Through your knowledge and understanding of Mutagen that you mix with it daily, it has become infused with your blood! The chemicals bring you rush of power and energy! It flows into your mind!
Mutagen Formulas:
unlike the Order of the Mutant which is barely grasped the knowledge and power of the mutagen! You understand it through effects and power. It's like a spice and who controls the spice controls the world, enhancing potions and unique chemicals creating newer and more advanced chemical potions, and converts a simple healing potion into generation potion, the knowledge and power of these chemicals are unsurpassed your knowledge is far superior. You can even taste the difference in your formula over the Order!
At 1rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you take a short or long rest to meditate and flush the toxins from your system.
Starting formulas: now, unlike the order you actually have to craft and find your ingredients, but that makes it all the better your starting formulas though are very crude, you and understand that mutations from animals can be infused into your body. Much like how the Druid transformer into animals, or the curse of the wares, but with more control and focus you can grab a spider mix it into a stew and choose the specific things you want. To go into your body, casting spells of binding web or paralyzing venom. Maybe grabbing a large patch of fur from the Bears, or scales from the Dragon mixing it into a potion and giving you the power and strength of those creatures with the cost of your mental spring, at least for short period of time. The mindless rage?
Hybrid Transformation:
Feral Might.You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.
Resilient Hide.You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Predatory Strikes.Your unarmed strikes are considered a single weapon in regards You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 5th level, and 1d10 at 10th level.
Animal spells: converting the ingredients of your base creature special abilities into a magic spell depending on its power determined that spell level, very similar to like the one time use fire breath to having a magic wand. At starting levels. You only gain one spell slots, every level you gain a spell slots note, you can only craft spells based on the creature you have use once it goes through your system. Those spells cannot be re-obtained until you make the formula again with the exact same ingredient!
Formulas Book!
A book containing your vast formulas, every so often you may erase and replace it with different formulas. This technically replaces your spell list.
Mystic formulas
you have reached third level, now you've got a chance to grab and study more potions mixing mutagen within them, coming up with a special nuisance of ingredients and mixing up brand-new spices! Understanding and analyzing the poisons that you collected, developing unique concoctions! Now the spells you took time to learn, you can view your chemicals or any potions you grass's over the wiles you can craft into your natural magic, converting spells and magics in your own body. Sadly, these potions can only be used one time right now, and don't mix well. Yet, but with more practice and understanding. Maybe they can.
At level VI. You can now select [D4]spells that you can mix together into a brand-new potion, drinking this and understanding how they merge together, like a potion of ghastly form combined with toxic clouds can make you into a living cloud of poison, at least for short time before the effects will derive your mind into randomness. Understanding and analyzing the effects of the poisons potions and bring you new knowledge.
Instant taste
Unlike most drugs you don't need a larger dose to maintain the effects now even the smallest dosage is bringing you your powers at level X, now you can have small vials instead of having big heavy potion bottles. Also allows you to change it in mid-battle, sadly, after a while though you get the shakes certain potions should not be mixed and you might encounter unusual side effects. (I.e. you might accidentally cause yourself to explode and become a walking bomb, like a toxic gas spell mixed in with a fireball potion. Not a good idea!)
Addiction Gene: LV11:
choose one of your favorite potion concoctions, that is your enlisted vice. This potion now is currently freely added to your character after each rest, but every battle they must take it! No matter the situation, and if there is no battle during the session, your character must roll their D20 for how long they can last without taking it, before going into withdrawal symptoms: all Constitution checks are -5, anything involving your hands is a -6, and roll for unusual allusions.
Gaudile jackal: LV12:
If you forgotten your beast, it is most certainly hasn't forgotten you! Now every day. Your addiction will include a show is an animal transformations formula anything from the monster manual that you encounter, that you have makes the formula off. And when taking this formula. Your character must change personality, if they're usually kept in afraid they become brave and unstoppable, if they're bold and brash, you become arrogant your darkest and more animal personality traits will slowly pop up!
Natural materials: level XIII:
all that addiction has make it harder and harder for you to take your chemicals, your running out of containers, clothing is becoming a hindrance every morning you're deciding to transform into your beast the old you is slowly being devoured by the new, but now you understand the concept of crystallizing the spice, turning it into a delicious rock candy or into a fine powder, that can be easily added to any water source. Looking over the studies of your formulas, and analyzing your encounters. Now you can get your own crystals to your ally. They can't risk taking the stuff(or maybe they can. They will get on it. It's like you) but you can always attach it to their weaponry, giving them a taste of the power without the nasty side effects, but to you. That's no fun side effects are now bringing on the rush in the passion.
The death of jackal: level XVII:
you hear voices of your old self, but that voice is slowly dying, a matter it's gone! Congratulations, your information is now permanent, both your spell & animal potion that you've been taking regularly are now permanently attached to your character, and no reverted now. You must choose to new formulas to take those places, but your addiction level is back down to moderate status, no more withdrawal symptoms are active.
Level XX Cronenberg:
you completed your character level requirements, you have option now of either restarting your character class but keeping everything that was once this, no need for potions it has flown into your very existence. Oh, and be sure to remodel your race because you have permanently changed it. That said, you could keep yourself at this stage the desire for progress may consume later, you can either choose a new class for level down automatically to the beginning of this class with all the bonuses that you've obtained from this particular subclass.
Through your knowledge and understanding of Mutagen that you mix with it daily, it has become infused with your blood! The chemicals bring you rush of power and energy! It flows into your mind!
Mutagen Formulas:
unlike the Order of the Mutant which is barely grasped the knowledge and power of the mutagen! You understand it through effects and power. It's like a spice and who controls the spice controls the world, enhancing potions and unique chemicals creating newer and more advanced chemical potions, and converts a simple healing potion into generation potion, the knowledge and power of these chemicals are unsurpassed your knowledge is far superior. You can even taste the difference in your formula over the Order!
At 1rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you take a short or long rest to meditate and flush the toxins from your system.
Starting formulas: now, unlike the order you actually have to craft and find your ingredients, but that makes it all the better your starting formulas though are very crude, you and understand that mutations from animals can be infused into your body. Much like how the Druid transformer into animals, or the curse of the wares, but with more control and focus you can grab a spider mix it into a stew and choose the specific things you want. To go into your body, casting spells of binding web or paralyzing venom. Maybe grabbing a large patch of fur from the Bears, or scales from the Dragon mixing it into a potion and giving you the power and strength of those creatures with the cost of your mental spring, at least for short period of time. The mindless rage?
Hybrid Transformation:
Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Predatory Strikes. Your unarmed strikes are considered a single weapon in regards You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 5th level, and 1d10 at 10th level.
Animal spells: converting the ingredients of your base creature special abilities into a magic spell depending on its power determined that spell level, very similar to like the one time use fire breath to having a magic wand. At starting levels. You only gain one spell slots, every level you gain a spell slots note, you can only craft spells based on the creature you have use once it goes through your system. Those spells cannot be re-obtained until you make the formula again with the exact same ingredient!
Formulas Book!
A book containing your vast formulas, every so often you may erase and replace it with different formulas. This technically replaces your spell list.
Mystic formulas
you have reached third level, now you've got a chance to grab and study more potions mixing mutagen within them, coming up with a special nuisance of ingredients and mixing up brand-new spices! Understanding and analyzing the poisons that you collected, developing unique concoctions! Now the spells you took time to learn, you can view your chemicals or any potions you grass's over the wiles you can craft into your natural magic, converting spells and magics in your own body. Sadly, these potions can only be used one time right now, and don't mix well. Yet, but with more practice and understanding. Maybe they can.
At level VI. You can now select [D4]spells that you can mix together into a brand-new potion, drinking this and understanding how they merge together, like a potion of ghastly form combined with toxic clouds can make you into a living cloud of poison, at least for short time before the effects will derive your mind into randomness. Understanding and analyzing the effects of the poisons potions and bring you new knowledge.
Instant taste
Unlike most drugs you don't need a larger dose to maintain the effects now even the smallest dosage is bringing you your powers at level X, now you can have small vials instead of having big heavy potion bottles. Also allows you to change it in mid-battle, sadly, after a while though you get the shakes certain potions should not be mixed and you might encounter unusual side effects. (I.e. you might accidentally cause yourself to explode and become a walking bomb, like a toxic gas spell mixed in with a fireball potion. Not a good idea!)
Addiction Gene: LV11:
choose one of your favorite potion concoctions, that is your enlisted vice. This potion now is currently freely added to your character after each rest, but every battle they must take it! No matter the situation, and if there is no battle during the session, your character must roll their D20 for how long they can last without taking it, before going into withdrawal symptoms: all Constitution checks are -5, anything involving your hands is a -6, and roll for unusual allusions.
Gaudile jackal: LV12:
If you forgotten your beast, it is most certainly hasn't forgotten you! Now every day. Your addiction will include a show is an animal transformations formula anything from the monster manual that you encounter, that you have makes the formula off. And when taking this formula. Your character must change personality, if they're usually kept in afraid they become brave and unstoppable, if they're bold and brash, you become arrogant your darkest and more animal personality traits will slowly pop up!
Natural materials: level XIII:
all that addiction has make it harder and harder for you to take your chemicals, your running out of containers, clothing is becoming a hindrance every morning you're deciding to transform into your beast the old you is slowly being devoured by the new, but now you understand the concept of crystallizing the spice, turning it into a delicious rock candy or into a fine powder, that can be easily added to any water source. Looking over the studies of your formulas, and analyzing your encounters. Now you can get your own crystals to your ally. They can't risk taking the stuff(or maybe they can. They will get on it. It's like you) but you can always attach it to their weaponry, giving them a taste of the power without the nasty side effects, but to you. That's no fun side effects are now bringing on the rush in the passion.
The death of jackal: level XVII:
you hear voices of your old self, but that voice is slowly dying, a matter it's gone! Congratulations, your information is now permanent, both your spell & animal potion that you've been taking regularly are now permanently attached to your character, and no reverted now. You must choose to new formulas to take those places, but your addiction level is back down to moderate status, no more withdrawal symptoms are active.
Level XX Cronenberg:
you completed your character level requirements, you have option now of either restarting your character class but keeping everything that was once this, no need for potions it has flown into your very existence. Oh, and be sure to remodel your race because you have permanently changed it. That said, you could keep yourself at this stage the desire for progress may consume later, you can either choose a new class for level down automatically to the beginning of this class with all the bonuses that you've obtained from this particular subclass.