TEXT: Mutophage
  Horust tried to ignore the sideling glances of the fearful 
  villagers as he made his way through town. He was a 
  monster, and he needed no reminders of it. But unlike 
  his brothers and sisters, who had given into the plague 
  and become nothing more than mindless beasts. Horust 
  had learned to harness his morbid affliction. 
  As the light of the day faded, Horust allowed his body to 
  warp and shift in any number of vile ways. The people 
  of this village might fear him. But without his protection, 
  the creatures of the otherworld would have destroyed 
  their settlement long ago. Tonight was no different. 
   
  As the abomination that was once his sister Seraph 
  barrelled towards him out from the tainted forest, 
  Horust unleashed a monstrous bellowing screech and 
  charged, headlong, into the fray. There would be no 
  respite from the pain of transformation tonight. Only a 
  monster could hope to hold it’s own against a monster.
  Afflicted Beings
  Mutophages are wholly unlike other adventurers and 
  classes - they are beings afflicted by a terrible curse. 
  This curse may take the form of a virulent disease, a 
  pestilent cancer, or a parasitic defilement of their body, 
  but whatever it’s form, it is an affliction that warps the 
  body in painful and grotesque ways. 
  For this suffering, the power a Mutophage might 
  unleash is terrifying in it’s might. Harnessing grotesque 
  abilities from both this world and the next, no two 
  Mutophages are alike, and with a strong enough will, 
  these monsters among men are capable of turning their 
  greatest affliction into their greatest strength.
  Creating a Mutophage
  When creating a Mutophage, the first question to ask 
  yourself is how you came by your mutagenic powers. 
  For those afflicted from birth, there is rarely any course 
  left to them but to become a monster. But to others, the 
  unbridled power of mutation holds such a draw that 
  they are willing to inflict terrible consequences upon 
  themselves to experience it’s potential. 
  A mutophage may draw their power from an arcane 
  experiment gone horribly wrong, or from a birth too 
  close to lands tainted in fel or otherworldly energies. 
  Perhaps your parentage includes some terrible 
  unknown from the far realm, or maybe your affliction 
  is a literal curse, placed upon you as punishment for 
  crimes against a powerful coven or spell caster.
  Mutation is a violent process which tears and rends 
  flesh, warping the body into new shapes. Do you seek 
  redemption by slaying the monsters you have been 
  cursed to become, or do you simply lose yourself in the 
  power of becoming an unstoppable nightmare all your 
  own? 
  A Mutophage can rarely walk the world unaccosted by 
  the terrified looks of children, or the sideling glances 
  of society. Their power comes at the price of forever 
  being marked as an outcast and a monster; and what’s 
  more each mutation brings new pain which they must 
  bear. Whatever the source of your affliction, consider 
  how these mutations have affected your life, and 
  how you may have learned to cope with the painful 
  transformations that accompany your power. 
  Some Mutophages seek drugs or alcohol as a way 
  to escape their torment, while others revel in the 
  uniqueness of their own being. A Mutophage is always 
  acutely aware of how the world must inevitably see 
  them. Do you seek to undo your curse and return to a 
  former life, or are you happy with your newfound power? 
  Perhaps your rush headlong into battle, hoping each day 
  that this fight might be your last.
  
  Class Features
  As a Mutophage, you gain the following class features.
  Hit Points
  Hit Dice: 2d6 per Mutophage level
  Hit points at 1st Level: 12 + your Constitution modifier
  Hit points at higher Levels: 2d6 (or 8) + your 
  Constitution modifier each level after 1st.
  Proficiencies
  Armor: Light Armor
  Weapons: Simple Weapons, Shortswords, whips.
  Tools: Alchemist’s Kit or Disguise Kit.
  Saving Throws: Strength, Constitution.
  Skills: Choose two from Acrobatics, Athletics, Arcana, 
  Deception, Insight, Intimidation, Medicine, and Survival.
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
  • Two daggers or a Shortsword.
  • Two sets of Travellers Clothes.
  • Your choice of an Alchemist’s Kit or a Disguise Kit.
  • Your choice of an Explorer’s pack or a Dungeoneer’s 
  pack.
  Mutation
  A Mutophage’s unique ability involves warping their 
  body in painful and dangerous ways. 
   
  Preparing and Activating Mutations 
  The Mutophage table shows how many mutations you 
  have access to based on your level, chosen from the list 
  at the end of this class description. At the end of each 
  long rest, you prime a number of mutations equal to 
  your constitution modifier + half your level (rounded 
  down). 
  As a bonus action on your turn, you may choose to 
  expend hit dice to activate primed mutations. When 
  you do so, your hit point maximum is reduced by the 
  maximum value of the hit dice spent until the mutation 
  ends. You may expend a number of hit dice equal to no 
  more than your proficiency bonus in a single round.
  The maximum number of mutations you may have 
  active at one time is listed on the Mutophage table at the 
  beginning of this class. Activating a mutation does not 
  remove it from your list of primed mutations. 
  Once activated, a mutation remains active until you 
  complete a long or short rest, are knocked unconscious, 
  or until you choose to end it as an action. When reduced 
  in this way, your hit point maximum cannot be restored 
  except by ending the mutation. 
  Mutation Save DC
  Some of your features or abilities may require creatures 
  to make saving throws against the horrifying effects of 
  your mutations. The DC of these saving throws is equal 
  to 8 + constitution modifier + proficiency bonus. This 
  reflects your ability to contain or control the terrible 
  effects of your mutations on yourself and others.
  Strange Hit Dice
  A Mutophage’s Hit Dice are a little different from other 
  classes and are meant to represent the resilience that a 
  mutophage has developed as they learn to control their 
  mutations. 
  The Mutophage gains 2 hit dice each level, which can 
  be spent independently of each other when healing or 
  activating class features. While this also has the potential 
  to increase their average hit point gain each level, keep 
  in mind that a mutophage’s hit point maximum is almost 
  always reduced
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Features
  Unnatural Weapon, Mutation
  Vile Affliction
  Monstrous Evolution
  Ability Score Increase
  Vile Affliction
  Uncanny Strike
  Monstrous Evolution
  Ability Score Increase
  Vile Affliction
  Disturbing Transformation
  Monstrous Evolution
  Ability Score Increase
  Vile Affliction
  Reactive Adaptation
  Monstrous Evolution
  Ability Score Increase
  Vile Affliction
  Monstrous Evolution
  Ability Score Increase
  Metamorphosis
  Mutophage
   Mutations
  Known
  6
  7
  9
  10
  11
  12
  14
  15
  16
  17
  19
  20
  21
  22
  24
  25
  26
  28
  29
  30
  Maximum  Active 
  Mutations
  1
  2
  2
  3
  3
  4
  4
  4
  5
  5
  5
  5
  5
  6
  6
  6
  6
  6
  6
  7
  
  Unnatural Weapon
  Your mutated physiology is capable of shaping itself 
  into devastating weapons. Beginning at 1st level, when 
  you choose to activate a mutation, you may instead 
  transform one of your limbs into any weapon you are 
  proficient with. When you do so, you do not expend a 
  hit dice, and your hit point maximum is reduced by the 
  weapons’ maximum damage instead of the maximum 
  value of the hit dice spent. This transformation lasts 
  until you complete a long or short rest, are knocked 
  unconscious, or until you choose to end it as an action. 
  Any weapon created in this way counts as a natural 
  weapon for the purposes of your abilities and class 
  features. While your Limb is transformed, it cannot be 
  used except as a weapon. The maximum number of 
  these unnatural weapons that you may have active at 
  one time is equal to your proficiency bonus.
  Weapons with the ammunition property, when created 
  in this way, do not require ammunition, but instead 
  reduce your current hit points by 1 each time they are 
  fired. 
   
  If a thrown weapon produced using your unnatural 
  weapon feature is lost or destroyed, your hit point 
  maximum cannot be restored until you complete a short 
  or long rest.
  Vile Affliction
  Beginning at 2nd level, your mutations have begun to 
  manifest into a distinct abnormality. Choose one of the 
  following Afflictions: The Parasite, The Contagion, or 
  The Cancer, each of which is detailed at the end of this 
  class description.
  Monstrous Evolution
  Beginning at 3rd level, your body has been permanently 
  corrupted by your ever-increasing mutations. Choose 
  one mutation you know of with a cost of 1/2 your 
  proficiency bonus or lower. This mutation becomes 
  permanently active, and can no longer be deactivated by 
  any means. 
  Mutations chosen as part of this feature no longer 
  require you to spend hit dice to activate or count against 
  the total number mutations you may know, Although 
  you must still spend additional hit dice to activate the 
  effects of mutations which require you to do so. You 
  gain an additional Monstrous evolution at 7th level, and 
  again at levels 11, 15, and 18. Whenever you Gain a new 
  Monstrous Evolution, you may choose to replace that 
  mutation in your list of mutations known with a new 
  mutation.
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 16th 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature. You can choose 
  to gain a feat as per the Player’s Handbook instead of 
  improving ability scores.
  Uncanny Strike
  Beginning at 6th level, your unnatural physiology allows 
  you to strike in unnatural ways. When you take the 
  attack action on your turn, you can make a number of 
  additional attacks equal to 1/2 your proficiency bonus. 
  Each of these attacks must be made with a natural 
  weapon.
  In addition, your Natural Weapons are considered 
  magical for the purposes of overcoming resistances and 
  immunity to non-magical attacks and damage.
  Disturbing Transformation
  Your Mutations have become so repulsive that by 10th 
  level, when you activate a mutation, you may choose to 
  force all creatures that can see you to make a wisdom 
  saving throw against your Mutation save DC or become 
  frightened of you until the end of their next turn. Allies 
  have advantage against being intimidated in this way.
  Reactive Adaptation
  By 14th level, Your mutative physiology reflexively 
  hardens itself against damage. As a reaction when 
  you would take damage, you may spend a hit die as if 
  activating a mutation to gain resistance to the triggering 
  damage type until the end of your next turn. You may 
  use this ability a number of times between long rests 
  equal to your constitution modifier. Maximum Hit points 
  reduced as part of this ability remain reduced until you 
  complete a long rest.
  
  Metamorphosis
  At 20th level, your mutations have become terrifyingly 
  transformative, twisting your body into grotesque 
  and terrible creatures. As an action on your turn,  you 
  may warp your body into the mutated likeness of any 
  creature with a challenge rating equal to your level or 
  lower by spending a number of hit dice equal to the CR 
  of the creature as if you were activating a mutation
  Your game statistics are replaced by the statistics of the 
  chosen creature, though you retain your alignment and 
  Intelligence, Wisdom, and Charisma scores. You also 
  retain all of your skill and saving throw proficiencies, in 
  addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus listed 
  in its statistics is higher than yours, use the creature’s 
  bonus in place of yours. You can’t use any legendary 
  actions or lair actions of the new form.
  You retain your normal hit points and hit dice while in 
  this form, as well as the benefits of any features from 
  your class, race, or other source and can use them, 
  provided that your new form is physically capable of 
  doing so. You also retain the benefits of any active 
  mutations and evolutions, and may activate additional 
  mutations as normal. You can speak in this form, 
  regardless of weather or not the creature can normally 
  speak. 
  When you transform, you choose whether your 
  equipment falls to the ground, merges into the new 
  form, or is worn by it. Worn equipment functions as 
  normal. The GM determines whether it is practical for 
  the new form to wear a piece of equipment, based on 
  the creature’s shape and size. Your equipment doesn’t 
  change shape or size to match the new form, and any 
  equipment that the new form can’t wear must either fall 
  to the ground or merge into your new form. Equipment 
  that merges has no effect in that state.
  The creature you transform into cannot be a construct 
  or elemental or undead, and you must have seen the 
  creature at least once. You transform into a grotesque 
  approximation of the creature, one without any 
  Spellcasting traits.
  This transformation lasts for one hour, or until you 
  choose to end it as an action on your turn. While the 
  transformation is active, you can use your action to 
  assume a different form following the same restrictions 
  and rules for the original form. You may use this feature 
  a number of times each day equal to your constitution 
  modifier
  
  Vile Affliction
  Nothing defines a Mutophage more than the source 
  of their affliction. Unlike other classes, a Mutophage’s 
  Affliction is something they choose - rather, ti is a 
  terrible curse which they have learned to harness in 
  order to survive. The Afflictions outlined here represent 
  the most common manifestations of such terrible 
  mutation.
  The Parasite
  Many Mutophages feel as if the mutations which twist 
  their body take on an almost parasitic life of their own. 
  But for some, this parasitic nature is all too real.
  Parasitic Host
  Your mutations begin to take the form of parasitic 
  abominations which are capable of separating from your 
  body to act on their own. 
  Beginning at 2nd level, when you spend hit dice to 
  activate a mutation, you may instead choose to form 
  a parasite with the statistics shown on the stat block 
  below, which appears in your space. The parasite acts 
  on your turn, and you may telepathically command it as 
  a free action. 
  Symbiosis
  Starting at 5th level, you have formed a type of 
  symbiosis with the abhorrations that spawn from your 
  flesh. As a bonus action on your turn, you may choose to 
  absorb one parasite within 5 ft of you. When you do so, 
  your maximum hit points are restored by the maximum 
  value of any hit dice spent to create the parasite, and 
  you regain hit points equal to the parasite’s current hit 
  point total. If this would restore your hit points above 
  your hit point maximum, you instead gain the remainder 
  as temporary hit points.
  Bloodburst
  At 9th level you have begun to unlock the truly 
  gruesome power of your parasitic creations. If one of 
  your parasites takes bludgeoning, piercing or slashing 
  damage while it’s current hit points are greater than it’s 
  starting hit points, it explodes violently. 
  Creatures within 5ft of a parasite when it explodes 
  must succeed on a dexterity saving throw against your 
  Mutation save DC, or take acid damage equal to the 
  exploding parasite’s final hit points. If a parasite is 
  attached to a creature when it explodes, that creature 
  automatically fails it’s dexterity save.
  When a parasite explodes, your maximum hit points are 
  restored as if you had deactivated a mutation, however 
  you do not recover any hit points.
  Symbiotic Growth
  By 13th level, your body is capable of generating 
  parasites at a horrific rate. When you spend hit dice to 
  create a parasite and have temporary hit points from 
  your Symbiosis class feature, you may subtract the hit 
  point cost from your temporary hit points instead of your 
  maximum hit points.
  Parasitic Mutation
  At 17th level, you have unlocked the true potential of 
  your grotesque parasites. When you spend hit dice to 
  create a parasite, you may spend additional hit dice as 
  if activating a mutation in order to apply that mutation 
  to the parasite. A parasite can have a number of active 
  mutations equal to 1/2 your constitution modifier. 
   
  When you use your symbiosis feature to absorb a 
  parasite with one or more mutations, your hit points 
  are restored by the maximum value of all hit dice spent 
  in the creation of the parasite, including those spent to 
  apply it’s mutations.
  MuTOPHAGE PARASITE 
  Tiny aberration, unaligned 
  Armor Class 15 
  Hit Points See Parasitic Nature 
  Speed 30 ft., climb 30 ft. 
  STR 
  16 (+3) 
  DEX 
  14 (+2) 
  CON 
  12(+1) 
  INT 
  2 (-4) 
  WIS 
  3 (-4) 
  CHA 
  2 (-4) 
  Saving Throws Str +3, Dex +2, Con +1 
  Senses Passive Perception 6 
  Languages-
  Challenge 1/2 (100 XP) 
  Parasitic Nature. The Parasite's starting hit points equal 1 d6 + 
  the Mutophage's constitution modifier, per hit dice spent, and 
  no maximum hit point value. The Parasite cannot gain hit 
  points except through the use of it's Feed action.
  Symbiotic Link. The Parasite adds the Mutophage's Proficiency 
  bonus to its attack rolls and damage rolls, as well as to skill 
  checks and saving throws in which it is proficient. 
  Spider Climb. The Parasite can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
  ACTIONS 
  Latch On. Melee or Ranged Weapon Attack: +4 to hit, reach 1 Oft., 
  one creature. Hit: 6 (1 d8+2) piercing damage and the Parasite 
  attaches to the target. While attached the Parasite Cannot 
  make this attack again. A creature may use it's action to 
  attempt to remove the parasite by making a strength check 
  contested by the Parasite's strength saving throw. 
  Feed. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature 
  the Parasite is attached to. Hit: 7 (1 d8+3) necrotic damage. The 
  target's hit point maximum is reduced by the damage taken, 
  and the Parasite gains hit points equal to the same amount. 
  
  The Contagion
  There are some Mutophages who’s virulent malady 
  is not content within their own body. Spreading their 
  mutations like a plague, these Mutophages have the 
  power to corrupt everything they touch, friend, foe, or 
  otherwise.
  Infectious Mutation 
  Beginning at 2nd level, the affliction that causes your 
  vile mutations is not content to ravage your body alone. 
  Once per round when you make an attack against target 
  using your unarmed strike or natural weapon, you may 
  expend a hit dice as if activating a mutation to force the 
  target of the attack to make a constitution saving throw 
  against your mutation save DC. On a failure, the target 
  gains your choice of one of the following effects:
  • The Target is Blinded.
  • The target has Disadvantage on attack rolls and 
  ability checks.
  • The Target’s speed is halved.
  • The Target cannot maintain effects which require 
  concentration.
  • The Target’s AC is reduced by 2.
  • The Target cannot regain hit points.
  This effect lasts for 1 minute. The target may repeat it’s 
  saving throw at the beginning of each of it’s turns. On a 
  success, the effect ends. 
  Controlled Infection
  By 5th level you have learned to control the infectious 
  aspects of your mutation. As an action on your turn, 
  you may touch a willing creature and cause them 
  to mutate as if they had activated a mutation you 
  know. You expend Hit Dice as if activating the 
  mutation yourself, however, your maximum hit 
  points are not reduced.  
   
  This mutation remains active on the target for a number 
  of rounds equal to your proficiency bonus. At the end of 
  this period the Mutation Deactivate, and the target must 
  make a constitution saving throw against your mutation 
  save DC, or gain a level of exhaustion
  Virulent Strain 
  By the time you reach 9th level, your mutagenic curse 
  has become increasingly virulent. Living creatures have 
  disadvantage on saving throws against your infectious 
  mutation feature.
  Compounding Severity 
  By the time you reach 13th level, the corrupting nature 
  of your viral mutation has become exponentially more 
  potent. Each time an enemy fails a saving throw against 
  your infectious mutation feature, it suffers an additional 
  effect, up to a maximum of 6.
  Mutagenic Plague
  Beginning at 17th level, those you mutate become 
  infectious as well. Whenever an ally currently mutated 
  by your Controlled Infection feature deals damage 
  with a melee attack against a living creature, they may 
  choose to spend a hit dice of their own to subject the 
  target to your Infectious 
  Mutation feature.
  
  The Cancer
  To those Mutophages unlucky enough to be afflicted by 
  the cancer, their ghastly mutations are both chaotic, and 
  unpredictable. But with such entropic mutation often 
  comes terrifying power.
  Unnatural Recovery
  Beginning at 2nd level, when you gain this affliction, you 
  begin to recover your life force far faster than natural. 
  Whenever you complete a short rest, you regain a 
  number of hit dice equal to your proficiency bonus.
  Cancerous Mutation
  Also beginning at 2nd level, any time you spend hit dice 
  to activate a mutation or other class feature, roll a d20. 
  On a 1, you must immediately roll on the Cancerous 
  Mutation Table, and suffer it’s effect. This effect lasts 
  until you complete a long rest, or until ended by an 
  effect such as Lesser Restoration.
  Volatile Evolution
  Starting at 5th level, you have learned to use the 
  unstable nature of your mutations to your advantage. 
  Whenever you complete a long rest, you may replace 
  one of the permanent mutations granted by your 
  Mutagenic Evolution feature with any other mutation 
  you know.
  Controlled Chaos
  By the time you reach 9th level, you have gained 
  some level of mastery over the chaotic effects of your 
  mutations. When you roll on the Chaotic Mutation Table, 
  you may roll twice, and choose either result.
  Malignant Growth
  By 13th level, your greatest weakness has become your 
  greatest strength. When you spend a hit dice to activate 
  a mutation or other class feature, you may choose to 
  roll on the Cancerous Mutation Table once for each hit 
  dice spent. If you do so, your maximum hit points are 
  not reduced. A Mutation or class feature activated in 
  this way is still subject to the rules of your Cancerous 
  Mutation Feature as normal.
  Chaotic Mutation
  At 17th level, your Mutagenic prowess has expanded 
  to make you a true and terrible creature of your own 
  design Whenever you activate a mutation, You gain the 
  benefits of one additional mutation you know at random. 
  (Roll 1d12 to determine this random mutation, re-roll if 
  the random mutation is already active.)
  
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  45-46
  47-48
  49-50
  51-52
  53-54
  55-56
  57-58
  59-60
  61-62
  63-64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-86
  87-88
  89-90
  91-92
  93-94
  95-96
  97-98
  99-100
  Roll on this table once at the start of each of 
  your turns for the next minute, ignoring this 
  result on subsequent rolls
  One of your active mutations deactivates at 
  random. 
  Your mouth stitches itself shut, and re-opens 
  at the back of your head.
  Sunlight seems to sear your skin. You have 
  disadvantage on skill checks and attack 
  rolls while in direct sunlight.
  You have disadvantage on perception checks 
  as your eyes cloud over.
  Your skin sears with burning pain. You are 
  vulnerable to fire damage.
  One of your fingers grows to a bony and 
  unnatural length.
  Tumorous growths cause you disadvantage on 
  all dexterity checks.
  Your body becomes covered in a coat of thick 
  fur. You gain resistance to cold damage.
  All color and pigment rapidly disappears from 
  your body, leaving your skin translucent and 
  your inner organs visible
  Senses seem to shift, causing you to taste 
  anything you touch.
  Your eyes fuse together into one large 
  cyclopean sphere. Giving you disadvantage 
  on ranged attack rolls.
  Your hands become to small to wield weapons 
  without the light property. Damage dice for 
  Natural weapons are reduced by one step.
  Your tongue swells to almost entirely fill your 
  mouth, muffling your speech.
  Your Limbs reposition themselves ,causing 
  you disadvantage on attack rolls.
  Your hands contort themselves into a 
  unsettling backwards grip.
  Your skin shifts into jarring neon hues, 
  pulsing violently through fluorescent colors.
  Your skin barely protects your vital flesh. You 
  gain vulnerability to acid damage
  Your Irises split, becoming twined or even 
  triplicate pupils
  You breath through microscopic pores on your 
  skin. Heavy clothing or armor is suffocating
  Your sex changes. roll 1d6 to determine your 
  new sex. 1: Sexless, 2-3: Male, 4-5: Female, 
  6: hermaphroditic.
  You gain vulnerability to all bludgeoning, 
  piercing, and slashing damage.
  You loose the ability to see color. Everything is 
  seen as a shade of puce.
  Your skin bubbles and blisters, seeping vile 
  yellow-green puss. 
  Thousands of small holes the size of nail 
  heads open up across your skin.
  Your metabolism speeds up, requiring you to 
  consume food on an hourly basis or gain a 
  level of exhaustion.
  Your teeth rot away within your jaw. You lose 
  access to any bite attacks you might have
  Your mind becomes slow and hazy, causing 
  you disadvantage on all intelligence checks.
  Your vision expands to show you colors where 
  there should be sounds.
  You develop extra fingers on your hands. Roll 
  1d8 to determine how many.
  One of your arms begins to act independently 
  of you, as controlled by the DM.
  Your eyes double in size, their pupils 
  becoming irregular and pulsing bizarrely.
  All hair falls from your body and you gain 
  vulnerability to cold damage.
  A strong magnetic field seems to resonate 
  from your body, causing you to adhere to 
  metallic items and surfaces.
  You are unable to deactivate your most 
  recently activated mutation.
  At a random point during each hour, you 
  cough up small creature decided by the DM
  You develop a tumourlike growth which 
  constantly spouts vile and offensive phrases.
  Your eyes stitch themselves shut, but a new 
  functional eyeball opens in each palm or at 
  the tip of each of your fingers.
  You suddenly develop one random mutation 
  you do not normally know. You cannot 
  willingly deactivate this mutation.
  As your limbs and torso elongate, your size 
  category increases by 1, but you gain none 
  of the benefits of this change.
  Activating Mutations costs twice the normal 
  amount of hit dice.
  Each strand of you hair becomes capable of 
  complex and independent movement.
  Your face twists, rearranging your facial 
  features into an alien configuration.
  Your skin sheds moisture and dirt, repelling 
  any liquid or filth that would adhere to it.
  You are unable to regain hit points through 
  any means short of Greater Restoration.
  Activating a mutation causes your to become 
  poisoned until the end of your next turn.
  Your voice resonates any spoken words 
  exclusively in deep speech, even if you do 
  not understand the language.
  Your jaw splits in 2 parts, opening your mouth 
  into thirds.
  Your eyes extend out from your head on thin 
  elongated stalks.
  You regain all expended hit dice as if you had 
  taken a long rest
  CanCerous Mutation
  roll
  roll
  effeCt
  effeCt
  
  Mutations
  As a Mutophage, you have learned to harness the 
  terrible and gruesome mutations that warp your flesh. 
  The Mutations listed here represent a broad array of the 
  abhorrent ways in which your body might be capable 
  of twisting as your power and control grows. You must 
  meet all prerequisites of a mutation in order to learn it.
   
  Mutations must be activated by spending a number 
  of hit dice (noted in parenthesis), and remain active 
  until you complete a long or shot rest, are knocked 
  unconscious, or until you choose to deactivate them 
  as an action on your turn. When a Mutation ends, any 
  benefits or effects it has on the mutated creature end as 
  well. 
   
  You are considered proficient with any natural weapons 
  granted by a mutation. Natural weapons cannot be 
  disarmed. 
  Many Mutations represent violent physical changes 
  to the body. At your DM’s discretion, these mutations 
  may be violent enough to damage or destroy armor or 
  equipment.
  Abominable Fist (1)
  Prerequisite: Lvl 1
  Your limb swells into a grotesque club-like appendage. 
  You gain the following natural weapon:
   
  Slam: Melee weapon, 1d8 Bludgeoning 
  damage and you may push the target 5 ft.
  This natural is considered to have the light property.
  Aquatic adaptation (1)
  Prerequisite: Lvl 5
  The growth of grotesque webbing and gills allows you to 
  function in the water as well as any creature of the sea. 
  While this mutation is active, you gain a swim speed 
  equal to your base movement speed, and can breath 
  water as well as air.
  Arcane Resistance (2)
  Prerequisite: Lvl 9
  Your veins pulse or your eyes glow as you develop an 
  unnatural resistance to the arcane. While this mutation 
  is active, you have advantage on your saving throws 
  against spells or other magical effects that would affect 
  you.
  Armored Carapace (3)
  Prerequisite: Lvl 9
  A hardened shell of bone like armor plating spreads 
  out from around you providing security against attacks. 
  While this mutation is active Your base AC becomes 17, 
  and you cannot benefit from wearing armor. 
  Additionally, as an action on your turn, you can withdraw 
  into your armoured carapace, gaining a +4 bonus to AC, 
  and advantage on constitution, dexterity, and strength 
  saving throws until you emerge. While withdrawn in this 
  way, your speed is reduced to 0 and the only action you 
  can take is a bonus action to emerge from the carapace.  
   
  When you take this action, you may choose to reduce 
  the AC bonus by half. If you do so, you may choose one 
  medium creature or two small creatures within 5ft of 
  you. These creatures are pulled into your space and 
  protected by your carapace until you emerge. While 
  protected by your carapace, a creatures speed becomes 
  0 and cannot be increased. It is considered to have 
  total cover and attacks against it target you instead. A 
  creature protected by your carapace cannot see outside 
  your carapace
  Bioluminescence (1)
  Prerequisite: Lvl 1
  Bioluminescent glands pulse along your body. While this 
  mutation is active, choose all or a portion of your body 
  to produce an eerie glowing light. You choose the color 
  and intensity of this light and may change it at will. At 
  maximum, you may shed bright light in a 20-foot radius 
  and dim light for an additional 20 feet. 
  Burrowing (1)
  Prerequisite: Lvl 5
  Shovel-like claws, or insectoid mandibles shape 
  themselves gruesomely from your flesh, While this 
  Mutation is active, you gain a Burrow speed equal to 
  your base movements speed.
  Caustic Blood (3)
  Prerequisite: Lvl 9
  Your blood quickly eats away at flesh and stone when 
  it is spilled. Whenever you take piercing, or slashing 
  damage, all creatures within 5 ft must succeed on a 
  dexterity save against your Mutation Save DC or take 
  1d4 acid damage.
  
  Cerebral Expansion (3)
  Prerequisite: Lvl 13
  Your skull expands to afford space to a growing mass 
  of throbbing brain tissue. While this mutation is active, 
  your intelligence score is increased by 1, and you have 
  advantage on saving throws against being charmed or 
  frightened.
  Consuming Maw(3)
  Prerequisite: Lvl 9
  The digestive acids within your body can dissolve flesh, 
  bone, and metal. While this mutation is active, you may 
  consume any non-magical item large enough to fit in 
  your mouth. The item is destroyed, and you regain hit 
  points equal to the item’s value divided by 10.
  Defensive Spines (3)
  Prerequisite: Lvl 9
  Sharp bony protrusions erupt from your body, making 
  attacks against you a dangerous gamble. When you are 
  hit by a melee attack, the attacker must succeed on a 
  dexterity saving throw against your Mutation Save DC 
  or take 1d6 piercing damage.
  Digitigrade (1)
  Prerequisite: Lvl 1
  Your legs suddenly seem to break and bend in an 
  unnatural way, reforming themselves into something far 
  more bestial. While this mutation is active, your base 
  speed increases by 10 ft, and you may add double your 
  proficiency bonus to Athletics or Acrobatics checks 
  made to jump.
  Elemental Adaptation (2)
  Prerequisite: Lvl 9
  Your body roars with flame or crackles with lightening, 
  turning you into an elemental monstrosity. Choose an 
  elemental damage type from the following; acid, fire, 
  cold, lightening, necrotic, or radiant. 
  While this mutation is active, you gain resistance to 
  damage of that type, and attacks you make using your 
  unarmed strike or natural weapons deal additional 
  damage of the chosen elemental type equal to your 
  proficiency bonus.
  Extrasensory Perception (1)
  Prerequisite: Lvl 13
  The growth of some unknown sensory organ gives you 
  an uncanny insight into the world around you. While 
  this Mutation is active, your wisdom score increases by 
  1. In addition, you gain one of the following:
  • Darkvision 60 ft
  • Tremorsense 30 ft
  • Blindsight 30ft
  Fibrodysplasia (3)
  Prerequisite: Lvl 9
  Bony growth hardens your flesh around each injury you 
  take. While this Mutation is active, each time you take 
  damage from a physical source, you gain +1 to ac, but 
  your dexterity score is reduced by 1. If your dexterity 
  is reduced to 0, you are encased in bone, and become 
  petrified.
  Fleshroot (2)
  Prerequisite: Lvl 5
  Rootlike tendrils grow from your flesh, burrowing deep 
  into the ground. While this mutation is active your 
  speed is reduced to zero, and you are unaffected by 
  forced movement which does not involve teleportation. 
  In addition, you may use a bonus action on your turn 
  to create a zone of rootlike tendrils centered on a point 
  within 20 ft that you can see. This zone has a radius of 
  5ft, and is considered difficult terrain.
  Gangly Limbs (2)
  Prerequisite: Lvl 5
  Your arms and legs stretch into gangly proportions. 
  While this mutation is active, you can make melee 
  attacks with a range of 10 ft.
  Grisly Endurance (2)
  Prerequisite: Lvl 5
  Your veins pulse with an unseemly glow as your body 
  hardens itself as if against terrible sickness. While this 
  mutation is active, you have advantage on constitution 
  saving throws, and are immune to poison and disease.
  
  Heinous Speed (3)
  Prerequisite: Lvl 13
  Your muscles writhe and shift, rearranging themselves 
  for movement and speed. While this mutation is active, 
  your dexterity score increases by 1, and you may take 
  the dash, dodge, or disengage action as a bonus action 
  on your turn.
  Hypermusculature (3)
  Prerequisite: Lvl 13
  Your muscles pulse and bulge beneath the surface of 
  your skin, transforming you into a into a lumbering 
  behemoth. While this mutation is active, Your Strength 
  Score increases by 1, and you are considered one size 
  category larger for the purpose of wielding weapons and 
  calculating carrying capacity.
  Hydrovascular(1)
  Prerequisite: Lvl 1
  Your body becomes soft and malleable as your bones 
  gelatinize into a system of fluid-filled tubes. While this 
  Mutation is active, You can move through any space 
  large enough for your head without squeezing, and 
  have advantage on checks made to escape a grapple. 
  Equipment that would not fit though a space you move 
  through is left behind.
  Hideous Wings (3)
  Prerequisite: Lvl 13
  Crude and grisly wings burst forth violently from your 
  back. While this mutation is active, you gain a fly speed 
  of 30, and can hover in mid-air.
  Hallucinogenic Spores (1+)
  Prerequisite: Lvl 9
  Mushroom like pustules form along your body, capable 
  of releasing potent mind-altering spores. While this 
  mutation is active, you may use your action to spend 
  an additional hit dice and release a cloud of spores in 
  a 5-foot radius centered on a point within 20 ft that you 
  can see. Creatures entering the area for the first time or 
  starting their turn there must succeed on a constitution 
  saving throw against your Mutation Save DC or suffer 
  one of the following Effects
  • The Target is Confused
  • The Target is Charmed by you
  • The Target is Frightened of you
  • The Target has Disadvantage on attacks that don’t 
  include you as a target
  This effect lasts for a number of rounds equal to your 
  proficiency bonus. A creature may repeat it’s saving 
  throw at the beginning of each of it’s turns. On a success, 
  the effect ends. 
  Living Hive (1+)
  Prerequisite: Lvl 1
  Your body becomes host to a seemingly endless swarm 
  of biting, stinging insects, which hatch out from beneath 
  your skin. While this mutation is active, you may use 
  your action to deal piercing damage to yourself equal to 
  your constitution modifier releasing a swarm of biting, 
  stinging insects which fills a 5-foot radius zone centered 
  on a point within 20 ft that you can see. 
  This swarm lasts for one minute or until you summon 
  an new swarm, and you may use a bonus action on 
  your turn to move it up to 10 ft. Creatures entering the 
  swarm for the first time or starting their within it must 
  make a Dexterity saving throw against your Mutation 
  Save DC, taking 2d6 piercing damage on a failed save or 
  half as much on a successful one. 
  Monstrous Claws (1)
  Prerequisite: Lvl 1
  Blade like claws of bone or chitin rip themselves out 
  form beneath the flesh of your limb. You gain the 
  following natural weapon:
   
  Claws: Melee weapon, 2d6 slashing
  This natural weapon is considered to have both the light 
  and finesse properties.
  
  Mucus Membrane (1)
  Prerequisite: Lvl 5
  While this mutation is active, vile secretions ooze 
  from your pores, covering you in a thick layer of sticky 
  mucus. When you are hit by a melee attack, the attacker 
  must succeed on a dexterity saving throw against 
  your Mutation Save DC or take a -2 penalty to AC and 
  Dexterity Saving Throws, and have it’s movement speed 
  reduced by half until the end of it’s next turn.
  Phonomimicry (1)
  Prerequisite: Lvl 1
  Your mutated vocal physiology allows you to perfectly 
  mimic the cries of others. While this Mutation is active, 
  you can mimic sounds and voices you have heard. 
  Creatures must succeed on an insight check against 
  your mutation save DC to recognize the sounds as false.
  Mutable Flesh (3)
  Prerequisite: Lvl 5
  Your skin becomes oozelike and pliable, able to shift 
  itself into a seemingly perfect disguise. While this 
  mutation is active, You may use an action on your turn to 
  transform your appearance. 
  You decide what you look like, including your height, 
  weight, facial features, hair length, coloration, and 
  distinguishing characteristics, if any. You can make 
  yourself appear as a member of another race, though 
  none of your statistics change. You cannot appear as 
  a creature of a different size than you, and your basic 
  shape stays the same; if you’re bipedal, you can’t use this 
  spell to become quadrupedal, for instance. At any time 
  while this mutation remains active, you can use your 
  action to change your appearance in this way again.
  A creature who sees you may attempt a wisdom saving 
  throw against your Mutation Save DC to recognize your 
  appearance to be as false. A creature who touches the 
  disguise finds your flesh to be slimy and ooze-like, and 
  immediately recognizes your appearance as false.
  Myopic Spit (2)
  Prerequisite: Lvl 5
  Inky bile pours from glands deep within your throat. 
  While this mutation is active, you may use your action to 
  make the following attack:
   
  Spit Bile: Ranged Weapon 10/20, The target of 
  the attack must succeed on a constitution saving throw 
  against your Mutation Save DC or be blinded until the 
  start of their next turn.
  This natural weapon does not require a free hand wield. 
  Noxious Fumes (3)
  Prerequisite: Lvl 17
  Swollen pores across your body emanate noxious fumes 
  powerful enough to make most creatures sick to their 
  stomach. While this Mutation is active, you gain a 5 ft 
  aura of stench. Creatures that move into or begin their 
  turn within this aura must succeed on a constitution 
  saving throw against your Mutation Save DC, or be 
  poisoned until the end of their next turn. A creature that 
  succeeds on this check is immune to this effect for 24 
  hours.
  Occular Tumors (2)
  Prerequisite: Lvl 5
  Strange unseemly eyes sprout from open wounds on 
  your body. While this mutation is active, You cannot be 
  surprised. In addition, each time you take piercing or 
  slashing damage, a new eye opens up from within the 
  wound, granting you granting you a cumulative +1 to 
  perception. For each eye that opens up in this way the 
  DC to critically hit you with an attack is reduced by 1. 
  Paralytic Strike (1+)
  Prerequisite: Lvl 13
  Needle-like fangs or syringe like claws allow you 
  to inject a paralytic toxin into your prey. While this 
  mutation is active, once per round when you hit with 
  a natural weapon attack against a living creature, you 
  may spend an additional hit dice to force the target of 
  the attack to make a constitution saving throw against 
  your Mutation Save DC. On a failure the creature is 
  paralysed until the end of its next turn. 
  Pheromone Bloom (3)
  Prerequisite: Lvl 13
  Strange growths along your skin excrete powerful 
  pheromones capable of instilling both desire and fear. 
  While this mutation is active, your Charisma score 
  increases by 1, and you have advantage on checks made 
  to charm or cause fear.
  \
  Polycephalous (2)
  Prerequisite: Lvl 5
  A horrifying second head boils up from out of your flesh. 
  While this mutation is active, you have advantage on 
  Wisdom (Perception) checks and on Saving Throws 
  against being Blinded, Charmed, Deafened, Frightened, 
  Stunned, or knocked Unconscious. In addition, when 
  you uses the attack action to make a bite attack, you can 
  use a bonus action to make a second bite attack against 
  the same creature.
  
  Prehensile tail (1)
  Prerequisite: Lvl 1
  A long tail capable of complex movements slowly 
  extends from your spine. While this mutation is active, 
  you gain a prehensile tail which is capable of lifting 
  and manipulating objects that do not exceed 5 pounds, 
  making attacks using unarmed strikes or light weapons. 
  Mutations and features which would alter your hands, 
  such as your Unnatural Weapon Feature, May be 
  applied to the tail instead.
  Projectile Vomit (1)
  Prerequisite: Lvl 1
  Glands on your neck swell with toxic puss, allowing you 
  to spit caustic secretions with deadly accuracy. You gain 
  the following natural weapon.
   
  Projectile Vomit: Ranged weapon 20/40, 1d8 
  + Proficiency bonus Acid
  This natural weapon does not require a free hand wield
  .Ramming Horns (1)
  Prerequisite: Lvl 1
  Large horns or antlers burst violently from your skull. 
  While this mutation is active, you gain the following 
  natural weapon:
   
  Horns: Melee weapon, 1d8 slashing, or twice 
  as much damage when used as part of a charge attack.
  This natural weapon does not require a free hand wield
  Regenerative Flesh (4)
  Prerequisite: Lvl 17
  Your body heals at an astounding rate, recovering from 
  injuries that should otherwise be devastating. While this 
  mutation is active, you regenerate hit points equal to 
  your Constitution modifier + your Proficiency Bonus at 
  the start of each of your turns. This regeneration does 
  not restore your maximum hit points.
  Sedative Spores (1+)
  Prerequisite: Lvl 13
  Fungal Like growths along your body produce a 
  powerful sedative in the form of pollen-like spores. 
  While this mutation is active, you may use your action 
  to spend an additional hit dice and release a cloud of 
  spores in a 5-foot radius centered on a point in range. 
  Living Creatures entering the area for the first time or 
  starting their turn there must succeed on a constitution 
  saving throw against your Mutation Save DC at the 
  start of each of it’s turn or be incapacitated until the 
  end of their next turn. If the a creature fails three saving 
  throws against this effect, it falls unconscious.
  Sharpened Quills (1)
  Prerequisite: Lvl 1
  Hair along your body sharpens into long needlelike 
  spines. You gain the following natural weapon:
   
  Quills: Ranged weapon 10/20, 2d6 piercing 
  damage.
  This natural weapon does not require a free hand wield
  Spiderclimb (1)
  Prerequisite: Lvl 5
  Tiny Hook-like hairs, or squid-like suckers spread across 
  allow your skin, allowing you to climb difficult surfaces, 
  including upside down on ceilings without needing to 
  make an ability check.
  Spinneret (3)
  Prerequisite: Lvl 9
  Strange pores on your body begin to secret a sticky web-
  like substance, which can be used to bind and ensnare 
  your foes.
  While this mutation is active, you may use an action on 
  your turn to create a mass of thick, sticky webbing at a 
  point of your choice within 20 ft. The webbing may be 
  used to restrain a single target, or to fill a 5-foot cube. 
  The webs are difficult terrain and lightly obscure their 
  area.
  Each creature that starts its turn in the webs or that 
  enters them during its turn must succeed on a Strength 
  saving throw against your Mutation Save DC, or be 
  restrained. A creature may Attempt an additional 
  Strenght saving throw as an action to attempt to break 
  free of the webs.
  The webs last for up to a minute or until burned away 
  by fire. Any creature restrained by the webbing when it 
  is burned takes 2d4 fire damage as the webbing burns 
  away.
  
  Strange Tendrils (2)
  Prerequisite: Lvl 5
  Formless tendrils extend out from your body, easily 
  latching onto those who come too close. While this 
  mutation is active, you gain the following natural 
  weapon:
   
  Pseudopod: Melee weapon, 1d6 bludgeoning 
  damage, and the target must succeed on a strength 
  saving throw against your Mutation Save DC or be 
  grappled.
  This natural weapon does not require a free hand wield.
  Tentacle (2)
  Prerequisite: Lvl 5
  Part of your body warps itself into a writhing mass of 
  tentacles. These tentacles cannot be used to wield any 
  objects or weapons, however while this mutation is 
  active, you may attempt to grapple a target from up to 
  10 ft away, and may attempt a grapple as part of the two-
  weapon fighting action, if you have at least one tentacle-
  set of tentacles free.
  You may have a number of instances of this mutation 
  active at one time equal to 1/2 your proficiency bonus. 
  You may have a number of creatures grappled at one 
  time equal to the number of instances of this mutation 
  you have active.
  Thermal Vision (2)
  Prerequisite: Lvl 5
  Your eyes are capable of seeing in a spectrum others 
  cannot, sensing heat from living creatures. While this 
  mutation is active, You can see the location and general 
  shape of living creatures even while they are invisible or 
  behind cover. This sight is blocked by 3ft of wood or soil, 
  1 foot of stone, or one inch of metal.
  Toughened hide (2)
  Prerequisite: Lvl 1
  Plates of dense bone, chitinous scales,  or stony 
  crystallized skin make you nearly impervious to attack. 
  While this mutation is active, your Armor Class equals 
  10 + your Dexterity modifier + your Constitution 
  modifier while you are not wearing any armor.
  
  Tumorous Appendage (2)
  Prerequisite: Lvl 5
  A warped and grasping limb sprouts from your body, 
  granting your a grotesque helping hand. This arm is 
  capable of wielding weapons and manipulating items 
  in the same way as your off-hand, and can work in 
  conjunction with your natural limbs to accomplish tasks 
  such as wielding two-handed weapons. .
  You may have a number of instances of this mutation 
  active at once equal to 1/2 your proficiency bonus. 
  While you have at least one instance of this mutation 
  active, you have advantage on grapple checks. 
  Unnerving Telepathy (1)
  Prerequisite: Lvl 1
  Your mind warps along with your body, allowing you to 
  project your thoughts onto others. While this mutation 
  is active, you can telepathically speak to any creature 
  within 60 ft. You do not to share a language to be heard. 
  This communication is one-way, although you are 
  capable of understanding the creature’s basic emotional 
  response.
  Venemous Strike(2)
  Prerequisite: Lvl 9
  Venomous glands pulse with a sickening bile. While 
  this Mutation is active, creatures that take Piercing 
  or Slashing damage from your natural weapons must 
  succeed on a constitution saving throw against your 
  Mutation save DC, or become poisoned until the end of 
  your next turn. 
  Vocal Resonance (2)
  Prerequisite: Lvl 5
  A resonating vocal chamber or some other malformation 
  allows you to produce sound loud enough to cause harm. 
  While this mutation is active, you may use your action to 
  make the following attack:
   
  Roar: Each creature in a 10-foot-radius sphere 
  must make a Constitution save against your Mutation 
  Save DC. A creature takes 1d6 thunder damage and is 
  pushed 5 ft on a failed save or, takes half as much on a 
  success. 
  Vicious Bite (1)
  Prerequisite: Lvl 1
  A mouth Full of needle-like teeth, or a Razor-sharp beak 
  grants you the following natural weapon, with which you 
  are considered proficient:
   
  Bite: Melee weapon, 1d8 Pericing
  This natural weapon does not require a free hand wield. 
  while you have at least 2 instances of this mutation 
  active, you may use your reaction when hit by a melee 
  attack to make a bite attack against the attacker.
  Vile Breath (1)
  Prerequisite: Lvl 5
  Your throat or chest bulges and glows as elemental 
  energy infuses your breath. Choose one of the following 
  damage types: Acid, Cold, Fire, Lightening or Poison. 
  While this mutation is active, you may use your action 
  to spend an additional hit dice and make the following 
  attack:
   
  Breath: Each creature in a 15-foot cone must 
  make a Dexterity saving throw. A creature takes 2d6 
  damage of the chosen type on a failed save, or half as 
  much damage on a successful one. The damage caused 
  by this mutation increases to 3d6 at 8th level, 4d6 at 
  14th level, and 5d6 at 20th level.
  
  Credits and 
  Acknowledgments
  Class By 
  DM Clockwork Dragon (Sebastian McCoy)
  https://dm-clockwork-dragon.tumblr.com/
  https://ko-fi.com/U6U6GK7U
  https://www.patreon.com/DMClockWorkDragon
  https://discord.gg/jr3gMsZ
  Template and Backgrounds By 
  Nathanaël Roux
  https://www.patreon.com/barkalotdesigns
  Special thanks
  A huge thank you to Saber153 for inspiring me with his 
  corrupt necromancer class. The principal of a crafting-
  based necromancer came directly from conversations 
  we had nearly 8 months ago.
  Also to my Patrons and Players for helping to me 
  balance and playtest (still an ongoing process)
  And especially to my Wife, who helped me pull together 
  various resources and medical references to help 
  inspire and fill out the class.
  Fan Content Notice
  This Class is unofficial Fan Content permitted under the 
  Fan Content Policy. Not approved/endorsed by Wizards. 
  Portions of the materials used are property of Wizards 
  of the Coast. ©Wizards of the Coast LLC.
  Images in order
  Tentacle Mutant Stage 1 - Thomas Elliot
  https://www.artstation.com/thomaselliott
  Fantasy Landscape- Jason Coates
  https://www.deviantart.com/atthespeedoffetus/art/
  Fantasy-Landscape-344197195
  Gibbering Beasts - Pete Ventures
  http://www.peteventers.com/blog/
  Cyth-Vsug Cultist - Diana Franco
   edited together with elements (the arm) of
  Mutant Gnome - Eric Belisle
  https://www.artstation.com/dianafranco
  http://www.ericbelisle.com/
  Callahan - B.R.Guthrie
  https://www.deviantart.com/guthrieartwork
  Rot Worm - Chen zhi yi
  https://www.deviantart.com/blueraincz
  Gnome Alchemist and Athach - Eric Belisle
  http://www.ericbelisle.com/
  Twisted Horror - Cyberagent.Inc
  No website available
  Gluttony and Baby Gluttony - Adrian Smith
  https://www.artstation.com/adrian-smith
  Licker Concept Art and William Birkin - © Capcom
  http://www.residentevil2.com/
  Possessed - Felicia Cano
  https://feliciacano.com/
  Corrupted - Josh Corpuz
  https://www.artstation.com/joshcorpuz
  Armored Mutant - Rudy Siswanto
  https://www.artstation.com/crutz
  Tentacle Mutant and Abomination - John Ariosa
  https://www.deviantart.com/johnariosa
  Experimenter - Matt Forsyth
  https://www.artstation.com/mattforsyth
  Roper - © Wizards of the Coast
  http://dnd.wizards.com/
  
  Notes By the Author
  The Mutophage has Honestly been one of the toughest 
  projects I have worked on. With something as chaotic 
  and open-ended as mutation, there are just so many 
  options that attempting to organize them in some way 
  was a nightmare, and i spent almost a month on the 
  parasite subclass alone. 
  The original Idea I had for this class revolved more 
  firmly around choosing permanent mutations that you 
  would only be able to change when you gained a level. 
  But when it came down to it, not only did that make 
  mutations hard to balance, it also meant the class 
  was essentially just a “choose your own melee fighter,” 
  allowing the player to simply pick and choose what 
  features they wanted at every level. And to keep them 
  balanced, each level was going to need it’s own list.
  Ironically, while I was working on this class, Wizards 
  of the Coast released the Symic Hybrid race as part of 
  their unearthed arcana series, which does just that. 
  I also 
  had a lot of 
  people suggest that this class 
  should be able to just gain the abilities 
  from the monsters it defeats, or something similar, 
  and believe Me, I tried. But most monster abilities 
  are only balanced for monsters, who are meant to 
  be a challenge for players over the course of a single 
  encounter. When you take those same abilities, and 
  give them to a player, they become very broken, very 
  fast.
  In the end I settled for a class that makes use of both 
  permanent and temporary mutations, and tried to 
  provide an extensive list of Possible Mutations. And 
  while the very nature of mutation makes it impossible 
  to provide a comprehensive list of every possible 
  mutation, The mutations I have listed are created with 
  the idea that by combining them in unique ways, you 
  can create almost anything. But just in case, I’ve tried 
  to provide guidelines below for creating your own, or 
  modifying existing mutations.
  CreAtiNg MutAtioNs
  While I’ve tired to make the list of mutations included 
  with this class as comprehensive as possible, there will 
  always be people with new ideas. The guidelines Listed 
  here can be used to help you imagine new mutations of 
  your own.
  Option one: Reflavor
  There are a number of potential mutations that I decided 
  not to include in this class because mechanically, they 
  provided too similar an effect to something I had already 
  included. One of the first steps to adding a new mutation 
  is to imagine what effect it might have mechanically, and 
  check to see if another mutation already has that effect. 
  For example, a Sharp beak might provide the same sort of 
  attack as the Vicious Maw mutation. or a chameleon-like 
  adhesive tongue might well be represented by the tentacle 
  or pseudopod mutations. In these cases, its as simple as 
  changing the name and description of a mutation that is 
  already there.
  Option Two: Collect
  While working on this project and others, I have come 
  across some truly astounding documents, such as the 
  Metamorphica, which contain thousands of mutations. 
  If you find a mutation in one of these books that you 
  think would fit your character, just sit down with your 
  DM and discuss what the cost and prerequisites for 
  such a mutation might be.
  Option Three: Rework
  Reworking existing spells or features from other 
  classes can sometimes be a great way to envision new 
  mutations. While this certainly requires more effort to 
  maintain balance than other options, I cant count the 
  number of times I have slightly tweaked (or overhauled) 
  an existing ability to create something new. Sit down 
  with your DM to discuss what you want out of the 
  mutation, and what might be too powerful. many spells 
  are mean to be limited use, or to last for a very short 
  period of time, so bear that in mind when using them to 
  create new mutations.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Clockwork Dragon/01-Classes/Mutophage By Clockwork Dragon.pdf