Path of Mutation (5e Primal Path)
While most Barbarians are viewed as savages, you have a much more scientific bent, delving into alchemical ways to enhance your fury. This has led you to blood alchemy, allowing you to transform your body while raging, and to alter it further using special Mutagens.
Monk Level |
Proficiency Bonus |
Hemocraft Die |
Rites | |
---|---|---|---|---|
Sacraments Known |
Rites Known | |||
3rd | +2 | (1)d4 | 1 | 2 |
4th | +2 | (1)d4 | 2 | 3 |
5th | +3 | (1)d4 | 2 | 3 |
6th | +3 | (1)d4 | 2 | 3 |
7th | +3 | (1)d4 | 2 | 4 |
8th | +3 | (1)d4 | 2 | 4 |
9th | +4 | (1)d4 | 2 | 4 |
10th | +4 | (1)d4 | 2 | 5 |
11th | +4 | (1)d4 | 2 | 5 |
12th | +4 | (1)d4 | 2 | 5 |
13th | +5 | (2)d6 | 3 | 6 |
14th | +5 | (2)d6 | 3 | 6 |
15th | +5 | (2)d6 | 3 | 6 |
16th | +5 | (2)d6 | 3 | 7 |
17th | +6 | (2)d6 | 3 | 7 |
18th | +6 | (2)d6 | 3 | 7 |
19th | +6 | (2)d6 | 3 | 8 |
20th | +6 | (2)d6 | 3 | 8 |
Contents
Sanguine Lore
When you select this Primal Path at 3rd level, you gain access to a few special rites of Hemocraft magic. Your power comes from harming yourself, a sacrifice you begrudgingly or gleefully make each day in order to unleash your ability. This Hemocraft is represented by a Hemocraft Die, which begins as a d4, and increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Mutatuion Path table.
Hemocraft
At 1st level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, which you may use to Rend yourself in order to activate your blood magic. You also gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.
You may add one-third (Rounded down) of your Barbarian levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die and the number of Hemocraft Dice you may roll when Rending.
Bloodborne Sacraments
You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.
When you select this Primal Path at 3rd level, you gain a Bloodborne Sacrament of your choice; Doing so grants you access to the Will that belongs to that Sacrament, and its Sign, if any. You also learn two Rites from among those granted by the Sacrament you have gained; You learn additional Rites as you gain levels, as shown in the Rites Known column of the Mutatuion Path table. You must meet a Rite's prerequisites in order to learn it. You are blessed with another Sacrament of your choice at 4th and 13th levels; You automatically gain access to the Will of every Sacrament you possess, as well as its Sign, if any, and you can learn your Rites from any Sacrament you possess. Each time you gain a Fighter level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.
Hemocraft Ability
Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Your Hemocraft relies on a combination or physical endurance, pain tolerance, and sheer strength of life force; Thus, Constitution is the ability you use for your Mutation Path Hemocraft. You use your Constitution whenever an ability refer to your Hemocraft ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.
Hemocraft save DC = 8 + your proficiency bonus + your Constitution modifier.
Hemocraft attack modifier = your proficiency bonus + your Constitution modifier.
Abominable Rage
When you select this Primal Path at 3rd level, you learn to twist your physical form when you Rage. You gain two Minor Mutations from the Sin of the Abomination list. You gain an additional Minor Mutation of your choice at 6th and 10th levels, and a Major Mutation at 14th level.
You must meet a Mutation's prerequisites in order to gain it; When a Mutation has a level prerequisite, your Barbarian level must meet or exceed that prerequisite. You cannot choose an individual mutation more than once unless otherwise specified.
Each time you gain a level in this class, you may replace one Crimson Mutation you've gained with another Mutation of the same type (Minor or Major).
Mutative Alchemy
At 3rd level, you begin to learn the art of blood alchemy, gleefully experimenting with formulae to transform yourself further. You learn 3 Mutagen formulas, chosen from the Sin of the Abomination list list. You learn an additional Mutagen formula at 6th, 10th and 14th levels. You must meet a Mutagen's prerequisites in order to learn its formula; When a Mutagen formula has a level prerequisite, your Barbarian level must meet or exceed that prerequisite.
Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.
Crafting Mutagens
At 3rd level, at the end of a short or long rest, you can craft a single Mutagen for which you know the formula. At 10th level, you can create 2 Mutagens at the end of a rest, increasing to 3 at 14th level.
Mutagens are formulated for your unique biology, playing off of your specific brand of supernatural taint; Thus, when imbibed by anyone but you, they simply sicken the creature (Forcing it to make a Constitution save against your Hemocraft DC, becoming Poisoned for 1 round on a failed save), and give them no benefit. Additionally, your Mutagens are extremely unstable by nature, losing their potency over time; When you finish a short or long rest, any unused Mutagens you've created become inert.
Using Mutagens
As a bonus action, you can imbibe one Mutagen; You gain the Mutagen's benefit - And suffer its side effects - Until you finish a short or long rest, unless the Mutagen specifies otherwise.
While one or more Mutagens are affecting you, you can use an action to focus and flush the toxins from your system, making a Constitution saving throw against your Hemocraft save DC; On a successful save, you end the effects and side effects of all mutagens that were affecting you.
Features | Crimson Mark + and Bloodborne Sacraments + |