Legends of the Elsaither: Mutations Expansion Guide

Introduction

In the Elsaither universe, the elements are the foundation of existence. However, anomalies exist. Alternate versions of powers are an extremely rare and often powerful mutation. These powers manifest particular aspects of their base element with terrifying potency. They occur naturally in children of all powers, though many do not survive their own awakening. Those who do often become legends.

This expansion provides rules for integrating these Elemental Mutations into your D&D 2024 campaign.

Using Mutations in Play

At 1st level, when a character gains the Elementally Charged feature from their race, they may choose an Elemental Mutation instead of a standard element, with the DM’s permission.

  • Savaroen Spell List: You still use the Savaroen spell list. You prepare and cast spells normally, but your mutation alters how these spells manifest and what damage types they deal.
  • High Risk, High Reward: Every mutation grants a powerful glass cannon ability (The Power) but is balanced by a severe mechanical drawback (The Danger). These dangers utilize D&D 2024 mechanics such as self-damage, Exhaustion, Hit Dice expenditure, or Saving Throws to maintain balance and player agency.

The Mutations

Red Death (Death)

A rare variant of the Death power. It funnels death energy into physical devastation but fractures the user’s psyche in the heat of battle.

  • Primary Damage: Necrotic
  • Secondary Damage: Force, Fire, Slashing
  • The Power (Invigorated Arsenal): When you cast a Savaroen spell that deals damage, you can choose to channel it through a melee weapon. As a Bonus Action (Concentration), your weapon is wreathed in Red Death energy for 1 minute. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d6 + your Proficiency Bonus Necrotic damage. This effect requires Concentration (as if concentrating on a spell); it ends early if you cast another spell requiring Concentration.
  • The Danger (Rage Blackout): If you take damage while your weapon is invigorated, you must succeed on a Wisdom saving throw against your Spell Save DC. On a failure, you enter a blackout state until the end of your next turn. During this state, you cannot cast spells, and you must use your movement and Action to attack the nearest creature to you (friend or foe) with your melee weapon.

White Fire (Fire)

A piercing, unyielding flame capable of melting bone and flesh alike. Its higher resonance makes it incredibly destructive but exhausting to maintain.

  • Primary Damage: Fire
  • Secondary Damage: Radiant, Force, Piercing
  • The Power (Unyielding Flame): Your Fire damage spells ignore Fire Resistance. Additionally, when you deal Fire damage with a Savaroen spell, you add your Spellcasting modifier to one damage roll of that spell.
  • The Danger (Resonant Drain): The heat of the white flame feeds on your own vitality. Whenever you cast a Savaroen spell of 1st level or higher that deals Fire damage, you take Necrotic damage equal to 1d4 + the spell’s level. This damage cannot be reduced in any way.

Black Poison (Poison)

A violent, cold toxin that turns the user’s eyes into terrifying, pitch-black voids. The fluid is highly corrosive.

  • Primary Damage: Poison
  • Secondary Damage: Acid, Necrotic, Psychic
  • The Power (Corrosive Venom): You gain Advantage on Charisma (Intimidation) checks. When a creature fails a saving throw against one of your Savaroen spells, you can force them to make a Constitution saving throw against your Spell Save DC. On a failure, they become Poisoned until the end of your next turn and take an extra 1d4 + your Proficiency Bonus Acid damage at the start of their turn. You can apply this Poisoned rider a number of times equal to your Proficiency Bonus per Long Rest.
  • The Danger (Volatile Secretion): Your blood is literal poison. When you take Slashing or Piercing damage from a melee attack, your toxic blood splatters. Any creature within 5 feet of you (including allies) must make a Dexterity saving throw against your Spell Save DC, taking 1d6 + your Proficiency Bonus Acid damage on a failure.

White Shadow (Shadow)

A prismatic shadow that reflects light rather than absorbing it, allowing the user to shift seamlessly in broad daylight.

  • Primary Damage: Radiant
  • Secondary Damage: Psychic, Force, Thunder
  • The Power (Prismatic Shift): Your shadow blazes with refracted light, creating dazzling distortions that confuse the eye. You gain Advantage on Dexterity (Sleight of Hand) checks, as your prismatic aura creates perfect misdirection. You can magically teleport up to 15 feet to an unoccupied space you can see as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus per Long Rest. Additionally, once per Short or Long Rest, as a Bonus Action, you can detonate a burst of prismatic light from your shadow. Each creature within 10 feet of you must succeed on a Constitution saving throw against your Spell Save DC or be Blinded until the end of their next turn.
  • The Danger (Luminescent Beacon): Because your shadow reflects light, you have Disadvantage on Dexterity (Stealth) checks made in dim light or darkness. Additionally, you cannot benefit from the Invisibility condition.

Dream (Shadow)

A subtle psychic mutation that allows the user to read emotions, amplify anxieties, and walk the dreamscape.

  • Primary Damage: Psychic
  • Secondary Damage: Necrotic, Force, Thunder
  • The Power (Mind Walker): You gain Advantage on Wisdom (Insight) checks. When you cast a Savaroen spell that deals Psychic damage, you can force the target to make a Wisdom saving throw against your Spell Save DC. On a failure, they are Frightened of you until the end of your next turn. You can use this Frightened effect a number of times equal to your Proficiency Bonus per Long Rest.
  • The Danger (Empathic Overload): You constantly feel the Elsaither energy of others. If an ally within 30 feet of you is reduced to 0 Hit Points or gains the Frightened condition, you must make a Wisdom saving throw against your Spell Save DC. On a failure, you take Psychic damage equal to 1d6 + your Spellcasting Modifier as their terror bleeds into your mind.

Red Lightning (Lightning)

A volcanic, explosive form of lightning that hits like a physical impact, capable of shattering rock and destabilizing molecules.

  • Primary Damage: Lightning
  • Secondary Damage: Thunder, Force, Fire
  • The Power (Concussive Blast): Your lightning spells carry physical weight. When you deal Thunder or Lightning damage to a creature with a Savaroen spell, you can force it to make a Strength saving throw against your Spell Save DC. On a failure, a Large or smaller creature is pushed up to 10 feet away from you.
  • The Danger (Molecular Recoil): The explosive nature of your power is hard to contain. When you cast a Savaroen spell of 1st level or higher, the blast radius recoils. You are pushed 10 feet in the opposite direction of the spell’s target/area and must succeed on a Strength saving throw against your Spell Save DC or fall Prone.

Black Laser (Laser)

A paradoxical energy that absorbs light and sound. It acts as a black hole for other energies and emits an inaudible hum.

  • Primary Damage: Force
  • Secondary Damage: Necrotic, Fire, Piercing
  • The Power (Energy Void): You can silently disintegrate matter. Your Savaroen spells that normally deal Radiant damage deal Force damage instead and make no sound. As a Reaction when you are targeted by a spell attack, you can attempt to absorb it. Roll 1d10 + your Spellcasting modifier; you reduce the spell’s damage by that amount. You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.
  • The Danger (Sensory Deprivation): Your power mutes existence around you. When you use your Energy Void reaction, your own senses are temporarily dampened. You are Deafened and lose your Darkvision (if you have it) until the end of your next turn.

Solar (Laser)

A brilliant mutation that projects blinding sunlight, radiating warmth that accelerates growth and heals cellular damage.

  • Primary Damage: Radiant
  • Secondary Damage: Fire, Piercing, Necrotic
  • The Power (Radiant Warmth): When you cast a Savaroen spell that restores Hit Points, the target regains additional Hit Points equal to your Proficiency Bonus. Additionally, when you deal Radiant damage with a spell, you can choose to force one target to make a Constitution saving throw against your Spell Save DC. On a failure, they are Blinded until the start of their next turn instead of taking damage. You can use this Blindness substitution a number of times equal to your Proficiency Bonus per Long Rest.
  • The Danger (Solar Flare): You cannot suppress your inner light. You shed dim light in a 10-foot radius at all times. If you are subjected to magical darkness, your power aggressively fights back, dealing 1d6 + your Proficiency Bonus Fire damage to you at the start of each of your turns until you leave the darkness.

Green Ice (Ice)

A mutation that hardens ice into an emerald or diamond-like texture, sacrificing cold manipulation for sheer physical strength.

  • Primary Damage: Cold
  • Secondary Damage: Bludgeoning, Piercing, Slashing
  • The Power (Diamond Frost): Your ice constructs are incredibly durable. When you cast Shield Wall or gain temporary Hit Points from Energy Shield, the AC of the wall increases by +1, or your personal AC increases by +1 until the start of your next turn. When you cast a Savaroen spell of 1st level or higher, you gain Resistance to Bludgeoning damage until the start of your next turn.
  • The Danger (Rigid Form): The hardness of your ice makes it inflexible. When you cast a Savaroen spell of 1st level or higher, frost crystalizes on your joints. Your movement speed is reduced by 10 feet until the end of your next turn.

Gel (Ice)

A resonance on the border of water and ice, creating an impact-absorbent substance with highly efficient healing properties.

  • Primary Damage: Cold
  • Secondary Damage: Bludgeoning, Acid, Piercing
  • The Power (Viscous Shift): Your elemental form absorbs trauma. As a Reaction when you take Bludgeoning, Piercing, or Slashing damage, you can shift into a gel state, gaining Resistance to that damage instance. You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest. Additionally, whenever you regain Hit Points from a spell or feature, you regain an extra 1 + your Proficiency Bonus Hit Points.
  • The Danger (Cohesion Loss): Maintaining a solid form requires effort. If you take Fire damage, your gel partially melts; you have Disadvantage on Strength and Dexterity saving throws until the end of your next turn.

Silver Water (Water)

A heavy, volatile liquid that enhances kinetic surges but destabilizes the user’s footing on the battlefield.

  • Primary Damage: Cold
  • Secondary Damage: Slashing, Piercing, Acid
  • The Power (Vacuum Pull): When you cast a Savaroen spell of 1st level or higher that deals Force or Thunder damage, you can add your Proficiency Bonus to one damage roll of that spell. Additionally, you can pull all Medium or smaller creatures within 10 feet of the spell’s target 5 feet closer to the target.
  • The Danger (Viscous Surge): The silver water is heavy and slick. Whenever you cast a Savaroen spell of 1st level or higher, silver liquid surges beneath your feet. You must make a Dexterity saving throw against your Spell Save DC or fall Prone and have your movement speed reduced by 10 feet until the end of your next turn.

Blood (Water)

A terrifying mutation allowing control over the internal blood of living creatures. Like the legend Oasis, it is a power of precision and accidental devastation.

  • Primary Damage: Necrotic
  • Secondary Damage: Cold, Bludgeoning, Slashing
  • The Power (Sanguine Grip): You can target the blood inside enemies. When you cast a Savaroen spell that deals Necrotic damage, you can force the target to make a Constitution saving throw against your Spell Save DC. On a failure, they are Incapacitated until the start of your next turn as you seize their internal blood flow. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
  • The Danger (Sanguine Resonance): Your power is highly sensitive to the Elsaither of those around you. If a creature fails their save against your Sanguine Grip, the resonance is so violent that one other creature within 10 feet of the target (chosen randomly, including allies) takes 1d6 + your Spellcasting modifier Necrotic damage.

Gold (Metal)

A mutation that deforms metals effortlessly and possesses a “Midas Touch,” though the gold’s immense weight burdens the user.

  • Primary Damage: Slashing
  • Secondary Damage: Piercing, Bludgeoning, Fire
  • The Power (Aurelian Touch): You can shape and soften nonmagical metal. You gain Advantage on Strength (Athletics) checks made to bend or break metal. Once per turn, when you hit a creature wearing metal armor or made of metal with a melee attack, you can force them to make a Constitution saving throw against your Spell Save DC. On a failure, they are Restrained until the start of your next turn as their armor momentarily fuses. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
  • The Danger (Molten Weight): Gold is exceptionally dense. Whenever you use your Aurelian Touch to Restrain a target, your own body encases in molten gold. Your movement speed is reduced to 0 until the start of your next turn.

Crystal (Metal/Earth)

A manifestation of diamond and ruby structures, elevating defensive capabilities far beyond normal earth or metal.

  • Primary Damage: Piercing
  • Secondary Damage: Slashing, Bludgeoning, Force
  • The Power (Crystalline Matrix): When you cast a Savaroen spell of 1st level or higher, you gain Resistance to Piercing and Slashing damage until the start of your next turn. When you cast Shield Wall, the wall is completely transparent and gains additional Hit Points equal to your Proficiency Bonus × 5.
  • The Danger (Shatter Point): Crystals are hard but brittle. If you take Thunder damage, or if you are hit by a Critical Hit that deals Bludgeoning damage, your crystal matrix shatters. You lose your Resistances, and the next time you take damage from an attack or spell before finishing a Short Rest, you take an extra 1d6 + your Proficiency Bonus Force damage.

Purple Stone (Earth)

A mutation deeply connected to the world’s flora and fauna, offering massive healing capabilities.

  • Primary Damage: Bludgeoning
  • Secondary Damage: Radiant, Force, Piercing
  • The Power (Geomantic Healing): You gain Advantage on Wisdom (Animal Handling) checks. When you cast a Savaroen healing spell, the target regains additional Hit Points equal to your Spellcasting modifier (minimum 1).
  • The Danger (Pacifist’s Bind): Whenever you reduce a living creature to 0 Hit Points, the earth rebukes you. You become Restrained by purple stone roots until the end of your next turn.

Glass (Earth)

The ability to form sharp, clear structures. Uniquely defensive, and incredibly dangerous when paired with Lasers.

  • Primary Damage: Slashing
  • Secondary Damage: Fire, Force, Radiant
  • The Power (Refractive Guard): As an Action, you can turn your body partially clear, granting yourself Advantage on Dexterity (Stealth) checks until the start of your next turn. As a Reaction when you are targeted by a spell attack, you can form a glass mirror, granting yourself a +3 bonus to AC against that attack. You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest.
  • The Danger (Fragile Vessel): You have Vulnerability to Thunder damage. Furthermore, if a Laser or Radiant spell passes through you, it refracts; you and all creatures within 5 feet of you take 1d6 Radiant damage.

Purple Air (Air)

A supportive mutation that excels in flight and speed enhancement.

  • Primary Damage: Force
  • Secondary Damage: Thunder, Cold, Bludgeoning
  • The Power (Zephyr’s Lift): You can ride thermal drafts. When you cast a Savaroen spell of 1st level or higher that targets an ally, you grant that ally a 20-foot Fly speed (Hover) and their movement does not provoke Opportunity Attacks until the end of their next turn.
  • The Danger (Untethered): You have Disadvantage on Strength saving throws made to resist being pushed, pulled, or knocked Prone.

Vortex (Air)

A highly aggressive mutation that operates at a much higher working frequency, shredding everything in its path.

  • Primary Damage: Force
  • Secondary Damage: Slashing, Thunder, Cold
  • The Power (High-Frequency Ripper): Your air manifests as invisible, high-speed blades. When you deal damage with a Savaroen spell, you can add your Proficiency Bonus to the damage roll of one target. This extra damage is always Slashing.
  • The Danger (Sonic Tremor): The vibration of your power is deafening. After you cast a Savaroen spell of 1st level or higher, you and all creatures within 5 feet of you must succeed on a Constitution saving throw against your Spell Save DC or be Deafened until the end of your next turn.

Black Bone (Bone)

Also known as Witherbone. A mutation sitting between Bone and Shadow that crafts weapons from the void.

  • Primary Damage: Necrotic
  • Secondary Damage: Bludgeoning, Force, Piercing
  • The Power (Shadow Weaver): You can cast Misty Step once per Long Rest without expending a spell slot. Additionally, as a Bonus Action, you can create 10-foot tendrils of black bone that allow you to grapple creatures up to 15 feet away. To grapple with a tendril, you make a spell attack roll using your Spellcasting modifier; the target may contest with a Strength saving throw against your Spell Save DC.
  • The Danger (Wither Fracture): Your form is a volatile lattice of void-bone. Whenever you cast a Savaroen spell of 1st level or higher, or use your Shadow Weaver teleportation, your form fractures. Every creature within 10 feet of you (including allies) must succeed on a Dexterity saving throw against your Spell Save DC or take Piercing damage equal to 1d6 + your Proficiency Bonus as black bone shards explode outward.

Acid (Gas)

A violent, aggressive green fluid mutation whose working resonance rivals Fire and Lightning.

  • Primary Damage: Acid
  • Secondary Damage: Poison, Fire, Force
  • The Power (Caustic Burn): When you deal Acid damage to a creature, they must succeed on a Constitution saving throw against your Spell Save DC or their Armor Class is reduced by 1 until the start of your next turn. This effect does not stack.
  • The Danger (Uncontained Fumes): The chemical reactions are highly unstable. Whenever you cast a Savaroen spell that targets an area, volatile fumes erupt around you. At the start of your next turn, you take Acid damage equal to the spell’s level + your Proficiency Bonus.

Life (Darki)

The purest reversal of Darki energy. A radiant source of regenerative power that overcharges the life-force of allies at a physical cost.

  • Primary Damage: Radiant
  • Secondary Damage: Force, Psychic, Acid
  • The Power (Vibrant Soul): Your healing spells are extraordinarily potent. When you cast a Savaroen spell that restores Hit Points, you can choose to grant the target Advantage on their next Attack roll. Additionally, you can use your Charisma modifier instead of Wisdom for Wisdom (Medicine) checks.
  • The Danger (Sanguine Strain & Aura): Channeling reverse-Darki life energy taxes your body while revealing your position. Whenever you cast a spell that restores Hit Points to an ally, you take Radiant damage equal to 1 + the spell’s level (cannot be reduced). Furthermore, you cannot benefit from Half-Cover or Three-Quarters Cover, as your radiant aura silhouettes you perfectly to all enemies.