Base Class: Barbarian
The body of a Mutagen bares the marks of its tortured past. Their ability to manipulate their bodies to overcome insurmountable odds is unrivalled.
Strength from Within
Starting at level 3, when you choose this path during your Rage as a Bonus Action you can expend a number of Hit Die to undergo hideous mutations to supplement your rage.
You may have a number of mutations active to your 1 + your Constitution modifier at a time.
The mutations last for 5 rounds.
When your mutations end, make a Constitution Saving Throw (DC equal to 8 + the number of mutations active).
On a successful save, you roll the Hit Die and take damage equal to the number you roll minus your Proficiency modifier and all mutations end. This number can not be reduced by any other means.
On a failed save, you roll the Hit Die and take damage equal to the roll and gain one point of Exhaustion. This number can not be reduced by any other means.
You cannot activate new mutations while you have mutations currently active. At the start of your turn as an Action you may choose to end any active mutations early at no penalty.
You may choose to extend the duration of your mutations by spending a Hit Die to roll a Constitution Saving Throw (DC 10 + the number of mutations active).
On a successful save, roll the Hit Die and take damage equal to the number rolled minus your proficiency modifier, the mutations are then extended by another round.
On a failed save, roll the Hit Die and take damage equal to the number rolled multiplied by half of your Barbarian level and all active mutations end. You also gain points of exhaustion equal to half the active mutations at that time. This number can not be reduced by any other means.
If your Rage ends prematurely any mutations you are experiencing end immediately and you suffer points of Exhaustion equal to the number of mutations you have on yourself at the time.
Mutations
The mutations are presented in alphabetical order.
Blood Scent
This mutation to the users senses allowing a heightened level of concentration when tracking prey. You gain the ability to cast Hunter's Mark once without components and breaking rage however you cannot recast Hunter's Mark when the original target dies. (level 3).
Boulder Fist
Your forearm and hand coalesces into a large blunt weapon capable of devastating blows. You gain a natural weapon which you are proficient with, it deals 1d8 bludgeoning damage on hit. As a bonus action you expend a hit die to slam your natural weapon into the ground casting Thunderwave centred on you but it immediately ends your mutation, you then roll the hit die and take that damage. This damage cannot be reduced by any means (level 3).
Brutal strikes
This mutation grants the user overwhelming power. You gain a damage bonus equal to double your proficiency to the damage of any melee attack for the duration for the mutation (level 11).
Chameleon Skin
This mutation allows you to bend and refract the light around you to hide in plane sight. Once this mutation begins you become invisible for the duration of your mutation. Once you attack the mutation ends early with no penalty (level 11).
Enhanced Growth
Mutations to the bone structure and flesh causes tissue to expand and grow in size and power. You gain the benefits of enlarge/reduce for the duration of your mutation (level 3).
Hind Legs
This mutation makes the users legs expand and contort in to feral hind legs. Your walking speed is increased by 15ft. and you now may use the dash action as a bonus action (level 3).
Sharpened Claws
Bony protrusions erupt from your arms creating long, deadly claws. These claws count as a natural melee weapon that you are proficient with and deal 2d6 plus your strength modifier in necrotic damage. As a bonus action you may also make an Off-hand attack dealing 2d6 necrotic damage. (level 5).
Tentacle whip
Your arm mutates and forms a long tendril which you can use to attack your enemies. Make a melee weapon attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and has to make a Strength saving throw or be grappled by the tendril. As a bonus action you can extend spike in the arm to deal an extra 2d8 piercing damage to a grappled target. (Level 5)
Thickened Hide
Mutations to the users skin causing it to thicken and harden. You gain a +1 bonus to your Unarmoured Armour Class while this is active. You may stack this mutation a number of time equal to your proficiency bonus. As a result of doing so, for every additional stack of this mutation you lose 5ft. walking speed as your skin stiffens and your joints grow taut (level 3).
Venom Sacs
This mutation allows you to secrete acidic mucus which can coat any natural weapons or handheld weapons. Once struck by a tainted weapon the creature must make a Constitution Save. On a Failed save the target is poisoned and takes 2d4 Acidic damage, on a successful save you only deal half damage (level 5).
System Purge
You may use an Action to cleanse your body of any mutations without adverse effects. You need to make a Constitution Saving Throw equal to (10 + the number of active mutations). This special action may be used a number of times equal to your proficiency modifier. Any expended uses are regained upon completion of a rest.
On a Successful save you cleanse your body from all mutations and are healed twice your Proficiency modifier for each mutation purged.
On a Failed save you cleanse your body from all mutations and you are healed twice your Proficiency modifier.
Heightened Metabolism
Beginning at 6th level, Whenever you take Short rest you regain half your Hit Dice back if you choose not to expend any and on a Long rest you regain all of your Hit Dice instead of half.
Upon reaching 6 stacks of Exhaustion you may make a Constitution Saving Throw (DC 10 + the amount of Mutations present before dying).
On a Successful save you heal for (10 x your Constitution modifier) and all points of Exhaustion are removed.
On a Failed save instead of dying you fall unconscious for a number of rounds equal to half the number of mutations that we active while conscious.
This feature can be used a number of times equal to your Proficiency bonus.
Apex Predator
Starting at 10th level, Once per Short rest, as a Reaction till the start of your next turn whenever you are attacked by a creature, you can spend a Hit Dice to make a melee weapon attack or move up to half your walking speed.
Roll the Hit die and take damage equal to the roll minus your Proficiency bonus. This number can not be reduced by any other means.
Apotheosis
Beginning at 14th level, at the start of your turn as an Action you can choose to consume all your active mutations to achieve a state of near god-hood for the next minute.
Each Mutation consumed yields stacking benefits as follows:
1st Stack: Your walking speed is doubled and advantage on Dexterity saving throws
2nd Stack: You gain a +2 bonus to your AC and your melee attacks score a critical hit on a roll of 19 or 20.
3rd Stack: You gain wings and a flight speed of 30ft and gain temporary Hit points equal to your barbarian level + your proficiency modifier when you kill a creature..
4th Stack: Your Rage damage bonus is doubled and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
5th Stack: You take half damage from all sources.
6th Stack: Your Strength and Constitution scores are set to 29.
At the end of the transformation you gain points of Exhaustion equal to the number of mutations consumed.
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