The Dawning Dream Setting
Order of the Mutant
The process of consuming the Hunter’s Bane is a painful, scarring, and often fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through corrupted alchemy.
Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become something beyond human.
They called themselves the Order of the Mutant.
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn three mutagenic formulas. Your formula options are detai led at the end of this order description. You gain an additional formula at 7th level, 10th level, 15th level, and 18th level.
Additionally, when you gain a new mutagenic formula, you can choose one of the formulas you already know and replace it with another mutagenic formula.
At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you take a short or long rest to meditate and flush the toxins from your system.
Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest.
Your body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.
Mutation Score = your blood hunter level divided by 4, rounded up.
Advanced Mutagen Craft
Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest.
Each mutagen still takes a separate bonus action to imbibe.
Once you reach 15th level, you can now create three mutagens during a short rest.
At 10th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
Beginning at 15th level, you’ve become resistant to the negative effects of some your own mutagens. Upon imbibing a mutagen, you can choose to ignore the side effect of that mutagen for its duration.
Once you use this feature, you must finish a short or long rest before you can use it again.
At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen
formulas. You gain the benefits and side effects of this mutagen permanently, at all times . This effect cannot be altered or ignored by your strange metabolism feature. You cannot change this choice of formula after this feature is acquired.
These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.
Aether. Prerequisite: 10th level. You gain a flying speed of 20 feet. Side effect: You have disadvantage on all Strength and Dexterity ability checks.
Celerity. Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity
maximum. Side effect: Your Wisdom score decreases by amount equal to your mutation score.
Conversant. You gain advantage on Intelligence ability checks. Side effect: You have disadvantage on Charisma ability checks.
Cruelty. Prerequisite: 10th level. You gain an additional action on each of your turns . That action can be used only to take the Attack (one weapon attack only) action. Side effect: You have disadvantage on all saving throws.
Impermeable. You gain resistance to piercing damage. Side effect: You gain vulnerability to slashing damage.
Mobility. You gain immunity to the grappled and restrained conditions. At 10th level, you also are immune to the paralyzed condition. Side effect: You gain a penalty to initiative equal to 2 times your mutation score.
Nighteye. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60
additional feet. Side effect: You gain sunlight sensitivity (phb pg. 24)
Potency. Your Strength score increases by an amount equal to your mutation score, as does your Strength
maximum. Side effect: Your Dexterity score decreases by an amount equal to your mutation score.
Precision. Prerequisite: 7th level. Your weapon attacks score a critical hit on a roll of 19-20. At 15th level, you score a critical hit on an 18-20. Side effect: All healing you receive is halved.
Rapidity. Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. Side effect: Attack rolls made against you are considered a critical hit on a natural roll of 19-20.
Reconstruction. Prerequisite: 7th level. While conscious and in combat, you regenerate hit points equal to 2 times your mutation score (rounded up) at the start of your turn as long as you are above 0 hit points. Side effect: Your speed decreases by 10 ft.
Sagacity. Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom
maximum. Side effect: Your armor class is reduced by an amount equal to your mutation score.
Shielded. You gain resistance to slashing damage. Side effect: You gain vulnerability to bludgeoning damage.
Unbreakable. You gain resistance to bludgeoning damage. Side effect: You gain vulnerability to piercing
Wariness. You gain a bonus to initiative equal to 2 times your mutation score. Side effect: You have disadvantage on Wisdom (Perception) checks.