Mutagenist
Mutate Yourself to Adapt to Any Situation
The study of alchemy is fundamentally the study of transformation. All Alchemists transmute mundane materials into magical substances—potions, elixirs, and bombs—yet some take it one step further. You have discovered the secrets of the mutagen, the keystone of transmutation, which allows you to transform your very body, gaining supernatural strength or speed, sprouting additional limbs or claws, or thickening your skin into a stony aegis.
Level 3: Bonus Proficiencies
You gain proficiency in your choice of the Acrobatics or Athletics skill.
Level 3: Mutagens
You can take a Bonus Action to inject yourself with a potent transmutative potion known as a Mutagen. You gain one of the following benefits of your choice for 1
minute, or until you take a Bonus Action to inject yourself with a different Mutagen.
Strength. Your Strength score increases by 3, to a maximum of 23. Additionally, you sprout claws, fangs, spines, horns, or a different natural weapon of your
choice. You can use this natural weapon to make Unarmed Strikes. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal damage equal to 1d8 plus your Strength or Dexterity modifier instead of the strike’s normal damage. The damage of this strike is Bludgeoning, Piercing, or Slashing damage, as appropriate for the natural weapon.
Dexterity. Your Dexterity score increases by 3, to a maximum of 23. Additionally, your Speed increases by 10 feet.
Constitution. Your Constitution score increases by 3, to a maximum of 23. You gain Temporary Hit Points instead of increasing your Hit Point maximum or current Hit Points. If your Constitution modifier increases by 1, you gain Temporary Hit Points equal to your level. If the modifier increases by 2, you gain Temporary Hit Points equal to twice your level. These Temporary Hit Points last for the duration of the ability score increase.
Level 6: Shared Mutagen
You can take a Bonus Action and expend 1 Reagent to inject an ally within 5 feet of you with a Mutagen of your choice. A creature can only be under the effect of
one Mutagen at a time. Once you have injected another creature with a Mutagen, you can’t do so again until the original Mutagen ends.
Level 10: Advanced Mutation
Whenever you inject yourself with a Mutagen, you can choose one of the following additional mutations.
Hyperelastic. Your flesh takes on a rubbery quality, allowing you to bend and stretch with ease. Your reach is 5 feet greater than normal. Additionally, you have
Advantage on checks you make to end the Grappled condition or to escape from nonmagical restraints.
Mucilaginous. Your skin secretes a thick, extremely sticky substance that helps you adhere to objects. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a Climb Speed equal to your Speed.
Polybrachia. You grow a pair of additional arms. These arms are fully functional and can be used to hold weapons and shields (allowing you to wield two Two-Handed weapons, or four one-handed weapons), perform Somatic components of spells, and perform other actions, though the arms themselves don’t grant you any additional actions.
Level 14: Mutated Blood
Choose Strength, Dexterity, or Constitution. The chosen ability score increases by 2, and your maximum for this score increases to 22. When a Mutagen is applied to that ability score, its maximum increases to 25. You can change this ability score increase when you finish a Long Rest.
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