Mutagen Knight
Mutagen Knight
Mutagen Knights enhance their martial prowess using the supernatural power of mutations: the effect resulting from the combination of a strange magical affliction interacting with tissue and other foreign organic material. For those afflicted with Mutability, it takes swathes of knowledge and years of training of the mind and body to be able to channel the magic at the core of mutations into equipment, let alone take advantage of it in everyday life. They have acknowledged the power of the other creatures that exist in the world and seek to imbue their strength as their own, giving their armor and weapons the attributes of the creatures they slay.
Source: Homebrew - ConnorS08 | Modified to fit within the lore of the Terminus
Sub-Class Features
Level 3
Bonus Proficiency
You gain proficiency in the Intimidation and Survival skills.
Equipment Mutagen
You can use monster remains to enhance yourself and your equipment through your Mutability. You can have a number of mutations active at one time according to the Mutation Capacity below from among the mutations described below as long as you have unlocked the mutation. Once reaching level 3 in this class you may choose 3 level 1 mutations to start with.
| Fighter Level | Mutation Level Capacity |
|---|---|
| 3rd | 3 |
| 7th | 5 |
| 11th | 7 |
| 15th | 9 |
Whenever you finish a long rest, you can imbue a number of mutations up to your mutation level capacity into you or your allies weapons and armor, changing their features and abilities. To be eligible, an object must be a weapon, a suit of armor, or a shield. Your mutations remain on an object until you change mutations, which you may do so after having completed a long rest.
The following mutations are available to you when you obtain sufficient material from a corresponding creature. The material may be obtained through combat or diplomacy, but must be consumed by you within 15 minutes of ceasing to be a part of a living creature. Consuming the material typically comprises of grinding it partially down or heating it and mixing it with ones own blood to aid the body in recognizing it as viable genetic material.
If a mutation has a level requirement, you must be at least that level in this class to use the mutation. Level 1 mutations require 3 levels in this class, level 2 mutations require 7 levels in this class, and level 3 mutations require 11 levels in this class.
Mutations
| Name | Mutation Level | Level Minimum | Flesh to Feed for Unlock | Effect |
|---|---|---|---|---|
| Beast Companion | 1 | - | Beast of CR 0 | This mutation molds the flesh of slain creatures to create a companion for its user. Mutating your equipment with the remains of a previously slain creature, you are granted the abilities of the find familiar spell once a day as your equipment molds a companion for you (your familiar is a copy of the remains used to form it and is not considered a fey, fiend, or celestial as in the spell) |
| Adherent Form | 1 | - | Ooze of CR 1+ | This mutation carries the viscous and adhesive abilities of the ooze. Mutating your equipment with this mutation grants you the ability to climb surfaces with ease using the ability of the spider climb spell at will. This is a mutation that is unlocked by feeding the goop of a slain ooze of CR 1 or higher to your mutation focus. |
| Aquatic Form | 1 | - | Beast (Sea) of CR 1+ | This mutation uses the survivability advantages of underwater creatures to enhance your equipment. Using this mutation to alter your equipment, you are granted a swim speed of 30ft. and can breathe underwater |
| Beast Speech | 1 | - | Beast (Land) of CR 1+ | This mutation grants the user the ability to speak with beasts. Using this mutation you mutate your equipment with the essence of beasts of the land and are granted the abilities of the speak with animals spell at will |
| Devil's Sight | 1 | - | Devil of CR 1+ | This mutation grants the user the sight of devils. Using this mutation you mutate your equipment with the power of devils and are granted darkvision, giving you the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 ft |
| Fast Acting | 1 | - | Creature of CR 1+ with a DEX of 15+ | This mutation uses the speed of a fast creature to enhance its user's equipment. Mutating your equipment with the agility of a fast creature grants you the ability to react quicker in dangerous situations, your intiative bonus increases by 2 |
| Giant's Strength | 1 | - | Giant of CR 1+ | This mutation emulates the strength of giants. While using this mutation through your equipment, you have advantage on Strength Athletics checks and Strength saves |
| Nimble Body | 1 | - | Goblinoid of CR 1+ | This mutation uses the quickness of goblinoids to enhance its user's equipment. Mutating your equipment with the deftness of the goblins increases your movement speed by 10ft |
| Tough Build | 1 | - | Large+ creature remains of CR 1+ | This mutation uses the heft of large creatures to enhance its user's equipment. Mutating your equipment with the strength of large creatures, your hit points increase by 10 |
| Camoflauge | 2 | 7th | Plant Creature of CR 4+ | This mutation takes on the characteristics of nature itself. Mutating your equipment using the forces of nature, you gain the ability to blend into your surroundings gaining advantage on stealth checks |
| Death Defier | 2 | 7th | Zombie of CR 4+ | This mutation takes on the characteristics of the vitality of the undead. Mutating your equipment with the necromantic forces of the undead, your equipment helps you stave off death as you gain advantage on death saving throws |
| Eagle Eyes | 2 | 7th | Creature of CR 4+ with a Flying Speed | This mutation takes on the characteristics of the beasts who watch over the land from high above. Mutating your equipment with the elevated perceptiveness that the creatures of the sky share, gaining advantage on perception and survival checks and you can see out to one mile in daylight |
| Entrancing Guise | 2 | 7th | Fey of CR 4+ | This mutation uses the aura of the fey to enhance one's charisma. Using this mutation to augment your equipment, you take on an enhanced form gaining advantage on charisma skill checks |
| Ghost Walk | 2 | 7th | Ghost/Spirit of CR 4+ | This mutation uses the ethereal nature of spirits to augment equipment. Mutating your equipment using the ethereal power of the spirits, you gain the ability to step into the border ethereal in the same sense of the etherealness spell for a duration of up to 10min, or you can end it early as a bonus action |
| Gift of the Elements: Armor/Shield | 2 | 7th | Elemental of CR 4+ | This mutation changes based upon the elemental that is used to augment the equipment of the user. Using this mutation to alter your equipment, you bestow additional elemental power to either your armor, shield, or weapon. If used with armor or shields, this mutation causes your armor to deal 1d6 of a corresponding damage type (based on the elements you have unlocked) to any creature in response to being hit by a melee attack. If used with weapons, this mutation is causes your weapon to deal an additional 1d4 of a corresponding damage type (based on the elements you have unlocked). Once unlocked you can use the Gift of the Elements feature with the corresponding elemental type of the one fed to your mutation focus |
| Gift of the Elements: Weapon | 2 | 7th | Elemental of CR 4+ | This mutation changes based upon the elemental that is used to augment the equipment of the user. Using this mutation to alter your equipment, you bestow additional elemental power to either your armor, shield, or weapon. If used with armor or shields, this mutation causes your armor to deal 1d6 of a corresponding damage type (based on the elements you have unlocked) to any creature in response to being hit by a melee attack. If used with weapons, this mutation is causes your weapon to deal an additional 1d4 of a corresponding damage type (based on the elements you have unlocked). Once unlocked you can use the Gift of the Elements feature with the corresponding elemental type of the one fed to your mutation focus |
| Shapeshift | 2 | 7th | Shape-Changer of CR 4+ | This mutation emulates the ability to shapechange. Mutating your equipment with the morphic abilities of shapechangers, you gain the ability to adapt and mold your own body using the ability of the alter self at will |
| Constructed Constitution | 3 | 11th | Construct of CR 8+ | This mutation uses the strength of the constructs to bolster its user through the equipment. Using this mutation on your equipment bolsters you, granting you an increase of 2 to your constitution ability score and increases the maximum of your constitution ability score by 2 as well |
| Demonic Empowerment | 3 | 11th | Demon of CR 8+ | This mutation draws on the innate resistances of demons to empower your equipment. When imbued into your armor or shield this mutation has a protective effect and grants you resistance to a selected damage type of your choice that has been unlocked by your focus. When imbued into your weapon this mutation bypasses the resistance to a selected damage type of your choice that has been unlocked by your focus. Resistance types that you unlock and may gain or bypass are determined by the resistances of the demon remains that you have fed to your mutation focus. |
| Might of the Dragons | 3 | 11th | Dragon of CR 8+ | This mutation uses the powerful magic of the dragons to strengthen your equipment. When imbued into your armor or shield this mutation has a protective effect and grants you up to a bonus of 3 to your armor class dependent on the strength of the slain dragon. When imbued into your weapon this mutation grants the weapon arcane strength of a bonus to attack and damage rolls of up to 3 dependent on the strength of the slain dragon. Young Dragon = +1 bonus, Adult Dragon =+= +2 bonus, Ancient Dragon = +3 bonus |
| Spell Breaker: Armor/Shield | 3 | 11th | Aberration of CR 8+ | This mutation emulates the extraordinary effects of aberrant creatures. When imbued into your armor or shield this mutation has a protective effect and grants you advantage on saving throws against spells and spell effects. When imbued into your weapon this mutation imposes disadvantage on concentration checks made by creatures to maintain concentration on a spell when hit by the mutated weapon. This is a mutation that is unlocked by feeding the remains of a slain abberation of CR 8 or higher to your mutation focus |
| Spell Breaker: Weapon | 3 | 11th | Aberration of CR 8+ | This mutation emulates the extraordinary effects of aberrant creatures. When imbued into your armor or shield this mutation has a protective effect and grants you advantage on saving throws against spells and spell effects. When imbued into your weapon this mutation imposes disadvantage on concentration checks made by creatures to maintain concentration on a spell when hit by the mutated weapon |
| Supernatural Speed: Armor/Shield | 3 | 11th | Vampire of CR 8+ | This mutation emulates the extraordinary speed of vampires. When imbued into your armor or shield this mutation has enhances the speed with which you act granting you advantage on dexterity skill checks and saving throws. When imbued into your weapon this mutation gives you the speed to perform one extra attack on each turn |
| Supernatural Speed: Weapon | 3 | 11th | Vampire of CR 8+ | This mutation emulates the extraordinary speed of vampires. When imbued into your armor or shield this mutation has enhances the speed with which you act granting you advantage on dexterity skill checks and saving throws. When imbued into your weapon this mutation gives you the speed to perform one extra attack on each turn |
Level 7
Symbiotic Evolution
At 7th level, your body itself has evolved due to your proficiency with your mutation focus, you may choose one mutation of up to level 2 to become permanent. This does not count against your mutation level capacity.
Level 10
Mutant Constitution
At 10th level, your use of mutations has caused your body to become resilient against the effects of nature on your body. You gain immunity to poison damage and the poisoned condition as well as advantage on saving throws against the effects of nature such as weather.
Level 15
Master of Mutation
At 15th level, you have become a master at mutating your equipment with your mutation focus, you can now change mutations after a short rest instead of a long rest.
Level 18
Adapt to Survive
At 18th level, your body has learned to mutate and evolve in order to survive. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.