{"name":"Order of the Mutant","overview":"","hitdice":"d10","hitpointsfirstlevel":"See [blocklink:590387]","hitpointsathigherlevels":"See [blocklink:590387]","armorproficiencies":"See [blocklink:590387]","weaponproficiences":"See [blocklink:590387]","tools":"See [blocklink:590387]","savingthrows":"See [blocklink:590387]","skills":"See [blocklink:590387]","equipment":"","spellcasting":"","features":"","subclasses":"[h2]Formulas[\/h2]\r\n\r\nYou begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.\r\n\r\nBeginning at 3rd level, you choose to learn four Mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.\r\n\r\nAdditionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.\r\n\r\n[h2]Mutagencraft[\/h2]\r\nAt 3rd level, you can concoct a single mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and you can create three mutagens at 15th level.\r\n\r\nAs a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.\r\n\r\nMutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.\r\n\r\n[h2]Strange Metabolisim[\/h2]\r\nBeginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.\r\n\r\nIn addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.\r\n\r\nOnce you use this feature to resist side effects, you can\u2019t do so again until you finish a long rest.\r\n\r\n[h2]Brand of Axiom[\/h2]\r\nAt 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe\u2019s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can\u2019t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.\r\n\r\n[h2]Blood Curse of Corrosion[\/h2]\r\nStarting at 15th level, your blood curse can wrack a creature\u2019s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.\r\n\r\n[h2]Exalted Mutation[\/h2]\r\nAt 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.\r\n\r\nYou can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.\r\n\r\n[h2]Mutagens[\/h2]\r\n\r\n[h3]Aether[\/h3]\r\nPrerequisite: 11th Level You gain a flying speed of 20 feet for 1 hour.\r\n\r\nSide Effect: You gain disadvantage on Strength and Dexterity ability checks for 1 hour.\r\n\r\n[h3]Alluring[\/h3]\r\nYour skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.\r\n\r\nSide Effect: You gain disadvantage on initiative rolls.\r\n\r\n[h3]Celerity[\/h3]\r\nYour Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).\r\n\r\nSide Effect: You gain disadvantage on Wisdom saving throws.\r\n\r\n[h3]Conversant[\/h3]\r\nYou gain advantage on Intelligence ability checks.\r\n\r\nSide Effect: You gain disadvantage on Wisdom ability checks.\r\n\r\n[h3]Cruelty[\/h3]\r\nPrerequisite: 11th level When you use the Attack action, you can make an additional weapon attack as a bonus action.\r\n\r\nSide Effect: You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.\r\n\r\n[h3]Deftness[\/h3]\r\nYou gain advantage on Dexterity ability checks\r\n\r\nSide Effect: You gain disadvantage on Wisdom ability checks.\r\n\r\n[h3]Embers[\/h3]\r\nYou gain resistance to fire damage.\r\n\r\nSide Effect: You gain vulnerability to cold damage.\r\n\r\n[h3]Gelid[\/h3]\r\nYou gain resistance to cold damage.\r\n\r\nSide Effect: You gain vulnerability to fire damage.\r\n\r\n[h3]Impermeable[\/h3]\r\nYou gain resistance to piercing damage.\r\n\r\nSide Effect: You gain vulnerability to slashing damage.\r\n\r\n[h3]Mobile[\/h3]\r\nYou are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.\r\n\r\nSide Effect: You gain disadvantage on Strength ability checks.\r\n\r\n[h3]Nighteye[\/h3]\r\nYou gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.\r\n\r\nSide Effect: You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player\u2019s Handbook).\r\n\r\n[h3]Percipient[\/h3]\r\nYou gain advantage on Wisdom ability checks.\r\n\r\nSide Effect: You gain disadvantage on Charisma ability checks.\r\n\r\n[h3]Potency[\/h3]\r\nYour Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).\r\n\r\nSide Effect: You have disadvantage on Dexterity saving throws.\r\n\r\n[h3]Precision[\/h3]\r\nPrerequisite: 11th level Your weapon attacks score a critical hit on a roll of 19-20.\r\n\r\nSide Effect: You gain disadvantage on Strength saving throws.\r\n\r\n[h3]Rapidity[\/h3]\r\nYour speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.\r\n\r\nSide Effect: You gain disadvantage on Intelligence ability checks.\r\n\r\n[h3]Reconstruction[\/h3]\r\nPrerequisite: 7th level For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left.\r\n\r\nSide Effect: Your speed decreases by 10 ft for 1 hour.\r\n\r\n[h3]Sagacity[\/h3]\r\nYour Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).\r\n\r\nSide Effect: You gain disadvantage on Charisma saving throws.\r\n\r\n[h3]Shielded[\/h3]\r\nYou gain resistance to slashing damage.\r\n\r\nSide Effect: You gain vulnerability to bludgeoning damage.\r\n\r\n[h3]Unbreakable[\/h3]\r\nYou gain resistance to bludgeoning damage.\r\n\r\nSide Effect: You gain vulnerability to piercing damage.\r\n\r\n[h3]Vermillion[\/h3]\r\nYou gain an additional use of your Blood Maledict feature.\r\n\r\nSide Effect: You gain disadvantage on death saving throws.\r\n","tabledata":"","tags":"","templateId":"25","blockId":"778314","world":"3c69f9b0-0c0e-48da-8e0a-784fdc4d5f19","folder":"","isShared":"on"}