Mutagenic Adept (5e Feat)
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The Mutagenic Adept feat is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.
Mutagenic Adept (Feat)
Prerequisite: Constitution 13, Hemocraft feature
You gain proficiency with Alchemist's Supplies if you do not already possess it, and you learn 2 Mutagen formulas of your choice. You cannot gain access to a Mutagen formula if it has a level requirement. When you gain a level, you can choose one of the formulas you already know and replace it with a new mutagen formula.
At the end of a short or long rest, you can craft a single Mutagen for which you know the formula. If you can already craft Mutagens, the number of Mutagens you can craft at the end of a rest is increased by 1.
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.
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.