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#mutophage
booogerbox · 1 year
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local ugly woman gets a ref sheet
ive found that mimicking real objects is a new favorite thing. painting mold on paper is very rewarding.
once again, thank you @dm-clockwork-dragon for making a kickass class. mutophage is a sandbox and i have SO much fun rolling around in it
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zeitghaest · 9 months
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feast your eyes on the most precious object ive ever made, an approx. 2.5 foot tall doll of @booogerbox's dnd character addie in her cancerous beast form :) for artfight
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Behold, the Meat-Wizard Mutophage v2.5
I am once again rolling out an update for the mutophage, class. While not as drastic an overhaul as the last time, this update includes a lot of changes to help balance out what was an overpowered mess in the last release. As well as some incredible new cover art by the wonderful @booogerbox, of thier own Character, Addie!
Long story short, I was going through some rough times when I released v2, and I let myself be pressured into adding or changing a lot of things in the class to make others happy, rather than sticking to what I wanted the class to be. It became a brick shithouse of barbarian, with all the added versatility of a wizard - and besides that being incredibly broken, it's never what the mutophage was meant to be.
V2.5 is no longer an inherently tanky class: yes, you still get a double d6 hit dice, but you aren't throwing out roided-up multiattacks every round, and you can't mutate yourself more resistances than a barbarian. The core idea behind my mutophage has always been to create a flexible alternative to the wizard, that didn't rely on magic. The Mutophage can be a brick wall of shear muscle and DPS, but it is not inherently so. It can also be built as a stealthy infiltrator, or a clever utility. But it cannot do all those things at once. It's not a one-man party anymore.
Some people will probably be grumpy that their god-build is no longer feasible. But those people are more than welcome to just stick to the older version. For the rest of us, this update provides a well-needed nerf and rebalance, to make the class playable alongside core content.
As usual, the Preview here is low resolution. For the high-resolution PDF, with full art credits and links to the artists, check out this handy dropbox link. And be sure to tell me what you think!
If you like what I do and want to support me or just generally help out, Check out my Patreon or Ko-Fi pages, or throw some coin at me through Paypal.me. If you wanna just come say hi on my Discord, that’s great too!
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rowanraven08 · 4 months
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glythandra · 1 year
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sketch of a dnd character, micah. his whole deal was he had a worm parasite in his eye and it gave him body horror magic powers.
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eric-the-bmo · 2 years
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Behold, Jacta! Im finally making my own posts now I suppose. He's a Mutophage (a homebrew class), with the background of Guild Artisan ☆
His backstory is going through a rewrite, but he's a woodcarver that was elected to take part in a very important art competition. Determined to make the perfect artpiece to win and not be forgotten, he kinda lost his mind over it- and then encountered a shifting monster of flesh and wood during a fever dream, and lost his mind even more. Anyway he made a deal with the monster, who he calls Muse, and is like?? Infected now or something? I need to figure out how he got infected by a dream monster, and if he chopped off his own arm or if that's getting written out.
Jacta is superstitious, loves rodents, and his two main themes are Toes by Glass Animals and Mr Rattlebones by Matt Maeson
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dm-clockwork-dragon · 7 months
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With your mutophage class, do permanent evolutions count towards your maximum active mutations?
They do count towards your active mutations, but do not cost anything to activate at first tier (or however many tiers you have sunk into that mutation as permenant evolution's). Something I might consider tweaking is having the lower teirs of an evolution not count towards active mutations, and just be permenant effects. So for example, if I sing 1 evolution into Mutable flesh, then I can activate it at tier 1 for free. But if I sink 2 evolutions into it, teir 1 is always on, and doesn't count against my active mutations, but activating the tier 2 effect does, even though it is free to do so. I would have to spend more time staring at it and probably some playtesting to see if that balances out. A big issue with some earlier versions was that you could just throw a bunch of evolutions into stuff to get permanent abilities that were too powerful to not have some sort of opportunity cost. The their 1 and 2 effects of most mutations should be ok?
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dm-clockwork-dragon · 6 months
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Hey Celia/Dm Clockword Dragon (not sure which you would prefer me using). I would like to inquire about a consolation and potential commission about my 5e setting that I have been building and running as of a few months ago. The setting is not currently complete but I do have the broad brushstrokes of most of everything done. I stumbled onto your Mutophage class while looking for content that fits a certain part of my world and have a few questions both about it and implementing some of my plans
Feel free to DM me, or poke me on discord if you wanna talk. My comission's are sortof full up at the moment while I work towards a hardcover release of my Lewd handbook, but I'm always happy to take a look at what people are working on, and at the very least do some brainstorming ^^.
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dm-clockwork-dragon · 2 years
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question on mutophage! could a tier 1 tumorous appendage be used to help wield a two-handed weapon?
Since it can be used to weild light weapons in the same way as your off hand, yes, but I would specifically disqualify it from helping to weild two handed weapons with the heavy property, since it is specifically written to be weaker than your average limb
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booogerbox · 2 years
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a few examples i made of mutations for the dnd mutophage class by @dm-clockwork-dragon for last july’s artfight. sick class
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dm-clockwork-dragon · 3 years
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A New Evolution: The Mutophage V2
Hey Guys! So I'm Not Quite Dead yet! After nearly 2 years of playtesting, and several additional months of work redeveloping, I present the second full edition of the Mutophage! This one isn't as drastic a rework as some of my other classes have gotten recently, such as the Prizefighter and Hollower. But it does represent a serious update to the mechanics of the class, especially the all-important mutations. In previous version of the mutophage, Each mutation effectively worked like a spell powered by your hit points. you primed mutations in the same way you might prepare spells, and overall, I was just unhappy with how similar the class was starting to feel to a wizard. There was also a major issue with early game survivability, not only because the hit points you are spending for mutations count a lot more when you have so few at first and second level, but because the class lacked early game access to defensive abilities like the barbarian unarmored defense. And the fact that you had to waste mutations on specific natural weapons just to compete with other classes in damage wasn't great either. To solve all of this, I basically went back to the drawing board with the mutations. Admittedly, when I initially designed the class, 90% of mutations were copied direct from my Necroficer class, with only slight alterations. this seemed like a good idea at the time, but the issue came in that those mutations were still balanced for stacking on top of multiple monsters controlled by the Player, rather for expanding the capabilities of a single PC. The First thing I did was separate out all the weapon mutations. The unnatural weapon feature had been developed as sort of an afterthought, but I honestly liked the flexibility it gave, and opted to just define natural weapons with their own weapons table, rather than making claws, teeth, and similar each their own mutation. After that, I took to addressing the way mutations scaled with level. There were a lot of mutations that really needed to be available a lot sooner than they were, but I had gated them behind prerequisites and high cost to prevent abusing things like flight being early game evolutions. A lot of mutations also felt like natural progressions of other mutations. and that gave me an idea. In the new version, each mutation has 2-3 teirs, which can be activated by spending increasing number of hit dice. The tier 1 effects of each mutation are relatively simple, and work well as Evolutions, but the more hit dice you pour into a mutation, the more powerful the effects become. I tried to group effects based on a progression of flavor, rather than just pure mechanics. This helps create a spread of unique abilities, and encourages diversification rather than forcing the player to only take mutations that fit a specific mechanical build. At the end of the day, the number of individual mutations dropped from about 55 to around 35, but the total number of unique effects (no longer counting natural weapons) increased to 89. Because the player can now get more variety out of fewer mutations, the number of mutations the mutophage knows at each level has dropped by about half, and the need to prime a subset of those mutations each day like a wizard does their spells is gone. Once you know a mutation, you just know it. Evolutions changed a bit too. You get your first evolution earlier now, and have more total than you did before. Evolutions also no longer remain permanently active (this just wasn't viable with some mutation tiers) instead, they reduce the number of hit dice you have to spend when activating a specific mutation. Each evolution still leaves a visible deformity related to the mutation it is used for, but the exact nature of this deformity is up to you and your DM Preview images above are low resolution, and do not contain all 29 pages. For the latest high-resolution PDF, as well as a whole host of other work I have done, check out this handy dropbox link. And be sure to tell me what you think!
If you like what I do and want to support me or just generally help out, Check out my Patreon page, or throw some coin at me through Paypal.me. If you wanna just come say hi on my Discord, that’s great too!
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booogerbox · 2 years
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she might smell like sulfur and rotting meat, but beneath it all she likes toasted marshmallows and romance novels :)
once again, credit to @dm-clockwork-dragon for the sick as hell dnd class this originated from
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booogerbox · 2 years
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i didnt get to finish this thanks to my program crashing but whatever its cool
bonus: the cane is a sword
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booogerbox · 2 years
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an older series of party doodles (maybe a year ago). the scraps are canon notes on the gang written by our resident doctor — naturally theyre tough to read, but they CAN be read!
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dm-clockwork-dragon · 6 years
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At Long Last! I Present the Mutophage!
Ever wanted to play a horrible eldritch monstrosity? To Slowly watch as your character is corrupted into a terrible beast? Or Maybe you are looking to play the mad scientist who mutilated his own body to gain resident-evil style powers? The Mutophage is my take on a Mutagenist class. Mixing both permanent and temporary mutations to become a terrifying and unnatural force. Mutophages are beings cursed with the power to warp and mutate their bodies in violent and dangerous ways. Sacrificing their own life force to become something truly monstrous! This class still has yet to undergo my full bombardment of playtesting, but I wanted to get it out in time for halloween, so I will be updating the pdf file (linked below) with any balances or edits I make.
The Previews here low resolution and incomplete. In total there are upwards of 40 mutations, which can be found in the full PDF using this handy dropbox link.
If you like what I do and want to support me, Check out my Patreon or Ko-Fipages, or just come say hi on my Discord!
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dm-clockwork-dragon · 3 years
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I have a question about polymorph, can you polymorph part of your body instead of your entire body? Like polymorph your hand/foot into claws/talons or your arms into wings?
So I'm actually more an expert on homebrew than on core rules, but as I understand, Polymorph specifically transforms you into another creature, usually a monster. Alter self, however, can be used to partially transform, such a growing claws or fangs. I'm not aware of anything in core that lets you grow wings, or transform your arms into wings, although I have seen a few homebrew druid options that focus partial transformations like that. Shapechange might do it... I honestly forget. For my own Mutophage class, you transform bit by bit, mutating parts of your body more based on their effect than on any specific creature you are trying to turn into.
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