Increase your Intelligence score by 1, up to a maximum of 20.
You learn 2 Mutagen formulas from the Order of the Mutant archetype. If a formula has a pre-requisite, you can choose that formula only if you're at the appropriate level. You can concoct 1 mutagen you know using this feat when you finish a short or long rest.
As 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.
They are unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Grizzy has been experimenting with the mutagen formula. Dedicated 1 ARTIFICER INFUSION (repeating shot), for gain +1 mutagens created. When used on a creature other than himself, the mutagen has a random effect: 1d10 + 1d6 roll for effect.
MUTAGENS:
2. Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.
3. Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
4. Conversant
You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.
5. Deftness
You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.
6. Embers
You have resistance to fire damage and vulnerability to cold damage.
7. Gelid
You have resistance to cold damage and vulnerability to fire damage.
8. Impermeable
You have resistance to piercing damage and vulnerability to slashing damage.
9. Mobility
You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.
10. Nighteye
You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
11. Percipient
You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.
12. Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
13. Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
14. Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
15. Shielded
You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.
16. Unbreakable
You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.
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