The drow of House Ausstyl keep some of their offspring in an almost feral state, training them to harness their rage in combat. When these children are initiated to the wrath of the otherworldly entities they venerate, they are infused with aberrant flesh that quickly spreads in their bodies like a parasite. These barbaric warriors learn a primitive way to graft their bodies to enhance themselves further with mutations that allow them to grow in power.
Starting at 3rd level, you learn how to graft aberrant appendages into your body and use them to soak up damage from attacks. You gain 10 temporary hit points and +1 bonus to AC while you have these hit points. You regain these temporary hit points after a long rest.
Starting at 3rd level, sharp, curved bone appendages grows out of both of your forearms that you can use to make attacks. The bone claws have a reach of 5 feet, can be used as part of an unarmed attack, and deal 1d8 + Strength modifier slashing damage on a hit.
Starting at 6th level, you can telepathically project your rage into the mind of your enemies, causing them spasms that shake their will. As a bonus action, you can expend one use of your Rage feature to assault the mind of a target creature. The target creature must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Constitution modifier) or become charmed. A creature charmed this way has disadvantage on attack rolls, ability checks, and saving throws for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
Starting at 10th level, your bodily mutations become so severe and bizarre that your physiology is no longer similar to that of your original race. You become immune to critical hits and diseases. Extra eyes give you advantage on Wisdom (Perception) skill checks that rely on sight, and you gain darkvision to a range of 120 feet. You are also considered an aberration type creature for the purposes of determining effects.
Starting at 14th level, you sprout appendages in the form of two fully functional alien tentacles that spread disease. You gain additional tentacle limbs that you can use to manipulate objects within a reach of 5 feet. You are considered to be proficient with these tentacles when making unarmed attacks with them. You can attack with both tentacles as part of a bonus action. Each hit with a tentacle causes 1d6 points of bludgeoning damage + your Strength modifier. A creature hit by a tentacle must make a Constitution saving throw (DC equals 8 + your Proficiency Bonus + your Constitution modifier) or become diseased. A creature diseased this way gains disadvantage on its attack rolls and ability checks for 1 minute.
The Frenzied Mutant is a D&D 5e compatible original subclass from Crown of the Oathbreaker.
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