Covenant of the Mutant

Mutate your Body to Meet your Needs

Revised; see Credits
Bloodletters who augment their bodies with abominable alchemical are commonly referred to as, Mutants. These Bloodletters can become lethal weapons and handy multi-tools, sometimes quite literally.  
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Aberrant Alchemy

Level 3 Mutant feature   Your knowledge of dark alchemy allows you to infuse mutagens within your bloodstream, that would be deadly for anyone but you. This grants you the following benefits.
  • Latent Mutagens. You infuse within your bloodstream three Latent Mutagens of your choice from the list available to you. You don’t gain the benefits of these mutagens until you Mutate. During a Long Rest, you can spend 1 hour using Alchemist’s Supplies to perform a procedure to replace one infused Latent Mutagen with another of your choice. You gain two additional Latent Mutagens at levels 7, 13, and 17.
  • Mutate. As a Bonus Action, you can mutate and activate a number of Latent Mutagens equal to your Constitution modifier (minimum of 1), gaining their effects for the next 10 minutes, or until you take an Action to end its effects. You can mutate once, and regain its use when you finish a Short or Long Rest, or make a Vital Sacrifice.
 
 

Enduring Mutation

Level 7 Mutant feature   During a Long Rest, you can spend 1 hour using Alchemist’s Supplies to make the effects of a single Latent Mutagens permanent, even when you’re not Mutated. You can only have one Latent Mutagen be permanent this way at a time; choosing a different mutagen to be permanent causes the previously permanent mutagen to cease being permanent.  
 

Noxious Touch

Level 13 Mutant feature   Once per turn when you hit a creature with a melee weapon or hit a creature that is marked by your Crimson Brand, you can force it to make a Constitution Saving Throw. On a failed save, the creature takes 4d4 Acid damage and gains one of the following conditions of your choice for 1 minute: Blinded, Muted, or Stunned. The creature repeats the save each time it takes damage, ending this effect on itself on a success. On a success, the creature takes half as much damage.   You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.  
 

Rapid Mutation

Level 17 Mutant feature   As a Bonus Action while you are mutated by your Mutagencraft feature, you can switch out an active mutagen for one of your Latent Mutagens. The duration of your mutation does not increase from doing so.    
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List of Mutagens

Aberrant Sight

Your eyes become clouded with only darkness. You gain Darkvision with a range of 60 feet or, if you already have Darkvision, its range increases by 60 feet. Within this radius, you can also see through magical darkness.    

Alluring Visage

Your skin and voice become malleable, allowing you to enhance your appearance and presence like a siren does to lost sailors. You have Advantage on all Charisma checks.    

Aquatic Adaption

Gills sprout from your neck, along with webbing between your fingers and toes. You have a Swim Speed equal to your Land Speed, and you can breathe both air and water.    

Corrosive Blood

Prerequisite: Level 7+ Bloodletter   Your sounds expel a corrosive substance. Whenever you are hit by an attack and the attacker is within 30 feet of you, you can use your Reaction to deal Acid damage to the attacker equal to one roll of your Hemocraft Die + your Constitution modifier.    

Dislocated Reach

Prerequisite: Level 7+ Bloodletter   Your limbs and joints can unnaturally stretch, crack, and expand. Your Reach is increased by 5 feet.    

Enhanced Movement

Your legs become long and grotesque, but effective to use. You can take the Dash action as a Bonus Action.    

Extra Appendage

You grow an extra appendage, which usually appears as a tendril. This appendage has a Reach of 10 feet, and can be used to make Unarmed Strikes or to do simple tasks (like holding a Tiny item). It cannot wield a shield or weapon, and neither can it manipulate objects or tools. If it deals damage as per an Unarmed Strike, its Bludgeoning damage dealt is equal to one roll of your Hemocraft Die. Starting at level 13, this Mutagen grows two appendages.    

Hideous Reconstruction

Prerequisite: Level 13+ Bloodletter   If you start your turn while Bloodied and with at least 1 Hit Point, you regain Hit Points equal to your Proficiency Bonus.

Inoculated Vigor

Prerequisite: Level 7+ Bloodletter   You inoculate yourself against all but the worst of poisons. You have Immunity to Acid and Poison damage, and Immunity to the Diseased and Poisoned conditions.    

Monstrous Flight

Prerequisite: Level 13+ Bloodletter   You have a Fly Speed equal to your Land Speed.    

Shapeless Form

Your body becomes slimy and pliable, like an ooze. As a Bonus Action, you can morph into (or revert from) an amorphous state which allows you to squeeze through gaps as narrow as 1-inch. Your amorphous state has no effect on your clothing or equipment (like armor or weapons), and you cannot take Actions while you are in it.    

Synthetic Carapace

Prerequisite: Level 13+ Bloodletter   Your skin hardens resembling that of a terrible insectoid creature. You have a +2 bonus to your AC, and Resistance to all non-silvered Physical damage.    

Unnatural Celerity

Your Dexterity score is increased by 2, as does your maximum for the score. Starting at level 13, this increase becomes 3, instead.    

Unnatural Potency

Your Strength score is increased by 2, as does your maximum for the score. Starting at level 13, this increase becomes 3, instead.    

Unnatural Sagacity

Your Intelligence score is increased by 2, as does your maximum for the score. Starting at level 13, this increase becomes 3, instead.