Mutant
Those that follow this path have chosen to permanently alter their own body through alchemical means. This is a willing endeavor to emulate and understand the horrid creatures they hunt. Losing some of their humanity, but gaining undisputed battle prowess.
Mutations
At 3rd level, you have permanently altered your body with alchemical mutations. You gain proficiency with alchemist’s supplies, and you gain two of the following mutations of your choice:
Blood of Ancients. Your maximum hit points can't be reduced. You have advantage on saving throws against being paralyzed and stunned.
Body of Yuan-Ti. You have resistance to poison damage and are immune to the poisoned condition.
Claws of Might. You have a climb speed equal to your walking speed and you have advantage on ability checks and saving throws to avoid or break free from grapples.
Eyes of Night. You have darkvision out to a range of 60 feet. You don't have disadvantage on Wisdom (Perception) checks due to light obscurity.
Lungs of Shark. You have a swim speed equal to your walking speed and you can breath underwater.
Monstrous Exploits
Starting at 3rd level, you make use of battle exploits not natural to you, emulating that of beasts, monstrosities, and other creatures. These exploits are available to you through your mutations and study of these very creatures.
You learn 3 exploits of your choice from the options below. As a bonus action on your turn, you can activate one exploit of your choice that you know.
Using these exploits takes a toll on your body. Once you activate an exploit, you can't activate that exploit again until you finish a short or long rest. As a bonus action, you can regain the use of one of your exploits of your choice, but you can't do so again until you finish a long rest.
Exploits
Aberrant's Grasp. Once this turn, when you make a weapon attack, you can extend its reach, gaining a 5-foot bonus to the reach for a melee attack, or doubling the normal and long range for a ranged attack. On a hit, you can push the target up to 10 feet in a horizontal direction of your choice.
Cat's Nimble. This turn, your movement doesn't provoke opportunity attacks, and you gain a 20-foot bonus to your speed.
Celestial's Vitality. You end one condition on yourself that is causing you to be blinded, charmed, deafened, frightened, or poisoned. You have resistance to the next damage you take until the start of your next turn.
Construct's Composition. You gain 2d6 temporary hit points that last until the start of your next turn. You can't be moved or knocked prone against your will during this time.
Eagle's Accuracy. You can add 1d6 to one weapon attack roll you make this turn. If the attack hits, you can add the same amount to the damage.
Elemental's Freeze. Once this turn, you can chill a creature you hit with a weapon attack. Until the end of its next turn, its speed is 5 feet, and it can't take reactions.
Mutation of Choice
Starting at 7th level, your body can adapt and change to your needs. When you finish a long rest, you can choose one of the mutations from your Mutations feature. You have that mutation until you use this feature again.
Push Beyond
At 10th level, your body has mutated further beyond what it was, you learn an additional exploit of your choice.
Exploit Mastery
By 15th level, you have grown more comfortable with using exploits in battle. When you active one of your exploits, you can activate two of your exploits instead. Doing so expends your use of both.
In addition, when you regain a use of one of your exploits as a bonus action, you regain your use of two different exploits instead.
Frolic of Attacks
Starting at 18th level, you can unleash a bombardment of attacks in quick animalistic succession. As an action, you can make 5 weapon attacks. After each attack, you can move up to half your speed without expending any of your movement.
Once you use this feature, you can't do so again until you finish a long rest.
Fan Content Policy
Mutant is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.