Bloodhunter: Order of the Mutant

Original Source: D&D Beyond

The process of undertaking the Hunter’s Bane 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 blood hunters honed the way in which hemocraft 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 the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

Mutagencraft

3rd-level Order of the Mutant feature
As on D&D Beyond, but with the following 2nd paragraph:

As a bonus action, you consume a mutagen from the list of formulae you know, whose 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 all mutagens from your system, ending their effects and side effects.

Blood Hunter LevelMutagens CreatedFormulas Known
3rd14
7th25
11th26
15th37
18th38
23rd49
27th410
30th511

Formulas

3rd-level Order of the Mutant feature
The number of mutagens you can concoct when you finish a short or long rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you gain a level in this class, you can replace one formula you already know with a new mutagen formula. You choose what mutagens you create when you consume them.

Strange Metabolism

7th-level Order of the Mutant feature
As on D&D Beyond

Brand of Axiom

11th-level Order of the Mutant feature
As on D&D Beyond

Blood Curse of Corrosion

15th-level Order of the Mutant feature
As on D&D Beyond

Exalted Mutation

18th-level Order of the Mutant feature
As on D&D Beyond

Black Blood

23rd-level Order of the Mutant feature
Your blood has grown corrosive from overexposure to your mutagens. When you lose hit points from a roll of your hemocraft die from an effect that targets another creature, you may choose to deal the same amount of acid damage to that creature.

Brand of Aphorism

27th-level Order of the Mutant feature
When you use your Brand of Castigation, the target must succeed on a Wisdom saving throw or be Stunned until the end of its next turn. In addition, your attacks against Poisoned creatures are made with Advantage, and if you hit a Stunned creature, your attacks become critical hits.

Mutagens

The mutagens that are part of your hemocraft are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.

Full list on D&D Beyond. The following are new mutagens that have been added or altered.

Elasticity

Your body becomes pliable and rubbery. You have resistance to lightning damage, and you can squeeze through gaps as narrow as 6 inches. However, creatures who attack you decrease their flourish thresholds by 2.

Innundation

You sprout unnatural gills or your skin becomes permeable and amphibious. You gain a swimming speed equal to your walking speed, and you can breathe both air and water. However, if you go more an hour without immersing yourself in water, you gain one level of strife.

Intuitivity

Your Wisdom score increases by 3, as does your maximum for that score. However, you have Disadvantage on Intelligence saving throws. Your Wisdom score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Nighteye

You have darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 90 feet. You can also see through magical darkness using this darkvision. 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.

Toxicity

Your body secretes corrosive acid. You have resistance to acid damage, and if a creature touches your or hit with an melee attack while within 5 of you, it takes acid damage equal to a role of your Hemocraft Die. However, you regain half as many hit points from spells, consumables, or other sources besides spending hit dice.

Viscosity

Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces without making an ability check. However, your speed is reduced by 5 feet.

Vivacity

Your Charisma score increases by 3, as does your maximum for that score. However, you have Disadvantage on Strength saving throws. Your Charisma score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.