Grod_The_Giant
2018-12-10, 02:32 PM
Mutation Warrior
While most fighters rely on physical fitness and rigorous training to achieve martial superiority, a few prefer to create and imbibe dangerous concoctions that mutate them into fearsome creatures.
Mutagen: At 3rd level, you learn how to create a powerful potion that heightens your physical power at the cost of your mind. During a short rest, you may brew one dose of mutagen, which remains viable for 24 hours, or until you attempt to brew a new dose. Your mutagen only works for you.
As an action, you may drink your mutagen, gaining its benefits for 1 hour. Mutagens may have one of three effects, chosen at the time you brew them:
Bulk: You deal +2 damage with Strength-based weapon attacks and have advantage on Strength checks and saves, but disadvantage on Intelligence checks and saves. Until you take a long rest or drink another Mutagen, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you may shove targets 10ft instead of 5ft.
Endurance: Your current and maximum hit points increase by 1 point per Fighter level, and you have advantage on Constitution checks and saves, but disadvantage on Charisma checks and saves. Until you take a long rest or drink another Mutagen, you gain a +1 bonus to AC.
Speed: You deal +2 damage with Dex-based weapon attacks and have advantage on Dexterity checks and saves, but disadvantage on Wisdom checks and saves. Until you take a long rest or drink another Mutagen, you may Dash as a bonus action.
Brew Potion: Beginning at 3rd level, you may brew one Least Potion during a short rest. These potions either function as described in the Dungeon Master's Guide, or as though casting the indicated spell, from a first level spell slot, targeting only the creature drinking the potion. If the spell requires concentration, the creature drinking the potion must provide it.
Potions created this way last for 24 hours, or until you attempt to brew potions again.
Beginning at 7th level, you may craft Lesser Potions, and all your potions are cast from a 2nd level slot. At 13th level, you may craft Greater Potions and cast from a 3rd level slot; and at 19th, you may craft Grand Potions and cast from a 4th level slot.
Rapid Swig: Beginning at 7th level, you may drink a potion or mutagen as a bonus action.
Greater Mutagen: Beginning at 10th level, the benefits of your mutagen increase. Bulk and Speed mutagens grant a +4 bonus to their respective damage types, and Endurance Mutagens increase your current and maxmium hit points by 2 points per Fighter level.
Double Dose: Beginning at 15th level, you may brew one additional potion or mutagen during a short rest, for a total of three doses of alchemical magic.
Grand Mutagen: Beginning at 18th level, your mutagens no longer have negative side effects.
Least
Bless
Comprehend Languages
Disguise Self
Expeditious Retreat
False Life
Heroism
Longstrider
Mage Armor
Perfume of Bewitching (XGtE)
Potion of Climbing
Potion of Healing
Protection from Evil and Good
Shield of Faith
Speak with Animals
Lesser
Aid
Alter Self
Barkskin
Blur
Darkvision
Detect Thoughts
Dragon’s Breath
Enhance Ability
Enlarge/Reduce
Invisibility
Lesser Restoration
Oil of Slipperiness
Pass Without Trace
Philter of Love
Potion of Animal Friendship
Potion of Fire Breath
Potion of Greater Healing
Potion of Growth
Potion of Poison
Potion of Resistance
Potion of Water Breathing
Protection from Poison
See Invisibility
Water Walk
Greater Potions
Blink
Elixer of Health
Fly
Gaseous Form
Haste
Nondetection
Oil of Etherealness
Potion of Clairvoyance
Potion of Diminution
Potion of Heroism
Potion of Hill Giant Strength
Potion of Invulnerability
Potion of Mind Reading
Potion of Superior Healing
Tongues
Vamperic Touch
Water Breathing
Grand
Fire Shield
Freedom of Movement
Greater Invisibility
Oil of Sharpness
Polymorph
Potion of Fire Giant Strength
Potion of Speed
Potion of Supreme Healing
Potion of Vitality
Stoneskin
----------------------
Bladebound
King Arthur and Excalibur. Elric of Melniboné and Stormbringer. There have been many warriors throughout the ages famous for wielding legendary weapons. Now you, too, are lucky enough to be among them.
Signature Weapon: Beginning at 3rd level, you conduct an eight-hour ceremony to designate one weapon as your Signature Weapon. You may only have one Signature Weapon at a time. If you conduct the ritual a second time, you may designate a different weapon--the magic leaves the original item and settles in the new one.
Once designated, your Signature Weapon becomes an unbreakable magic weapon with a +1 bonus to attack and damage rolls, and cannot be removed from your grip unless you wish it--even in unconsciousness, it will not leave your hand. If you are separated for whatever reason, your Signature Weapon will somehow find its way back to you by the end of your next short rest. These bonuses stack with any existing magic properties your Signature Weapon might have possessed.
Spirit in the Steel: Beginning at 3rd level, a subtle intelligence begins to stir in your Signature Weapon. While not fully sentient yet, the weapon can hear and remember, and communicate its emotions to you telepathically. While the weapon is within your possession, it grants you advantage on Insight checks and on checks made to recall things you have heard in the weapon's presence.
If you replace your Signature Weapon, the intelligence transfers to the new weapon.
Awaken the Steel: Beginning at 7th level, your weapon awakens to full sentience. It has an Intelligence, Wisdom, and Charisma score of 6, blindsense to a range of 30ft, and it can communicate with you telepathically. While within your possession, it also grants you advantage on Initiative rolls and Perception checks.
Spirit of the Blade: Beginning at 10th level, your signature weapon's bonus to attack and damage increases to +2. In addition, at the end of any creature's turn, the weapon may use your reaction to cast one of the following spells on you, as though from a second level spell slot:
Aid
Cure Wounds
Lesser Restoration
Because your weapon is a separate intelligence, it can cast these spells regardless of your status, as long as you're still alive--it can act to heal you while you're unconscious, or cure you of your paralysis. Once it has cast a spell, it cannot do so again until you have completed a short or long rest.
Potent Spirit: Beginning at 15th level, your weapon's mental ability scores increase to 12, and it gains proficiency in two Intelligence, Wisdom, or Charisma-based skills. It can communicate telepathically with any creature within 60ft, and its blindsense range increases to 60ft.
In addition, the spells it may cast on you count as being cast from a third level spell slot.
Weapon of Legend: Beginning at 18th level, your weapon's bonus to attack and damage increases to +3, its mental ability scores increase to 15, and the range of its telepathy and blindsense increase to 120ft.
In addition, at the end of any creature's turn, the weapon may use your reaction to cast Greater Restoration or Heal on you, as though from a fifth level spell slot. It may do so even if you are incapacitated. Once it has done so, it may not do so again until you have completed a long rest.
While most fighters rely on physical fitness and rigorous training to achieve martial superiority, a few prefer to create and imbibe dangerous concoctions that mutate them into fearsome creatures.
Mutagen: At 3rd level, you learn how to create a powerful potion that heightens your physical power at the cost of your mind. During a short rest, you may brew one dose of mutagen, which remains viable for 24 hours, or until you attempt to brew a new dose. Your mutagen only works for you.
As an action, you may drink your mutagen, gaining its benefits for 1 hour. Mutagens may have one of three effects, chosen at the time you brew them:
Bulk: You deal +2 damage with Strength-based weapon attacks and have advantage on Strength checks and saves, but disadvantage on Intelligence checks and saves. Until you take a long rest or drink another Mutagen, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you may shove targets 10ft instead of 5ft.
Endurance: Your current and maximum hit points increase by 1 point per Fighter level, and you have advantage on Constitution checks and saves, but disadvantage on Charisma checks and saves. Until you take a long rest or drink another Mutagen, you gain a +1 bonus to AC.
Speed: You deal +2 damage with Dex-based weapon attacks and have advantage on Dexterity checks and saves, but disadvantage on Wisdom checks and saves. Until you take a long rest or drink another Mutagen, you may Dash as a bonus action.
Brew Potion: Beginning at 3rd level, you may brew one Least Potion during a short rest. These potions either function as described in the Dungeon Master's Guide, or as though casting the indicated spell, from a first level spell slot, targeting only the creature drinking the potion. If the spell requires concentration, the creature drinking the potion must provide it.
Potions created this way last for 24 hours, or until you attempt to brew potions again.
Beginning at 7th level, you may craft Lesser Potions, and all your potions are cast from a 2nd level slot. At 13th level, you may craft Greater Potions and cast from a 3rd level slot; and at 19th, you may craft Grand Potions and cast from a 4th level slot.
Rapid Swig: Beginning at 7th level, you may drink a potion or mutagen as a bonus action.
Greater Mutagen: Beginning at 10th level, the benefits of your mutagen increase. Bulk and Speed mutagens grant a +4 bonus to their respective damage types, and Endurance Mutagens increase your current and maxmium hit points by 2 points per Fighter level.
Double Dose: Beginning at 15th level, you may brew one additional potion or mutagen during a short rest, for a total of three doses of alchemical magic.
Grand Mutagen: Beginning at 18th level, your mutagens no longer have negative side effects.
Least
Bless
Comprehend Languages
Disguise Self
Expeditious Retreat
False Life
Heroism
Longstrider
Mage Armor
Perfume of Bewitching (XGtE)
Potion of Climbing
Potion of Healing
Protection from Evil and Good
Shield of Faith
Speak with Animals
Lesser
Aid
Alter Self
Barkskin
Blur
Darkvision
Detect Thoughts
Dragon’s Breath
Enhance Ability
Enlarge/Reduce
Invisibility
Lesser Restoration
Oil of Slipperiness
Pass Without Trace
Philter of Love
Potion of Animal Friendship
Potion of Fire Breath
Potion of Greater Healing
Potion of Growth
Potion of Poison
Potion of Resistance
Potion of Water Breathing
Protection from Poison
See Invisibility
Water Walk
Greater Potions
Blink
Elixer of Health
Fly
Gaseous Form
Haste
Nondetection
Oil of Etherealness
Potion of Clairvoyance
Potion of Diminution
Potion of Heroism
Potion of Hill Giant Strength
Potion of Invulnerability
Potion of Mind Reading
Potion of Superior Healing
Tongues
Vamperic Touch
Water Breathing
Grand
Fire Shield
Freedom of Movement
Greater Invisibility
Oil of Sharpness
Polymorph
Potion of Fire Giant Strength
Potion of Speed
Potion of Supreme Healing
Potion of Vitality
Stoneskin
----------------------
Bladebound
King Arthur and Excalibur. Elric of Melniboné and Stormbringer. There have been many warriors throughout the ages famous for wielding legendary weapons. Now you, too, are lucky enough to be among them.
Signature Weapon: Beginning at 3rd level, you conduct an eight-hour ceremony to designate one weapon as your Signature Weapon. You may only have one Signature Weapon at a time. If you conduct the ritual a second time, you may designate a different weapon--the magic leaves the original item and settles in the new one.
Once designated, your Signature Weapon becomes an unbreakable magic weapon with a +1 bonus to attack and damage rolls, and cannot be removed from your grip unless you wish it--even in unconsciousness, it will not leave your hand. If you are separated for whatever reason, your Signature Weapon will somehow find its way back to you by the end of your next short rest. These bonuses stack with any existing magic properties your Signature Weapon might have possessed.
Spirit in the Steel: Beginning at 3rd level, a subtle intelligence begins to stir in your Signature Weapon. While not fully sentient yet, the weapon can hear and remember, and communicate its emotions to you telepathically. While the weapon is within your possession, it grants you advantage on Insight checks and on checks made to recall things you have heard in the weapon's presence.
If you replace your Signature Weapon, the intelligence transfers to the new weapon.
Awaken the Steel: Beginning at 7th level, your weapon awakens to full sentience. It has an Intelligence, Wisdom, and Charisma score of 6, blindsense to a range of 30ft, and it can communicate with you telepathically. While within your possession, it also grants you advantage on Initiative rolls and Perception checks.
Spirit of the Blade: Beginning at 10th level, your signature weapon's bonus to attack and damage increases to +2. In addition, at the end of any creature's turn, the weapon may use your reaction to cast one of the following spells on you, as though from a second level spell slot:
Aid
Cure Wounds
Lesser Restoration
Because your weapon is a separate intelligence, it can cast these spells regardless of your status, as long as you're still alive--it can act to heal you while you're unconscious, or cure you of your paralysis. Once it has cast a spell, it cannot do so again until you have completed a short or long rest.
Potent Spirit: Beginning at 15th level, your weapon's mental ability scores increase to 12, and it gains proficiency in two Intelligence, Wisdom, or Charisma-based skills. It can communicate telepathically with any creature within 60ft, and its blindsense range increases to 60ft.
In addition, the spells it may cast on you count as being cast from a third level spell slot.
Weapon of Legend: Beginning at 18th level, your weapon's bonus to attack and damage increases to +3, its mental ability scores increase to 15, and the range of its telepathy and blindsense increase to 120ft.
In addition, at the end of any creature's turn, the weapon may use your reaction to cast Greater Restoration or Heal on you, as though from a fifth level spell slot. It may do so even if you are incapacitated. Once it has done so, it may not do so again until you have completed a long rest.