Mutations
D100 Mutations for Adventurers who test the limits of the Wyrdlight
| Roll | Result |
|---|---|
| 1 | Great Wyrding. The Wyrdlight takes what matters most to you as you become one with it. Your highest ability score is reduced by 2. You gain Telepathy 30ft. You can always sense where the Wyrdhound is. You emanate Wyrdlight within 10ft of you. Your type becomes Aberration |
| 2 | Bone Spurs. Your bones form knobbly growths that protrude through your skin. Your charisma is reduced by 1. Your unarmoured AC is now 13 |
| 3 | Spearhide. Spiked quills burst forth from your skin, getting in the way of your movements. Your Dexterity is reduced by 1. You gain a new attack which you are proficient in (Quills, 20/40, + Dex piercing damage) |
| 4 | 6th Sense. Your mind dulls, but your intuition sharpens. Your Intelligence is reduced by 1. You can cast the Augury spell once per day |
| 5 | Hidden Knowledge. Your mind is filled with sudden, sanity straining, knowledge. Your Wisdom is reduced by 1. Once per day you may spend a Hit Dice, taking that much damage, and adding it to a History, Arcana, Nature, or Religion check. |
| 6 | Spindlelimbs. Your limbs elongate and grow slender. Your Strength is reduced by 1. You gain a Climb Speed equal to your normal Speed |
| 7 | Withered. Your body is only half alive, you look pallid and frail. Your Constitution is reduced by 1. You gain Resistance to Necrotic damage. |
| 8-10 | Spell Abscess. Chaotic Energy gathers in an abscess on your face. As an action you may burst it to cause a Wild Magic Surge (as per the Wild Magic Sorcerer) |
| 11-13 | Spinnerette. You grow a spinnerette in the back of your throat, from which you can excrete 10ft of web per day |
| 14-15 | Chatterteeth. Your lips rot off and don't regrow except through the use of the Regeneration spell, exposing your teeth and gums. You have Disadvantage on Persuasion and Deception checks, but Advantage on Intimidation checks |
| 16-17 | Poison Glands. Green liquid oozes from your pores. Unarmed attacks deal an extra poison damage. |
| 18-19 | Insectism. Your eyes disappear and are replaced by antennae. You gain a Blindsight of 30ft. You are Blind beyond that |
| 20-22 | Extruded Spine. Your neck grows by 3ft. You can peer around corners and turn your head 360 degrees around |
| 23-25 | Tentification. One of your limbs is replaced by a tentacle. It otherwise operates as your limb normally would |
| 26-27 | Limb Excision. You may spend 2 Hit Dice, taking that much damage in order to detach a limb. The limb has 10 Hit Points, 10AC, 10ft Speed, and can perform any activity that it could normally perform if attached to your body. If your limb is destroyed, you regrow it after finishing a Long Rest. |
| 28-30 | Goat Eyes. Your pupils grow long and rectangular. You have Advantage on Perception checks to spot hidden enemies. |
| 31-32 | Moist. You secrete a tar-like slime through your skin. You gain resistance to Acid damage, but Vulnerability to Fire damage |
| 33-34 | Starhide. Your skin looks like the night sky |
| 35-37 | Slugtrail. Your body secretes a sticky slime that allows you to stick to any surface, and climb at a speed of 5ft per round. |
| 38-39 | Fishform. Your hands and feet grow green webbing between their digits. You gain a Swim Speed of 20ft. You can speak to fish |
| 40-41 | Neck Frills. Your neck grow intimidating flaps that can be used to Frighten Beasts if they fail a DC12 Wisdom Saving Throw |
| 42-43 | Crabhammer. One of your arms becomes an enormous crab claw. It can no longer be used to hold things and can't manipulate most objects. You gain a Natural Weapon that deals Bludgeoning damage and Grapples the target on a successful hit. |
| 44-46 | Prehensile Feet. Your feet now function as hands. |
| 47-48 | Avian Blood. Your mouth becomes a beak and feathers grow patchily across your body. You can speak to birds. |
| 49-51 | Eyestalks. Your eyes extend out on 1ft long stalks. |
| 52-54 | Serpentnose. Your nose recedes into your face, leaving two small slits in its place. |
| 55-57 | Matryoshka Mouth. You have a second, smaller mouth inside your mouth. It repeats everything you say at a slightly higher pitch. |
| 58-60 | Keratinous Skin. You grow teeth and fingernails sporadically across your skin |
| 61-62 | Slitherkin. Your legs fuse together. You may no longer Dash nor ride a horse. You are Immune to the Prone condition. |
| 63-65 | Nictation. Your eyes blink horizontally, not vertically. |
| 66-67 | Frogleap. You can no longer Dash. You permanently gain the benefits of the Jump spell. |
| 68-69 | Molting. Every time you level up, you leave behind a keratinous, molted, exoskeletal version of yourself. You may also molt voluntarily by concentrating on it for 1 minute. Once you begin to molt, you can’t voluntarily interrupt it. Finishing a molt removes all diseases from you, and removes all Conditions except Exhausted. |
| 70-71 | Predigestion. You can no longer eat solid food, instead you eject acidic saliva to pre digest your food. You gain a 10/30ft Ranged Natural Weapon attack that deals Acid damage. |
| 72-73 | Spiracles. You no longer have lungs, and your skin grows many tiny but visible holes. You now breathe through your skin. Wearing any of the following armour types will cause you to begin Suffocating; Scalemail, Splint, Plate. |
| 74-75 | Superb Mimicry. You can perfectly mimic any sound you’ve heard. You can’t mimic an entire sentence. |
| 76-77 | Cuttleskin. Choose one type of terrain. Your skin now resembles that colour and texture. You gain Advantage on stealth checks while within that type of terrain |
| 78-79 | Oral Cavitation. You can spontaneously create cavitation bubbles in the air using your mouth. As an Action, a target within 30ft must make a DC15 Constitution saving throw or take Thunder damage. Objects automatically fail the saving throw and take double damage. Using this ability creates a sound that can be heard up to a mile away. |
| 80-81 | Aberrant Emotions. Your mind grows cold, and emotionless in the face of mundane concerns. You are immune to the Frightened condition from sources other than Aberrations. You gain Disadvantage on Insight checks against non Aberrations. |
| 82-83 | Jinx. You seem to have unnaturally bad luck that extends to those around you. All your Attack Rolls and Ability Checks are made at Disadvantage. All Attack Rolls and Ability Checks made against you have Disadvantage. |
| 84-85 | Aberrant Metabolism. You no longer need to eat, drink, or sleep. |
| 86-87 | Precognition. You gain glimpses into peoples minds at the cost of burning out your own. Once per day you may gain Advantage on a Charisma ability check. After using this ability, you have Disadvantage on all Charisma ability checks until you finish a Long Rest |
| 88-89 | Wyrdwalk. You can cast the Misty Step spell at will so long as both you and your destination are within Wyrdlight |
| 90-91 | Warp. Your location in physical space has become distorted. Once per day you may cast Dimension Door with your Dungeon Master choosing the target destination. |
| 92-93 | Consume Light. You can absorb and feed off the Wyrdlight, using it to heal your injuries. As an action while you are within Wyrdlight, you may spend Hit Dice as if you had just completed a Short Rest. |
| 94-95 | Broken Soul. Your soul has been claimed by the Wyrdlight. So long as the Wyrdlight exists, any magic that would bring you back to life fails. |
| 96 | Aberrant Clone. A warped copy of you is created far away, deep within the Wyrdlight. Its singular goal is to see you dead. It grows in power as you do but otherwise has none of your equipment. It will reform itself at the epicenter of the Wyrdlight when killed. |
| 97 | Draconic Connection. You are fundamentally and inexorably bound to the entity at the heart of all of this. No immediate effects. |
| 98 | Infectious Carrier. Though you harbour no symptoms, a malicious seed of Wyrdlight rests within you. At the end of each session, the PC(s) with the lowest Constitution other than yourself must roll on this table. |
| 99 | Outlier. For whatever reason, the Wyrdlight seems to have no ill effects on you. You are Immune to all effects caused by the Wyrdlight |
| 100 | Dragon Soul. Your essence blazes like a dragon's flame; bright enough to beat back the Wyrdlight. You snuff all Wyrdlight within 20ft of you. Medium and smaller Aberrations have Disadvantage on Attacks against you. You have Advantage on saving throws made against Aberrations. |