The Crucible of Mutation
Or a Magic Item with the Power to Create Life
An ill-thought-out mini-game of a magic item that will likely derail a campaign of
the world’s most popular roleplaying game
Table Of Contents
Credits
- Designed by discourage
- Cover Art: “a earthenware crucible brimming with green magical energy on a desk in a wizard’s laboratory, digital art”, by DALL-E
- Creature sizes in feet are from Role Player’s Respite, accessed April 2023, Your Guide to Sizes in D&D 5e
Version 0.1
The Crucible of Mutation
The Crucible of Mutation is crude earthenware crucible that would not look out of place in a foundry. The only aspect of the crucible that suggests that it is anything out of the ordinary is that occasionally it appears to be wreathed in a green glow when observed from the corner of the eye.
The crucible is a legendary wondrous magic item that does not require attunement. A character can focus on the item during a short rest, while being in physical contact with the item to learn the item’s properties, as well as how to use it.
The crucible is able to create new mutated life from the remains of deceased creatures.
A Note on Rarity
Whilst the Crucible’s rarity is legendary, characters are unable to harness the full power of the item at lower levels, and therefore it should be possible to award this item to players at early levels without completely disrupting a campaign. The item is however best suited for open world or hex crawl type campaigns where the character are free to experiment with the item.
Absorbing Bodies
If you hold the crucible to the body of a recently-deceased creature (within 1 hour of death) for 1 minute, the body is wreathed in green flames and disappears into the crucible. When contained within the crucible, the body is referred to as the essence of the absorbed body. It does not relate to the creature’s soul, which is unaffected by the crucible.
If the crucible is used to absorb the body of a creature created by the crucible, roll 2d6. If the roll is 10 or greater, the body is absorbed as normal. On a lower roll, the body disappears and you take 1d6 psychic damage for each challenge rating level of the creature (minimum of 1d6).
Essence Value
The challenge rating of a creature absorbed into the crucible is referred to as its essence value. Creatures with a challenge rating of less than 1 have an essence value of 1.
The crucible may contain a total essence value of 80. If you try to add creatures to the crucible that would cause the total essence to exceed 80, the attempt will fail.
Other Rules
When found, may contain the essence of one or more creatures, which is revealed by an identify spell.
If you try to aborb the body of a creature of the same species already contained by the crucible, the attempt will fail.
Creatures whose bodies return to their plane of existence upon death cannot be absorbed, other than on their home plane.
An essence in the crucible does not decay, and stays in the crucible until the crucible is used to create new life.
Creating New Life
To create new life using the crucible, you must pour magical or life energy into the crucible. Once this process has started, it is not possible to absorb bodies using the crucible until the life creation process, which may span multiple days, has concluded. The amount of magical energy required is measured in spell points (see below), and is equal to the total essence value multiplied by 10.
The spell points can be from spell slots of any level, from any number of casters, and may be contributed to the crucible over a number of days. Alternatively, characters can drain their own blood into the crucible, with 1hp worth of blood accounting for 2 spell points worth of energy. All characters that provide either spell energy or blood are referred to as contributing characters.
The creation process is limited by the highest character level of all the contributing characters, according to the Total Essence Value per Character level table below. Attempts by a character of insufficient level will fail, and all of the essence within the crucible will be lost.
There must be two or more creatures worth of essence in the crucible or crucible will not accept magical energy for the creation process.
Total Essence Value by Character Level
Total Essence Value | Character Level |
---|---|
2 | 1 |
4 | 2 |
6 | 3 |
8 | 4 |
10 | 5 |
12 | 6 |
15 | 7 |
20 | 8 |
25 | 9 |
30 | 10 |
35 | 11 |
40 | 12 |
45 | 13 |
50 | 14 |
55 | 15 |
60 | 16 |
65 | 17 |
70 | 18 |
75 | 19 |
80 | 20 |
Example
The crucible contains the essence of a goblin (CR1/2) and a wererat (CR2), giving a total essence value of 3 (the goblin’s CR1/2 counts as 1). So 3 x 10 = 30 spells point are required to create the new life. That requires 15 1st level spell slots, 10 2nd level spell slots, 6 3rd level spell slots, or 3 7th level spell slots. Or 15hp worth of a character’s blood.
For a total essence value of 3, the a character of level 2 is required to contribute to the ritual.
Spell Points
Spell points are an alternative spell mechanic detailed on page 288 of the Dungeon Master’s Guide. The spell point system provides a way of interchanging between spell slots of different level by converting back and forth into points according to the Spell Point Cost table below.
Spell Slot Point Value
Spell Slot | Point Value |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 13 |
Outcome of the Creation Process
The outcome of the creation process depends on the highest character level of the contributing characters, the highest Mutator Skill (see below) of the contributing characters, and the total essence value.
You must roll a d100 four times, once for each of the outcome tables (anatomy, size, lifespan, and attitude). The highest mutation skill is added to each roll, as is the highest character level. The total essence value is subtracted from each roll.
The rolls on the outcome tables should be in the following order:
- Anatomy
- Size
- Lifespan
- Attitude
The roll on the attitude table must be the final role, and must only be rolled after the anatomy is finalised. Otherwise the players may deliberately weaken a creature that would have a vendetta against them.
For example, if the highest mutator skill is 51, the highest character level 13, and the total essence value within the crucible is 24 the d100 roll modifier would be 51 + 13 - 24 = 40.
Mutator Skill
Each contributing character has a mutator skill. When a character first starts using the crucible, their mutator skill is 0.
Each time new life is created there is chance that a contributing character’s mutator skill improves by 1d4, provided that the total essence value for the creation is greater than the minimum to progress for the character’s current mutator skill, as set out in the mutator skill progress table, and any one of the four outcome roles give a failure as per their respective tables.
The mutator skill of a character cannot exceed 100.
Mutator Skill Progress
Mutator Skill | Minimum total essence value |
---|---|
0-20 | 1 |
21-40 | 8 |
41-60 | 15 |
61-80 | 22 |
81-100 | 30 |
Anatomy Table
The Anatomy Table is where Game Master and Player creativity really come to the fore. The following definitions are useful for interpreting the table.
Unformed Mass the created creature is an ooze. The stat block is included below - a number of the stats are calculated from the outcome of the size table, as denoted with a (?). The Game Master may wish to add additional traits, resistances, actions, etc by reference to other oozes, particularly if they expect the attitude role to be a failure. Alternatively the Game Master may wish to select an already-defined ooze such as a Black Pudding, Ochre Jelly or Gray Ooze. The color of should be unformed mass should be determined by rolling on the colors table.
B = Baseline the outcome of the Baseline column determines which of the essences within the crucible is the baseline for the creation. Where the table shows Lowest, this means that the baseline essence is the essence in the crucible with the lowest essence value. If there are multiple essences in the crucible with equal essence value, the baseline essence is determined at random from amongst the lowest.
R = Random in respect of ability scores (INT, WIS and CHA) this means the ability of score of one of the essences, selected at random. In respect of the other columns this means a random aspect of one of the essesences. In practice, preparing the random tables from which to do a random roll may be too onerous, in which case the Game Master should choose the outcome.
L = Lowest means the lowest of all the essences in the crucible.
H = Highest means the highest of all the essences in the crucible.
C = Choice means the character with the highest mutator skill decides which aspects of the essences to include. Where this is preceded by a number, this is the number aspects they may include, otherwise the character may choose to include any and all aspects.
Anatomy
The anatomy of the created creature defaults to the baseline. Additional anatomical features are then added on or swapped in based on the outcome of the anatomy column.
For example, the chimera from Greek mythology is a fire-breathing lion with the head of a goat protruding from its back and a tail ending in a snake’s head. If the chimera was created by the Crucible, the baseline creature would be the lion. It then had three additional features from other essences: the head of a goat; the lungs of a red dragon; and the head of a snake. It would then be the Game Master’s creativity that would substitude the snakes head for the lion’s tail.
The anatomy will add to (or change) the statistics of the creature. These include the following statistics:
- Armor Class
- Speeds
- Skills
- Vulnerabilities, Resistances & Immunities
- Senses
- Languages
- Special Traits
- Action & Reactions
Some examples of where the anatomy provides a modification to the creature statistics are listed below.
Anatomy Table
d100 | Failure | Baseline | Anatomy | INT | WIS | CHA | Proficiency Bonus | Additional Statistics |
---|---|---|---|---|---|---|---|---|
0 or lower | Yes | N/A | Unformed Mass (see below) | |||||
1-30 | Yes | L | B | B | B | B | B | None |
31-40 | No | L | B | R | R | R | B | None |
41-50 | No | L | B + 1R | R | R | R | B | None |
51-70 | No | R | B + 2R | R | R | R | B | 1C |
71-90 | No | R | B + 1R + 1C | H | R | R | R | 2C |
91-110 | No | H | B + 2C | H | H | R | R | 3C |
111-130 | No | H | B + 3C | H | H | H | H | 4C |
131 or higher | No | C | C | C | C | C | C | 5C |
Additional Statistics
The additional aspects column refers to those aspects of creature that are not linked to the anatomy of the essences, and provides an opportunity for the player to add these aspects into the created creature. These include:
- Skills
- Vulnerabilities, Resistances & Immunities
- Senses
- Languages
- Special Traits
- Action & Reactions
Whether a creature’s action is anatomically linked is at the discretion of the Game Master.
Examples:
- the Couatl’s Change Shape action (MM p.43)
- the Darkmantle’s Darkness Aura action (MM p.46)
- the Chasme’s Magic Resistance special trait (MM p. 57)
- the Marilith’s Teleport action (MM p.61)
- the Dryad’s Speak with Beasts and Plants special trait (MM p.121)
Links between anatomy and statistics
- Eyes - eyes of a creature with darkvision would confer darkvision
- Nose - a panther’s nose would confer the panther’s Keen Smell special trait
- Limbs - confer movement speed
- Hands / Feet / Paws - a brown bear’s paws would confer a climbing speed
- Claws / Talons - confer relevant attack
- Mouth / Beak / Mandibles - confer bite attack
- Feathers / Fur / Scales / Carapace - confers the armor class of the creature and may confer resistance to physcial damage types such as fire, cold, piercing, etc (but not damage types like psychic or necrotic)
- Horns / Tusks / Antlers - confer attack
- Tail - a scorpion’s tail would confer the ability to make the scorpion’s Sting attack
- Ears - a bat’s ears would confer blindsight 60 ft., and the bat’s Echolocation special trait
- Tongue - a banderhobb’s tongue would confer the banderhobb’s tongue attack
- Glands - confer the ability to make a poisoned bite attack, and may confer poison resistance
- Lungs - confer a breath weapon
- Wings - confer a flying speed
- Gills - confer the ability to breathe underwater
- Head - confers the benefit of eyes, ears, mouth, nose, voice and horns (where applicable)
- Voice - the voice of a cloaker would confir the clocker’s Moan action, the voices of humanoids confer the ability to speak a language
- Torso - confers (or alters) the armor class of the creature
Random Anatomy
The Game Master may wish to prepare their own random tables for randomly determining the anatomy to include. Alternatively, the table below may prove useful.
If the roll on the table is not applicable, for example the creature does not have a tail, roll again.
d100 | Anatomy |
---|---|
1-5 | Torso / Body |
6-10 | Feathers / Fur / Scales / Carapace |
11-15 | Quills / Spines / Spikes |
16-20 | Limbs |
21-25 | Hands / Feet / Paws |
26-30 | Claws / Talons |
31-35 | Mouth / Beak / Mandibles |
36-40 | Horns / Tusks / Antlers |
41-45 | Wings |
46-50 | Tail |
51-55 | Ears |
56-60 | Tongue |
61-65 | Glands |
66-70 | Lungs / Gills |
71-75 | Voice |
76-80 | Eyes |
81-85 | Head |
86-100 | Player chooses part of anatomy |
Aesthetic Changes
In addition to the anatomy of the creature that determines the rules for the created creature, the Game Master or player may wish to add some aesthetic changes at random. For outcomes referencing a color, roll on the colors table.
d100 | Outcome |
---|---|
1-20 | Change color |
21-35 | Additional horns |
36-50 | Slimy surface |
51-65 | Add stripes of a color |
66-80 | Add spots of a color |
81-90 | Hairy |
91-100 | Obnoxious smell |
Colors
d100 | Color |
---|---|
1-3 | red |
4-6 | blue |
7-9 | green |
10-12 | yellow |
13-15 | purple |
16-18 | pink |
19-21 | orange |
22-24 | brown |
25-27 | black |
28-30 | white |
31-33 | gray |
34-36 | gold |
37-39 | silver |
40-42 | bronze |
43-45 | navy blue |
46-48 | sky blue |
49-51 | lime green |
52-54 | teal |
55-57 | indigo |
58-60 | magenta |
61-63 | violet |
64-66 | khaki |
67-69 | salmon |
70-72 | crimson |
73-75 | lavender |
76-78 | plum |
79-81 | blue violet |
82-84 | olive |
85-87 | cyan |
88-90 | maroon |
91-93 | beige |
94-96 | peach |
97-99 | amber |
100 | roll again |
Creature Type
The created creature type is an ooze if the roll on the anatomy table is the lowest. The creature type is as the baseline creature for the second lowest roll on the anatomy table. Otherwise the creature type is monstrosity unless all the essences are of the same creature type, in which case the creature type is as of the essences.
Unformed Mass
(?) ooze
- Armor Class
- 8
- Hit Points
- (?)
- Speed
- 10ft., climb 10ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
(?) | (?) | (?) | 1 (-5) | 6 (-2) | 1 (-5) |
- Damage Resistances
- acid
- Senses
- darkvision 60 ft. (blind beyond this radius), passive Perception 8
- Languages
- –
- Challenge
- (?)
Amorphous. The mass can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The mass can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +(?) to hit, reach 5 ft., one target. Hit: (2d6 + (?)) bludgeoning damage plus (1d6) acid damage.
The attack modifier is equal to the strength bonus +2. The damage modifier is equal to the strength bonus
Size Table
The size table determines the size of the creature in size categories relative to the size of the baseline creature (as determined by the Anatomy Table).
Roll | Failure | Size category |
---|---|---|
0 or lower | Yes | -5 |
1-10 | Yes | -4 |
11-20 | Yes | -3 |
21-30 | Yes | -2 |
31-40 | Yes | -1 |
41-90 | No | 0 |
91-140 | No | 1 |
141-180 | No | 2 |
181-200 | No | 3 |
201-210 | No | 4 |
211 or higher | No | 5 |
The outcome of the size of the creature determines its strength, dexterity, constitution, hit dice and minimum armor class (a higher armor class may be determined by the anatomy table), according to the tables below.
Determining Physical Attributes
Size | STR | DEX | CON |
---|---|---|---|
Tiny | 1d6 | 3d4+8 | 1d6+7 |
Small | 3d6+1 | 3d4+7 | 2d4+8 |
Medium | 3d6+4 | 3d4+6 | 3d4+7 |
Large | 6d4+4 | 1d10+8 | 3d4+9 |
Huge | 5d3+10 | 1d8+7 | 4d4+8 |
Gargantuan | 6d2+12 | 1d6+6 | 3d4+14 |
Determining Hitpoints and Hit Dice
Size | Hit Dice Size | Number of Hit Dice |
---|---|---|
Tiny | d4 | 1d3 |
Small | d6 | 1d4+1 |
Medium | d8 | 2d6 |
Large | d10 | 3d6 |
Huge | d12 | 4d6 |
Gargantuan | d20 | 5d6+1 |
For example, if the creature is Large, first roll 3d6. The outcome is 12, so the creature has 12 d10 hit dice. To get the creature’s constitution roll 3d4+9. The outcome is 17, so the creature’s constitution is 17 and its constitution modifier is +3, which is then multiplied by the number of hit dice to give +36. The creature has 12d10 + 36 hit points.
Minimum AC
Size | Minimum AC |
---|---|
Tiny | 10 |
Small | 11 |
Medium | 12 |
Large | 13 |
Huge | 14 |
Gargantuan | 15 |
Size Chart
For reference, the size chart is included below.
Size | Space | Squeezing space | Carrying capacity |
---|---|---|---|
Tiny | 2.5 by 2.5 feet | <2.5 by 2.5 feet | Str x 7.5 |
Small | 5 by 5 feet | 2.5 by 2.5 feet | Str x 15 |
Medium | 5 by 5 feet | 5 by 5 feet | Str x 15 |
Large | 10 by 10 feet | 5 by 5 feet | Str x 30 |
Huge | 15 by 15 feet | 10 by 10 feet | Str x 60 |
Gargantuan | 20 by 20 feet (or larger) | 15 by 15 feet | Str x 120 |
Size in Feet
The below table was prepared by Role Player’s Respite (see Your Guide to Sizes in D&D 5e)
Size Category | Approximate Size in Feet |
---|---|
Tiny | less than 2 |
Small | 2-4 |
Medium | 4-8 |
Large | 8-15 |
Huge | 15-30 |
Gargantuan | more than 30 |
Challenge Rating of the Created Creature
The challenge rating of the created creature is determined by the hit points, by reference to teh Monster Statistics by Challenge Rating table on p.274 of the Dungeon Master’s Guide.
Lifespan Table
The lifespan table determines the lifespan of the created creature, as well as the lifespan of its descendents.
If the Mating pair outcome is higher than zero, you may choose to roll a d100 to see if a mating pair is created.
Roll | Failure | Lifespan | Mating pair |
---|---|---|---|
1-20 | Yes | 1 hour | 0% |
21-40 | Yes | 1 day | 0% |
41-60 | Yes | 1 week | 0% |
61-80 | No | 1 month | 0% |
81-100 | No | 6 months | 0% |
101-120 | No | 1 year | 10% |
121-140 | No | 5 years | 20% |
141-160 | No | 10 years | 40% |
161-180 | No | 50 years | 60% |
181-200 | No | 100 years | 80% |
201 or higher | No | Unaging | 100% |
Attitude Table
The attitude table determines the attitude of the created creature towards the highest-mutator-skill contributing character. The detail of the attitude outcome is included below the table. You immediately knows the attitude of the creature once the creation has occured.
Roll | Failure | Outcome |
---|---|---|
0 or lower | Yes | Vendetta |
1-20 | Yes | Attacks |
21-40 | No | Suspicious |
41-80 | No | Neutral |
81-110 | No | Friend |
111-140 | No | Ally |
141 or higher | No | Soul-bound |
Vendetta the creature will stop at nothing to kill you, your friends, your family, anyone you’ve ever met, and the inhabitants of any place you’ve ever visited (it will gain instinctive knowledge of such). The creature has immunity to enchantment magic.
Attacks the creature attacks you immediately.
Suspicious the creature is deeply suspicious of you, as if you smell of a predator or prey. It will attack on minor provocation, otherwise it will wander off.
Neutral the creature has a neutral attitude towards you and is likely to wander off.
Friend the creature will follow you around each day on a roll of 2 or higher on a d10, otherwise it will wander off. In any combat encounter the creature will act to defend you on a 6 or higher on a d10, otherwise it will only defend itself.
Ally the creature will follow you and try to defend you. If it can understand you it will obey instructions
Soul-bound the creature is so attuned to you that it follows your every command unto death. You are able to instruct the creature telepathically at any distance and across planes without expending an action or bonus action, and you are able to perceive through the creature’s senses at will.
Appendix - Variant Rules and Design Notes
Variant Rules
Below are a couple of variant rules to help modify the crucible to fit your game.
Control Token
When the creature is created, a control token is created with it. The control token is a small piece of one of the bodies originally absorbed by the crucible such as a claw, a tooth or an eye. The creature’s attitude, as determined by the Attibute Table, is specifically to the bearer of the token. This makes it possible to transfer the control of a soul-bound creature to another party member, and (if you can survive long enough to do so), transfer the creature’s vendetta to an enemy. The attitude stays with you until the control token is on the person of another humanoid.
Faster Progress
Your mutator skill increases whether there is a failure outcome or not.
Slower Progress
Your mutator skill only progresses at for each creation if you roll higher than your mutator skill on a d100.
Body Collector
The crucible is able to hold an unlimited number of essences. The character using the crucible determines which essences to use in a creation process. The relationship between total essence value and character level still applies.
AI image generators
It’s likely that as AI image generators evolve it should be possible to feed the names of the essences into an AI image generator and the AI determine the created anatomy rather than using the anatomy table. At the date of writing, experiments with DALL-E have proved inadequate.
Design Notes
An All-party item
It is an important design decision to make this an all-party item, as it will take a fair bit of game time to use, and if it is just the pet project of one player, that may be frustrating to the other players. Below are a couple of the deliberate design decisions to encourage this to be an all-party item:
- Allowing all characters to contribute, either in spell points or blood
- Making the mutator skill advancement random (i.e. 1d4) encourages all players in the party to be contributing characters, as there is a greater chance that the party as a whole advances, and each party members should want to have the highest mutator skill so that they have a chance of getting a soul-bound creation
What stops the item being overpowered
A fair bit (but perhaps not enough) thought has gone into the design of the item to stop it being overpowered. The key features that stop the item creating an army for the bearer are:
- The bearer must collect bodies of recently-killed creatures - given the timescale involved this means that the creature was probably being killed by the bearer, potentially at great difficultly to themselves
- The rate of creation is limited by the number of spell points used
- There is a chance that the created life might be hostile
- There is a chance that the created life dies quickly
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