Talk:Blood Hunter, Variant (5e Class)
From D&D Wiki
At this point, I consider the Order of the Mutant to be deprecated, although I do not wish to completely remove the option, and perhaps someday I will find a way to make it more interesting. Until such a time, it shall remain here.
Order of the Mutant[edit]
The process of consuming the Hunter’s Bane is a painful, scarring, and often fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through corrupted alchemy.
Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become something beyond human. They called themselves the Order of the Mutant.
Mutagen Formulas[edit]
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Beginning at 3rd level, you learn three mutagen formulas of your choice. You gain an additional formula of your choice at 5th, 7th, 11th, 15th, and 18th levels.
Additionally, when you gain a level in this class, you can choose one of the formulas you already know and replace it with another mutagen formula you could learn.
- Mutagens List
These mutagens are presented in alphabetical order. A level prerequisite refers to your level in this class. You can learn a mutagen at the same time you meet its prerequisites.
- Aether Prerequisite: 7th level
You gain a flying speed of 30 feet.
Side effect: You have disadvantage on Strength and Dexterity ability checks.
- Aether (Enhanced) Prerequisite: 15th level
You gain a flying speed of 60 feet.
Side effect: You have disadvantage on Strength and Dexterity ability checks.
- Brutality Prerequisite: 7th level
You gain a bonus to damage rolls equal to half your mutation score(round up).
Side effect: You have disadvantage on Charisma ability checks.
- Celerity
Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.
Side effect: You gain a penalty to Wisdom ability checks equal to your mutation score.
- Cruelty
You can use a bonus action to make a weapon attack on each of your turns.
Side effect: You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
- Impermeable
You gain resistance to piercing, slashing, and bludgeoning damage.
Side effect: Whenever another creature hits you, you take 1 additional damage. This additional damage can't be reduced, prevented, or increased in any way.
- Mobility
You gain immunity to the grappled, restrained, and paralyzed conditions.
Side effect: You gain a penalty to initiative rolls equal to your mutation score.
- Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect: You have disadvantage on Wisdom ability checks.
- Potency
Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.
Side effect: You gain a penalty to Dexterity ability checks equal to your mutation score.
- Precision Prerequisite: 7th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect: All healing you receive is reduced by one-fourth(round up).
- Protection
You gain a bonus to your AC equal to your mutation score as long as you're not wielding a shield.
Side effect: You gain a penalty to Intelligence ability checks equal to your mutation score.
- Rapidity
Your speed increases by 15 feet.
Side effect: You gain a penalty to Strength ability checks equal to half your mutation score(round up).
- Rapidity (Enhanced) Prerequisite: 11th level
Your speed increases by 30 feet.
Side effect: You gain a penalty to Strength ability checks equal to your mutation score.
- Reconstruction Prerequisite: 7th level
While conscious, you regenerate hit points equal to your mutation score at the start of your turn as long as you are above 0 hit points.
Side effect: Your speed decreases by 5 ft.
- Reconstruction (Enhanced) Prerequisite: 15th level
While conscious, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points.
Side effect: Your speed decreases by 10 ft.
- Sagacity
Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.
Side effect: You gain a penalty to your armor class equal to half your mutation score(round up).
- Savagery Prerequisite: 5th level
You can attack twice, instead of once, when you take the attack action on your turn.
Side effect: You gain a penalty to damage rolls equal to half your mutation score(round up).
- Savagery(Enhanced) Prerequisite: 11th level
You can attack three times, instead of twice, when you take the attack action on your turn. You only gain this benefit if you have also concocted and imbibed the Savagery mutagen.
Side effect: You gain a penalty to damage rolls equal to your mutation score. This replaces the penalty to damage from the Savagery mutagen.
- Vitality
Your Constitution score increases by an amount equal to your mutation score, as does your Constitution maximum.
Side effect: You have disadvantage on Intelligence ability checks.
- Wariness
You gain a bonus to initiative rolls equal to your mutation score.
Side effect: You gain a penalty to your maximum hit points equal to your mutation score.
- Wariness (Enhanced) Prerequisite: 7th level
You gain a bonus to initiative rolls equal to 2 times your mutation score.
Side effect: You gain a penalty to your maximum hit points equal to 2 times your mutation score.
Novice Mutagen Craft[edit]
At 3rd level, you can concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system. You must complete a short or long best before concocting mutagens again.
Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest.
Your body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.
- Mutation Score = 1 + your blood hunter level divided by 4(round up).
Adept Mutagen Craft[edit]
When you reach 5th level, you can now concoct two mutagens, instead of one. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.
Advanced Mutagen Craft[edit]
Upon reaching 7th level, you can now concoct three mutagens, instead of two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.
Strange Metabolism[edit]
Beginning at 11th level, you gain the Blood Bargain of Virility for your Empowered Blood feature.
- Blood Bargain of Virility
You ignore the side effects of all mutagens affecting you for 1 minute.
Master Mutagen Craft[edit]
Upon reaching 15th level, you can now concoct four mutagens, instead of three. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.
Exalted Mutation[edit]
At 18th level, your body is capable of producing toxins naturally. As a bonus action, you gain the benefits and side effects of one mutagen you know until you complete a short or long rest. Once you use this feature, you must complete a short or long rest before using it again.