Alien and Mutation Powers

Power ideas for extraterrestrial lifeforms or creatures mutated following exposure to radiation or other energies…

* ACID BLOOD: When harmed by a melee attack, your blood sprays acid, causing damage equal to your Level to the attacker or nearby objects.
* ADAPTIVE BIOLOGY: For 1 hour per your Level, your body adjusts to one hostile environment, allowing you to survive heat, cold, pressure, vacuum, radiation, poison air, or underwater conditions.
* ANALYTIC MIND: For 10 minutes per your Level, gain advantage on rolls to understand machines, languages, tactics, mathematics, alien customs, or scientific puzzles.
* ANTI-GRAVITY: For 1 minute per your Level, you or one nearby target can float, hover, fall slowly, or move vertically at normal movement speed.
* APEX PREDATOR: For 1 minute per your Level, gain advantage on tracking, ambushing, intimidation, and melee attacks against isolated prey.
* BIOELECTRIC SHOCK: Discharge stored electricity through touch or a nearby arc, causing damage equal to 1d6 x your Level.
* BIO-LUMINESCENCE: Glow, flash, hypnotize, signal, or blind nearby targets with patterns of living light for 1 minute per your Level.
* BIO-PLASMA: Spit, project, or vent superheated plasma at one nearby target, causing damage equal to 1d6 x your Level.
* BROOD MIND: Communicate silently with a number of related creatures, clones, drones, or allies equal to your Level across 1 mile per your Level.
* CAMOUFLAGE: For 10 minutes per your Level, your skin matches nearby colors and textures, granting advantage on hiding and sneaking rolls.
* CARAPACE: For 1 hour per your Level, your outer shell hardens, giving you Armor Class equal to 10 + your Level.
* CHAMELEON SHIFT: Change your color, scent, heat pattern, voice, or surface texture to imitate another species or environment for 1 hour per your Level.
* CHEMICAL SPRAY: Emit acid, venom, adhesive foam, spores, musk, smoke, or sleep gas in a 20-foot-radius area nearby.
* CLAWS: For 1 minute per your Level, grow claws, talons, pincers, or cutting spines that deal 1d6 damage and count as natural weapons.
* CLONE BUD: Create a weak living duplicate of yourself with 1 Hit Die that lasts for 1 hour per your Level and follows simple commands.
* COCOON: Seal yourself or one touched willing target in organic armor for 1 hour per your Level, healing Hit Points equal to your Level x 3 but preventing movement.
* COLLECTIVE MEMORY: Ask the GM one question about your species, ancestors, hive, colony, or genetic past per 5 points of power roll.
* CRANIAL PROBE: Touch one target to read surface thoughts, recent memories, language patterns, or emotional drives while concentrating.
* CYBERNETIC INTERFACE: Touch one machine, computer, vehicle, weapon, or locked system to operate it as though it were part of your body for 1 minute per your Level.
* DERMAL ARMOR: Your skin thickens, plates, or crystallizes for 1 minute per your Level, reducing damage from every hit by your Level.
* DIMENSIONAL PHASE: For 1 minute per your Level, your body flickers slightly out of phase, allowing you to pass through narrow barriers or reduce one hit per round by your Level.
* DISINTEGRATOR RAY: Fire an energy beam at one nearby target or object, causing damage equal to 1d6 x your Level; objects reduced to zero are turned to dust.
* DREAM INVASION: Enter the dreams of one sleeping target within 1 mile per your Level to speak, frighten, study, or implant a suggestion.
* ECHOLOCATION: For 1 hour per your Level, navigate and sense nearby creatures, walls, objects, and movement without sight.
* EGG CLUTCH: Create a number of fragile eggs, spores, drones, or larval scouts equal to your Level that hatch or activate within 1 hour.
* EMP BURST: Release a disruptive pulse that disables nearby electronics, robots, powered armor, sensors, or vehicles for 1 round per your Level.
* ENERGY ABSORPTION: For 1 minute per your Level, reduce energy damage by your Level; the first time this prevents damage, your next attack deals bonus damage equal to the amount prevented.
* EVOLUTIONARY SURGE: For 1 minute per your Level, gain one temporary adaptation, such as gills, wings, claws, armor, thermal vision, venom, or wall-crawling.
* EXOSKELETON: For 1 hour per your Level, gain advantage on Strength rolls and reduce damage from falls, impacts, and crushing by your Level.
* EYESTALK VISION: See around corners, behind yourself, or in multiple directions at once for 10 minutes per your Level.
* FEEDING TENDRILS: Drain nutrients, blood, energy, or memories from one touched target, causing damage equal to 1d6 + your Level and healing yourself by the same amount.
* FORCE FIELD: For 1 minute per your Level, surround yourself or one nearby target with a shimmering shield that grants +1 Armor Class per Level.
* GAS CLOUD: Exhale or release a cloud of alien vapor, spores, pheromones, or toxins in a 20-foot radius for 1 round per your Level.
* GENETIC MIMICRY: After touching or sampling a creature, imitate its appearance, voice, scent, and basic biology for 1 hour per your Level.
* GRAVITY WELL: Increase or decrease gravity around one nearby target or area for 1 round per your Level, slowing, pinning, lifting, or throwing creatures.
* HIVE COMMAND: Command a number of insectoid drones, cloned workers, parasites, robots, or lesser aliens equal to your Level for 10 minutes per your Level.
* HYPERSONIC SHRIEK: Emit a piercing cry that causes nearby targets to suffer damage equal to your Level and save or be deafened or stunned for 1 round.
* IMPLANT: Place a psychic command, embryo, tracking organ, false memory, parasite, or transmitter into one helpless or willing target.
* INSECT LEAP: Jump a distance equal to 10 feet x your Level and land safely without taking falling damage.
* INVASIVE ROOTS: Anchor yourself into soil, metal, flesh, or machinery; for 1 minute per your Level, you cannot be moved and regain 1 Hit Point per round.
* LARVAL SWARM: Release small alien larvae, drones, insects, or nanobiological parasites that harass targets in a 20-foot radius for 1 minute per your Level.
* LIGHTSPEED REFLEXES: For 1 round per your Level, gain advantage on initiative, dodging, piloting, targeting, and sudden reaction rolls.
* MENTAL BLAST: Strike one nearby mind with psychic force, causing damage equal to 1d6 x your Level or stunning it for 1 round.
* MIND LINK: Communicate mind-to-mind with one nearby creature or machine intelligence, sharing words, images, emotions, or simple commands.
* MOLT: Shed your damaged skin, shell, or outer form to remove poison, disease, acid, parasites, restraints, or minor wounds.
* MORPHIC LIMBS: For 1 minute per your Level, reshape your limbs into wings, fins, tentacles, claws, tools, shields, or extra arms.
* NERVE TOXIN: Touch, bite, sting, or spit venom at one nearby target; it suffers disadvantage on Strength, Dexterity, and Constitution rolls for 1 minute per your Level.
* NEURAL OVERRIDE: Touch one creature, robot, drone, or cyborg to force it to perform one simple action unless it succeeds on a saving throw.
* NIGHTMARE AURA: Nearby creatures sense your alien presence and must save or flee, freeze, or suffer disadvantage on their next roll.
* ORBITAL CALL: Send a beacon, psychic flare, or coded signal to a ship, satellite, hive, mothership, or colony within 1 mile per your Level.
* PARASITE: Attach a living organism, nano-symbiote, psychic leech, or fungal growth to one target, draining Hit Points equal to your Level each round until removed.
* PHEROMONES: Influence nearby creatures’ fear, trust, anger, attraction, hunger, or obedience for 10 minutes per your Level.
* PHASE CLAWS: For 1 minute per your Level, your claws, tendrils, or weapon pass through armor and force fields, ignoring Armor Class bonuses from worn protection.
* PLASMA BREATH: Exhale fire, radiation, electricity, frost, acid, or plasma in a cone, causing damage equal to 1d6 x your Level.
* PROBOSCIS: Extend a feeding tube, tongue, injector, or sensory tendril up to 10 feet per your Level to drain, sample, taste, inject, or manipulate.
* PSIONIC CLOAK: Hide your thoughts, emotions, aura, species, and presence from telepathy, scanners, spirits, or psychic detection for 1 hour per your Level.
* QUANTUM DUPLICATE: For 1 round per your Level, exist in several possible positions at once; the first attack against you each round has disadvantage.
* RADIATION BODY: For 1 minute per your Level, your body emits harmful radiation, causing damage equal to your Level each round to creatures touching or grappling you.
* REGENERATION: Regain 1 Hit Point per round for 1 minute per your Level unless damaged by fire, acid, radiation, or another chosen weakness.
* REPLICATE ORGAN: Regrow one lost limb, eye, tendril, organ, or sensory structure over 1 day, or instantly restore a minor body part.
* SCANNER SENSES: For 10 minutes per your Level, detect heat, motion, radiation, toxins, electronics, life signs, magic, or structural weaknesses nearby.
* SHAPESHIFT: For 1 hour per your Level, assume the appearance of another humanoid, beast, machine-like creature, or alien of roughly your size.
* SONIC BURROW: Vibrate through earth, ice, metal, flesh, or stone at half movement speed for 1 minute per your Level.
* SPAWN DRONE: Create or awaken one small obedient drone, larva, robot, parasite, or symbiotic creature for 1 hour per your Level.
* SPIDER CLIMB: Crawl along walls, ceilings, hulls, vents, cliffs, and vertical surfaces at full movement speed for 1 hour per your Level.
* SPORE CLOUD: Release spores that obscure vision, cause sleep, carry messages, mark targets, or infect nearby creatures for 1 round per your Level.
* STARBORN: For 1 hour per your Level, survive vacuum, radiation, zero gravity, extreme cold, and lack of air.
* STASIS FIELD: Suspend one willing, helpless, or restrained target in time for 1 minute per your Level; it cannot act, age, bleed, breathe, or be harmed.
* SYMBIOTE: Bond with one willing target, granting it bonus Hit Points equal to your Level x 2 and one alien trait for 1 hour per your Level.
* TELEKINETIC GRIP: Lift, crush, throw, or restrain one nearby target or object with invisible force, affecting weight equal to 100 pounds x your Level.
* TELEPATHIC SCREAM: Broadcast pain, fear, warning, or command into nearby minds, forcing targets to save or lose their next action.
* TENTACLES: For 1 minute per your Level, grow tendrils that can grapple, climb, strike, hold tools, or reach up to 10 feet per your Level.
* THERMAL VISION: For 1 hour per your Level, see heat signatures through darkness, smoke, fog, foliage, or thin barriers.
* TIME SLIP: Move a fraction of a second outside normal time; once per round for 1 round per your Level, reroll one failed action or defense roll.
* TOXIC ICHOR: Coat your claws, teeth, weapon, or skin in poison for 1 minute per your Level; successful hits cause bonus damage equal to your Level.
* TRACTOR BEAM: Pull, push, hold, or slowly move one nearby target, vehicle, object, or projectile weighing up to 100 pounds x your Level.
* TRANSLATION NODE: Understand and speak with any creature, machine, signal, or written language for 10 minutes per your Level.
* TREMOR SENSE: For 1 hour per your Level, sense footsteps, burrowing creatures, machinery, and movement through the ground or structure you touch.
* VOID STEP: Instantly move yourself, one willing target, or an object through folds in space up to 10 feet x your Level.
* WARP FIELD: Bend space around yourself for 1 minute per your Level, increasing movement, distorting attacks, or allowing impossible angles of travel.
* WEAPONIZED TAIL: For 1 minute per your Level, grow a tail, stinger, blade, club, or whip that deals 1d6 damage and can trip, disarm, or poison.
* XENOEMPATHY: Sense the emotions, instincts, hunger, aggression, fear, or intentions of nearby alien life for 10 minutes per your Level.