Base Class: Ranger
The process of undertaking the Grim Warden ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of rangers honed the way in which mutagen alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves Grim Wardens, these rangers now specialize in a altering their biology to be best prepared for any conflict.
Mutagencraft
3rd level Grim Warden feature.
As part of a long rest, you can concoct a number of mutagens based on the table below. You can create multiple mutagens of the same formula or you can create a variety of different formulas.
As a bonus action, you consume a mutagen, whose effects last as specified. When the effects wear off, roll a DC 12 CON saving throw. On a failure, you suffer effects equal to a level of Exhaustion. You can remove the Exhaustion level by taking a short or long rest. You can use another bonus action to consume another mutagen and combine their effects. However, you must make a CON saving throw for each mutagen when the effects wear off and suffer another level of exhaustion for each failure. If you fall unconscious while under the effects of a mutagen, you immediately fail your CON saving throw and suffer the effects of a level of exhaustion.
Mutagens are designed for the specific biology of the character who concocted them, and your mutagens 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 long rest.
Formulas
The number of mutagens you can concoct when you finish a long rest, and the number of formulas you know, increases as you gain levels in the Ranger class, as shown on the Mutagencraft table below. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula.
|
Ranger |
Mutagens Created |
Formulas Known |
|---|---|---|
| 3rd | 2 | 4 |
| 7th | 3 | 5 |
| 11th | 4 | 6 |
| 15th | 5 | 7 |
| 18th | 6 |
8 |
Aether
Prerequisite: 11th level
You have a flying speed equal to your walking speed for 1 minute.
All Seeing
For 1 hour, you have true sight to a range of 60ft.
Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks for 1 hour.
Assailing
The damage from your weapon attacks become force damage deal an additional 1d6 force damage. The damage increases to 2d6 if you consume this mutagen at level 11, and 3d6 at 18th level.
Celerity
For 1 hour, your Dexterity score increases by 2, as does your maximum for that score. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 6 at 18th level.
Cruelty
Prerequisite: 11th level
When you use the Attack action, you can make one additional weapon attack for 1 minute.
Deftness
You have advantage on Dexterity checks for 1 hour.
Fatality
Prerequisite: 15th level
Your weapon attacks score a critical hit on a roll of 18 - 20 for 1 minute.
Impermeable
You have resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Mobility
Your speed increases by 10 feet and you do not provoke opportunity attacks for 1 minute.
Percipient
You have advantage on Wisdom checks for 1 hour.
Potency
For 1 hour, your Strength score increases by 2, as does your maximum for that score. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 6 at 18th level.
Precision
Your weapon attacks have advantage for 1 minute.
Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus.
Sagacity
For 1 hour, your Wisdom score increases by 2, as does your maximum for that score. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 6 at 18th level.
Shielded
You have resistance to magic damage for 1 minute.
Telekinetic Blast
3rd level Grim Warden feature
You learn to move things with your mind, granting you the following benefits:
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Wisdom.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw vs your spell casting DC or be moved 10 feet away from you and be knocked prone.
Mutagenic Metabolism
7th level Grim Warden feature.
Your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition and resistance to necrotic damage.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your ranger level. Once you use this feature, you must finish a short or long rest before you can use it again.
Mutagenic Surge
11th level Grim Warden feature.
On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Mutagenic Master
15th level Grim Warden feature.
You can now consume 2 mutagens with a single bonus action. The exhaustion effects are halved when the mutagen wears off.
Previous Versions
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8/30/2023 4:14:35 AM
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8/30/2023 1:34:28 PM
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