Mutation Domain

Change manifests in a variety of ways. One season becomes the next, life gives way to death, ignorance blossoms into enlightenment, and caterpillars become butterflies. In the natural world, plants and animals are constantly adapting and evolving to better survive in their environments. On the farm, horses and donkeys are routinely cross-bred, producing mules and plants are cross-pollinated in hopes of generating variety and sturdier produce that is more resistant to pests and disease. Deities of nature are the most prolific group of gods that offer this domain, but gods that are shape-shifters themselves, like Loki or Arawn, also offer it. Deities with a focus on the powers of the mind who encourage their followers to stretch their bodies and minds to embrace change and create something novel from the mundane also grant access to the mutation domain. Meditants, scoundrels, nature worshipers, and werebeasts become masters of manipulating forms— their own, that of others, and even objects, to attain enlightenment, to employ ruses, or to fight with tooth and nail.

Mutation Domain Spells
Cleric Level Spells
1st jump, longstrider
3rd alter self, enlarge/reduce
5th meld into stone, water breathing
7th polymorph, stone shape
9th animate objects, awaken

Bonus Spell

When you choose this domain at 1st level, you can add one cantrip or 1st level spell from the transmutation school to your cleric spell list from another class’s spell list.

Advantageous Morphology

Also at 1st level, your body has developed a mutation uncommon for your race. Choose one of the following physical characteristics that your body has:

  • Darkvision to a range of 30 feet allowing you to see in dim light as if it were bright light and in darkness as if it were dim light.
  • Gills granting you the ability to breathe water
  • Toughened skin granting you an armor class of 13 + your Constitution modifier when you aren’t wearing armor (You can use your toughened skin to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your toughened skin.) Once this choice is made at 1st level, it can’t be changed.

Channel Divinity: Mutating Magic

Starting at 2nd level, you can use your Channel Divinity to change the type of damage your spell delivers from one type to another.

When you cast a spell that targets only one creature and deals damage, you whisper a word of prayer at the end of the casting to change the damage type from the type described in the spell to your choice of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder.

Channel Divinity: Feral Flurry

Starting at 6th level, you can use your Channel Divinity to grow deadly fangs and claws.

As an action, you whisper a prayer and grow fangs and claws on one hand, both of which are considered magic. You are proficient with these feral weapons and can make one attack with your fangs and one attack with your claws when taking the attack action. Your claws deal 1d8 + your Wisdom modifier slashing damage and your fangs deal 1d8 + your Wisdom modifier piercing damage. This feature lasts for 1 minute.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy that allows your weapon to change from a bludgeoning, piercing, or slashing weapon in the blink of an eye. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 points of damage to the target. This damage must be either bludgeoning, piercing, or slashing, and it must be a different type of damage from your weapon’s normal damage. When you reach 14th level, the extra damage increases to 2d8.

Elongated Limbs

At 17th level, you choose whether your arms or legs grow. If you choose arms, your reach increases to 10 feet. If you choose legs, your speed increases by +5 feet.

Section 15: Copyright Notice

Eldryn. © 2021, Publishing; Author: Beth Jones.

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