violet (1d6 Wisdom)
    7. Magenta (1d6 Charisma)
    8. Iridescent (Confusion, Confusion for 2d4 hours)
  72. Polydactylism: You grow 1d4 extra fingers and toes. Your extra digits grant you a +1 mutation bonus on climb, disable device, and search checks.
  73. Polymelia: You grow a fully functional limb or pair of limbs around where they should be. Roll 1d4 to determine how many limbs you grow.
    1. One arm
    2. Two arms
    3. One leg
    4. Two legs
  74. Powerful: Your limbs elongate, your muscles swell, and your bones become denser. You find yourself more capable of using larger tools, granting you the Powerful Build ability.
  75. Powerful Legs: Your legs nearly double in girth, composed of solid muscle. Your legs allow you to move much faster than ever before, doubling your land speed.
  76. Pseudopod, Superior: One of your arms becomes a highly dexterous, writhing tentacle. You gain a +4 bonus on grapple checks and checks made to avoid being disarmed. The pseudopod functions relatively normally, except you have to sucker things up with it. It is surprisingly dexterous, allowing enough fine manipulation to use in place of a hand.
  77. Psionic Resistance: Your body takes on an orchid shimmer, and you find yourself more capable at withstanding psionic assaults. You gain Power Resistance equal to 5 + your character level against psionic powers and psi-like abilities.
  78. Radsink: The heavy metal compounds in your blood become absorb much more radiation. You become immune to radiation damage if your bare skin is exposed to the air, and any radiation damage within 5-20ft of you redirects towards you. This causes the radiation to concentrate immediately around you, and any creatures adjacent to you will take amplified radiation damage.
  79. Rapid Progeny: You feel a strange tingling sensation in your loins, but it quickly passes. You do not become any more fertile but when you create spawn, it rapidly grows (to no detriment to its host). Pregnancies in which you are a parent last only 1/6th of the regular time, and once born the child rapidly grows into an adult in about 1/200th of the time (afterwards aging normally physically).
  80. Redundant Eyes: You grow an auxiliary set of eyes, located beneath your existing eyes. In the event of blindness, you may pop out your blinded eyes and replace them with the fresh new redundant eyes. You may do this a number of time per day equal to your Constitution bonus (minimum 1).
  81. Reinforced Legs: Your legs become akin to shock absorbers, reducing all fall damage taken to one damage per fall dice with a successful DC 15 Jump check.
  82. Reinforced Spine: Your spinal cord thickens and straightens, allowing you to carry more than ever before. You gain a +50 mutation bonus to your carrying capacities (Light, Medium, and Heavy loads).
  83. Rejuvenating Youth: You de-age by one age category physically. Your lifespan extends by one age category. You reverse all the detriments of having advanced in age category. If you are an adult who de-ages, you become a child. If you are a child, you return to a fetal state that dies in one minute if not preserved.
  84. Reptilian: Your skin becomes covered in scales, which can be solidly one color or even patterned with colorful diamonds or stripes. You gain a +1 mutation bonus to your natural armor, and a second set of eyelids granting you a +1 mutation bonus on saves made against Gaze attacks. You gain the Reptilian subtype.
  85. Sixth Sense: Your senses all become more acute, giving you a subtle understanding of the world around you. You can no longer be flanked, you may reroll initiative checks once per encounter, and you gain trap sense +2.
  86. Slippery Skin: You secrete a slippery film that makes you difficult to grapple or snare. Webs (magic or otherwise) do not affect you, and you usually can wriggle free from most other forms of confinement.
  87. Spearing Horn: A single large, pointed horn sprouts from your forehead, similar to that of a narwhal or unicorn. You gain a gore attack appropriate for your size, and the Powerful Charge ability. In addition to the normal benefits and hazards of a charge, this allows you to make a single gore attack that deals double damage.
  88. Spongy Flesh: Your epidermis and internal organs become softer and porous, becoming far less susceptible to piercing damage. You gain Damage Reduction 5/Bludgeoning or Slashing. If you have Layered Skin, Spongy Flesh, and Strong Bones your various Damage Reductions instead change to be Damage Reduction 5/-.
  89. Springy Step: The muscles in your calves and thighs tighten like a compression spring. You may stand from prone as a swift action.
  90. Stability: Your sturdy legs grant you a +4 mutation bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  91. Strong Bones: Your bones become denser, like metal. Your sturdy skeleton allows you to withstand blunt force trauma better, granting you Damage Reduction 5/Slashing or piercing. If you have Layered Skin, Spongy Flesh, and Strong Bones your various Damage Reductions instead change to be Damage Reduction 5/-.
  92. Sturdy Body: Your body becomes much more durable, granting you Damage Reduction 2/-.
  93. Suckers: Your toes and fingers gain suction cups, granting you a +4 bonus to climb checks and checks made to avoid being disarmed.
  94. Tail: You grow a fleshy prehensile tail, capable of holding on to small objects with a weak grip. This tail grants you a +2 mutation bonus on balance, climb, and swim checks.
  95. Telepathy: Your brain swells in your skull, as you grow new regions. Your skull stretches to adapt, giving you a slightly egg shaped head. You gain the Telepathy ability out to 50ft. If your Intelligence score is at least 15, this range extends to 100 ft.
  96. Toothed Skin: Sharp teeth now adorn your flesh, vaguely resembling jagged scales. Anyone unfortunate enough to be in a grapple with you will take 1d6 slashing and piercing damage each round they are in a grapple with you, as well as for each grapple check made by or against you.
  97. Tracheal Bombardment: A sac begins to form in your trachea, granting you the ability to spit acid at will. You may make ranged touch attack that deals 1d6 points of acid damage. Your sense of taste is diminished.
  98. Troll Blood: You find your body regenerates faster than most; you gain fast healing 2, but you cannot heal fire or acid damage naturally.
  99. Voluminous Lungs: Your lungs expand significantly, allowing you to hold your breath and run for twice as long as you would be able to otherwise.
  100. X-Ray Vision: Your optic nerves gain the ability to excite the particles in front you on an atomic level, bombarding those in your path with radiation. As a standard action, you may blast 2d4 points of radiation damage in a 15ft cone from your eyes. Any creature caught in your cone has their vitals exposed, and attackers gain a +2 circumstance bonus to their critical threaten range against such creatures. This is a supernatural ability.
Mutations
Good Mutations - Neutral Mutations - Bad Mutations
Radiation
Basics - Feats - Mutations
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