Mental Mutations

Mental mutations are changes to the nervous system: faster reflex, sharper instinct, deeper memory, and the organs of display and influence. They are still ordinary biology -- not channeling. A mental mutation keeps working in a miasma-dead zone, and nothing that Dispels or Counters a Protocol can shut it off. Where an ability would normally rest on a learned trade, a spoken language, or a cultural performance, the mutation grows the instinct or the organ that does the same work: a mimic's throat, a rallying scent, a pattern of display that any onlooker reads without being taught.

Instinct and reflex

MutationEffectNotes
HairtriggerYou add your proficiency bonus to initiative rolls. Immediately after you roll initiative, you can swap your place in the order with a willing ally (neither of you may be incapacitated).--
ImprobableYou have a pool of luck points equal to your proficiency bonus. Spend one to give yourself advantage on a d20 test, or to impose disadvantage on an attack roll made against you. You regain all spent points after a long rest.--

Adaptive skill

MutationEffectNotes
Adaptive InstinctYou gain proficiency in any three skills or fields of expertise of your choice.Repeatable
Specialized InstinctIncrease one ability by 1. Gain proficiency in one skill, and double your proficiency bonus on one skill in which you are already proficient.--
Combat InstinctIncrease one ability by 1. You handle your natural weapons with trained proficiency and can settle into a combat stance that suits the moment.--
Adaptive GrowthIncrease one ability by 2, or two abilities by 1 each (maximum 20).Level 4+; Repeatable

Perception and memory

MutationEffectNotes
HyperawarenessIncrease INT or WIS by 1. You can read a creature's surface state at a glance, and your passive Perception and passive Investigation each rise by 5.--
Eidetic CortexIncrease INT by 1. You always know which way you are facing and how long until the light changes, and you can recall anything you have seen or heard within the past month.--

Display and influence

These mutations do their work through the body, not through speech or learned art -- a mimic's throat, a steadying presence, a pattern of sound or color any onlooker reads on sight. They function regardless of whether the user can talk or shares a language with the audience.

MutationEffectNotes
BeguilingIncrease CHA by 1. You can mimic the speech, sounds, and mannerisms of other creatures you have observed, and you have advantage on checks to deceive or impersonate.--
Rallying PresenceYou emit a steadying presence -- posture, scent, a low resonance. After a short rest, a number of allies who perceived it equal to your CHA modifier plus your proficiency bonus each gain temporary HP.--
Resonant DisplayYou produce harmonic or visual displays. A number of times per long rest, you can grant an ally who perceives the display a bonus die on one attack roll, ability check, or saving throw.--

Predatory instinct

MutationEffectNotes
Disruptor InstinctWhen a creature within 5 ft of you channels a Protocol, you can strike it as a reaction. You have advantage on saving throws against Protocols, and a channeler you damage cannot run a Protocol cleanly until the start of its next turn.--