Path of the Mutant
Mutagenic Source | |
---|---|
d6 | Mutagen |
1 | You were struck with a magical plague |
2 | You travelled through an area of wild magic |
3 | A powerful curse was placed upon you |
4 | A journey to a different plane left you changed |
5 | A hereditary condition, passed down your lineage |
6 | A resurrection spell with strange results |
Freak of Nature
Starting when you choose this path at 3rd level, your latent mutation rears its head in a much more violent form. You gain one of the following mutations and its benefits.Hypertrophy. While you're raging, one of your arms doubles in all dimensions, becoming a natural weapon with which you are proficient. You can use it to make unarmed strikes, which deal 1d8 + your Strength modifier in bludgeoning damage on a hit, and to grapple creatures no more than two sizes larger than you. Once on your turn, while grappling a creature with this arm, you can forgo one of your attacks to instead deal 1d8 + your Strength modifier + your Rage Damage bonus in bludgeoning damage to the grappled creature. This ability is considered an attack for the purposes of maintaining your rage.
Osteogenesis. Your skeletal structure grows rapidly, bursting from your body in jagged spikes. While you're raging, the first time a creature hits you with a melee weapon attack on a turn, it takes an amount of piercing damage equal to 1d4 + your Constitution modifier.
Caustic Glands. Once on your turn while you're raging, you can forgo one of your attacks to emit a stream of acidic fluids at a target within 10 feet of you. A creature must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take an amount of acid damage equal to 1d6 + your barbarian level. A creature that takes any of this acid damage is blinded until the start of its next turn. This ability is considered an attack for the purposes of maintaining your rage.
Protean Form
Beginning at 3rd level, you can harness some of the mutagenic origin of your powers. At the end of a long rest, you can change one characteristic of your body for another appropriate for your race, such as your hair color, height, or facial features. This effect can't change your weight, and your statistics remain the same.Secondary Mutation
At 6th level, you gain an additional ability based on your mutation of choice from your Freak of Nature feature, which you can use only once per rage.Hypertrophy. While you're grappling a creature with your enlarged arm, or within 5 feet of an object or willing creature no more than two sizes larger than you, you can use your bonus action to hurl that creature or object a number of feet equal to twice your Strength score. Objects you throw with this feature can't weigh more than twice the amount you can push, drag, or lift.
Osteogenesis. As a bonus action on your turn, you can cause your bone spikes to merge across your body into an all encompassing shield. You gain a number of temporary hit points equal to your Barbarian level + your Constitution modifier (minimum of 1) until the start of your next turn, and your movement speed becomes 0 while any of these hit points remain.
Caustic Glands. As a bonus action on your turn, you can spit an adhesive, corrosive fluid at a point within 30 feet of you, coating the ground within 10 feet of it with a viscous layer, which becomes difficult terrain for 1 minute. Creatures that start their turn within this area, or enter it for the first time on a turn, take 1d6 acid damage.
Overcome Adversity
Starting at 10th level, you learn to meet the demands of your environment by changing your very structure. Over the course of 1 minute, you can gain one of the following benefits of your choice.- You become adapted to a hot or cold climate.
- You gain a climbing or swimming speed equal to your
- walking speed.
- You can breathe in air or water.
- You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Final Mutation
At 14th level, your mutation has developed to its fullest extent. You gain an additional benefit based on your mutation of choice from your Freak of Nature feature.Hypertrophy. Your grip becomes like iron. While you're raging, creatures of your size or smaller that are grappled by your enlarged arm are restrained until the grapple ends.
Osteogenesis. Your spiny hide rapidly regenerates. While you're raging, you deal the piercing damage from your Freak of Nature feature whenever a creature hits you with a melee weapon attack, instead of the first time on a turn.
Caustic Glands. You overflow with your destructive fluids. At the end of each of your turns while you're raging, creatures within 5 feet of you take acid damage equal to your Constitution modifier.
Comments