d30 Mutation Table for 5E and OSR
Every world can use Mutation Tables. Mutations can result from Sorcerers’ wild magic, they can be the dangerous inhabitants of a world after a nuclear holocaust, or they can be the results of magical experiments gone wrong.
Roll 1d30 twice for each Mutant, to see what strange mutations they exhibit.
Edit 18 April 2015: The original version of this post was only for D&D 5E. I’m expanding it for OSR games as well, since lately have been I loving DCC, and SWN. Why is there no license for 5E yet? Grr.
- Eyes of searing flame. Does 2d6 damage out to 30 feet. Mutant is proficient with eye attack.
- Wicked claws. Unarmed damage becomes 1d6 + Strength mod slashing.
- Thick knobby hide. Mutant gains the listed ACs when not wearing armor.
- 5E: AC of 13 + Dexterity mod
- OSR: AC 7 in descending AC games where 10 is un-armored.
- Spikey hide. Mutant can do 2d4 damage, no attack roll needed, to anyone they grapple, or who attempts to grapple them.
- Noxious stench. Can use once per short rest. On saving throw failure, On failure, targets within a 30’ radius are poisoned for 1d4 rounds.
- 5E: Required Constitution save DC (Mutant’s Constitution score).
- OSR: Targets save vs. Poison/Death, or suffer -4 to attack rolls and ability checks.
- Glowing skin. Attacks against this Mutant gain advantage when it’s dark.
- 5E: Attackers gain advantage.
- OSR: Attackers gain +3 to attack rolls.
- Vulnerable to poison.
- 5E: Mutant suffers disadvantage on saves vs. poison.
- OSR: Mutant suffers -3 on Poison & Death saving throw.
- Third eye. Mutant gains +2 to Initiative rolls.
- Writhing tentacles.
- 5E: Mutant gains +2 to grapple checks, and can grapple one target adjacent to them per round as a reaction.
- OSR: Mutant gains +4 to grapple checks. If there are no grappling rules, treat as a normal unarmed strike.
- Stomach acid that can digest anything.
- Oozing pustules. The Mutants suffers -2 to all reaction checks, but they gain +2 against grapple checks because of the greasy slime they exude.
- Chameleon skin. Mutant gains advantage on all Stealth checks vs. visual detection.
- Random attribute becomes to 15 +1d4.
- Random attribute becomes 4+1d4.
- Rubbery flesh.
- 5E: The mutant is resistant to bludgeoning attacks.
- OSR: Mutant suffers half damage from clubs, staffs, punches, kicks, and other blunt weapons.
- Twisted limbs.
- 5E: The mutant suffers disadvantage on all Strength and Dexterity checks using their arms.
- OSR: The mutant suffers -2 to all attack rolls and proficiency checks when using their arms.
- Mouth like a leech. Can drain 2 hp per round from a target, to gain 1 hp for themselves.
- Bird-like beak. Does 1d4 piercing damage.
- Long frog-like tongue. Can reach targets up to 10’ away, and pull targets as heavy as 20 pounds to the Mutant.
- Brittle bones.
- 5E: Mutant is vulnerable to bludgeoning damage.
- OSR: When the Mutant takes damage from staffs, clubs, punches, kicks, and the like, the damage is increased by +1d4.
- Tissue-like skin. Mutant is vulnerable to slashing and piercing damage.
- Mute. Cannot cast any spells with verbal components.
- Black blood, congeals quickly.
- 5E: Mutant automatically stabilizes.
- OSR: If characters die at 0 hp, this character lives until -10. If the ruleset allows characters to survive at negative hp, the character again automatically stabilizes.
- Green skin, can survive without food as long as the Mutant can spend at least 4 hours in direct sunlight, with feet in contact with rich soil.
- Nerve-racking shriek. Does 1d4 damage to all targets in 30’ with no save.
- 5E: Can use once per short rest, or twice if they don’t mind being mute afterward.
- OSR: Can use 2x/day, or 3x/day but becomes mute the third time.
- Frog-like legs. Double all jumping distances.
- Ugly bat-like (1-3) or moth-like (4-6) wings. The mutant can fly at 40’ per round.
- Leprous. The Mutant is continually falling apart and regenerating. On the plus side, the Mutant regenerates 1 hp or lost ability point per round, and automatically stabilizes. On the minus side, each time the Mutant is hit, they lose 1d4 points from a random ability score until next round, as bits of them fall off. In addition, leprous Mutants find it almost impossible not to leave an easy-to-follow trail wherever they go.
- Smells like rotting meat. Wherever the Mutant goes, the chance of a random encounter with wild animals doubles.
- Mega-brain. This mutant’s cranium swells with psionic power. The Mutant can cast Detect Thoughts at will, with Charisma as their casting score.