Method of mutation
Your body is greatly mutated: flesh morphed, resized,
and reconfigured. Parts grown, and possibly changed
in color. These mutations could be included through
a vile practice of alchemy, a powerful curse, or a
symbiotic relationship with a parasitic creature.
No matter the method, these evolutionists live
on the edge—constantly pushing their body to its
limit. When they modify themselves, their bodies
undergo chaotic, potent transformations that push
the boundaries of their psyche.
alchemist
When you choose this method at 1st level, you
gain proficiency with alchemist's supplies and the
poisoner’s kit if you don’t already have them.
Mutant reflexes
Starting at 1st level, your mutated form heightens
your reflexes. You can give yourself a bonus to your
initiative rolls equal to your Constitution modifier.
Additionally, when you take the Attack action on
your turn and miss an attack, you can make one
weapon attack as a bonus action that turn. You can
do so a number of times equal to your Constitution
modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Berserk Mutation
Starting at 7th level when you ignite a single
augmentation, you can choose to enter a berserk
state for the duration of your ignition. If you do, you
instead ignite a random one of your augmentations
and switch to a new random augmentation at the
start of each of your turns while you remain ignited,
determined by rolling 1d3.
Your size increases by one category for the
duration—from Medium to Large, for example,
causing your weapon attacks to deal 1d4 extra
damage on a hit. Also, when a creature deals damage
to you or ends their turn within your range while you
are in this berserk state, you can make one weapon
attack against them as a reaction.
Once you enter this berserk state, you must finish
a long rest before you can do so again.
Chaotic mutation
At 13th level, you can invoke a chaotic mutation
within yourself. As a bonus action, you can gain
a random augmentation out of those you lack,
determined by rolling 1d3. Then, you gain a random
Upgrade from that augmentation’s category in the
Upgrades section at the end of the class description,
determined by rolling 1d6.
You gain the benefits of the augmentation and
upgrade for the next hour, or until you use this
feature again. If either offers you a choice, you make
that choice when you gain the augmentation or
upgrade through this feature.
You can ignite this new augmentation, and you
can enter your Metabolic Ignition as a part of the
same bonus action used to gain it, provided you
ignite the new augmentation as a part of it or use
your Berserk Mutation feature when you ignite. If
you use your Berserk Mutation feature with this
extra augmentation, roll 1d4 each turn to determine
the random augmentation that is ignited.
You can use this feature three times. You regain all
expended uses of it when you finish a long rest.
Wrathful Surge
Starting at 17th level you can push your body to
extreme limits. If you start your turn ignited and
choose to remain ignited, you can take an additional
turn in combat directly after this one. During this
turn, you must move directly towards the closest
creature until you are within range to attack. Then,
you must use the Attack action against them, using
all your possible attacks, moving to attack the next
creature if you fell your current target.
Once you use this feature, you must finish a long
rest before you can use it again.
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