Super Mutant – A Wasteland-Focused Primal Path for D&D 5th Edition

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The Super Mutant is the next advancement in human evolution. To save the world, we will convert all the worthy individuals. Simple, efficient, glorious.” – Lou Tenant, Fallout 1

Some mutants excel when exposed to horrible toxins and vile filth that would destroy most beings.  It fortifies them into something stronger and more dangerous.  This is the case with the Super Mutant.  While most of these beings trade off incredible physical feats with degraded and stupid minds, they are a force to be reckoned with.  Their physical attacks heavily rival those delivered by mundane and non-mutated beings, as their resistance to horrific radiation is truly astounding.  And for those with their sanity and intellect in tact?  You are surely doomed!

Based off my Mutations post, found here.

Note:  If you’re using the mutations, it’s recommended that Super Mutant characters begin with the Forcefully Evolved Mutant defect and the Growth benefit.  However, this can prove to create an extremely powerful character.  But, that is what a Super Mutant should be.  As always, GM’s discretion advised.

Radiation Fiend – When taking this primal path at level 3, you find yourself able to stay on heavily polluted areas without issue.  You gain resistance to radiant, poison and necrotic damage (and “radiation damage”, if you are using this).  While you are raging, these become immunities instead.  Further more, you gain advantage on all saves related to disease and the poisoned condition while raging.

Knock Back – At level 6, you sometimes hit a foe so hard, it practically sends them flying.  When you hit with a melee attack, your target must make a Dexterity saving throw.  (This is equal to 8 + Your Strength Modifier + Your Proficiency bonus) or they take 1d10 bludgeoning damage and be moved back 10 feet.

Endure Agony – Upon reaching level 10, you find it easy to shrug off pain dealt to you by foes.  When you are hit by an attack, you can use your reaction to gain temporary hit points equal to 1d12 + your level.  These temporary hit points last for 1 minute.  After the temporary hit points are gone, you must take a short or long rest before replenishing this ability.

Terrifying – Upon reaching level 14, your skill and fearsome looks greatly disturb others.  Whenever a creature within 30 feet tries to attack you while you are raging, they have disadvantage to that attack roll.  In addition, trying to use a skill against you (such as Intimidate) also has disadvantage while you are raging.

Created by Doctor Necrotic for Doctor Necrotic Media.  Based off the Super-Mutant from Black Isle’s Fallout, a property of Obsidian Games and Bethesda Games.

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