Wasteland Mutate

Humanoid, Medium

Available with DM subscription

Racial Traits

Speed
Age Mature by 14; often survive to 70.
Languages Common, Wasteland Cant
Alignment Tendencies Any alignment, Often pragmatic, Sometimes chaotic

Ability Score Increases

Racial Features

Toxic Resilience

Your body has learned to survive what should have killed it. You have resistance to poison damage.

Usage: Always

Hardiness Against Taint

Your scarred flesh and hardened organs shrug off corruption. You have advantage on saving throws you make to avoid or end the poisoned condition, and on saving throws against disease.

Usage: Always

Wasteland Stride

You know how to move through broken places without slowing down. You ignore nonmagical difficult terrain caused by rubble, scrap, ash, loose earth, sludge, and similar wreckage of the wasteland.

Usage: Always

Mutant Night Sight

Your eyes have adapted to dim, poisonous light. You have darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet instead.

Usage: Always

Rules Compatibility

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Ability Scores No species-based ability score increases; mutations are expressed through traits instead. This keeps the species aligned with D&D 5.5 design and easy to port into legacy 5e play.
Balance Notes Comparable to official resilient species: one damage resistance, one strong but narrow condition-defense feature, one terrain feature, and darkvision. The subraces add only modest mobility or utility without stacking flight, heavy spellcasting, or multiple high-damage combat boosts.

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