Path of Mutation (5e Primal Path)

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Author: Zhenra-Khal (talk)
Date Created: 12-17-21
Status: First Draft
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The Path of Mutation subclass is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.

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.

Table: Path of Mutation

Barbarian
Level
Proficiency
Bonus
Hemocraft
Die
Rites Sacrifice
Points
Sacrifice
Limit
Mutations Mutagen
Formulas
Sacraments
Known
Rites
Known
Minor Major
3rd +2 (1)d4 1 2 1 1 2 - 3
4th +2 (1)d4 2 3 1 1 2 - 3
5th +3 (2)d4 2 3 1 1 2 - 3
6th +3 (2)d4 2 3 1 1 4 - 4
7th +3 (2)d4 2 4 1 1 4 - 4
8th +3 (2)d4 2 4 1 1 4 - 4
9th +4 (2)d4 2 4 1 1 4 - 4
10th +4 (2)d4 2 5 2 1 6 - 5
11th +4 (3)d4 2 5 2 1 6 - 5
12th +4 (3)d4 2 5 2 1 6 - 5
13th +5 (3)d6 3 6 2 2 6 - 5
14th +5 (3)d6 3 6 2 2 6 2 6
15th +5 (3)d6 3 6 2 2 6 2 6
16th +5 (3)d6 3 7 2 2 6 2 6
17th +6 (4)d6 3 7 2 2 6 2 6
18th +6 (4)d6 3 7 2 2 6 2 6
19th +6 (4)d6 4 8 3 2 6 2 6
20th +6 (4)d6 4 8 3 2 6 2 6

Sanguine Lore[edit]

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 Mutation Path table.

Hemocraft[edit]

At 3rd 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; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.

When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.

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 Sacrifice Points you possess.

Bloodborne Sacraments[edit]

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 access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Path of Mutation table above.

Each time you gain a Barbarian level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.

Hemocraft Ability[edit]

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[edit]

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; For the duration of your Rage, you gain the benefits of these Mutations. You gain two additional Minor Mutations of your choice in this way at 6th and 10th levels.

You must meet a Mutation's prerequisites in order to gain it; When a Minor 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.

At 14th level in this class, you gain two Major Mutations that also awaken for the duration of your Rage. You ignore the level requirement for these Minor Mutations, as your primal fury allows you to access them early.

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[edit]

At 3rd level, you begin to learn the art of blood alchemy, gleefully experimenting with formulae to transform yourself further. You gain proficiency with Alchemist's Supplies if you do not already possess it, and you learn 3 Mutagen formulas of your choice. 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 level in this class, you can choose one of the formulas you already know and replace it with a new mutagen formula.

Crafting Mutagens[edit]

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[edit]

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.

Blade of Blood[edit]

Beginning at 6th level, whenever you make a successful attack with a weapon, unarmed attack or natural weapon, you can choose to use Blade of Blood; If you do so, you may Major Rend as part of the attack, and deal additional weapon damage to the target. If you have an active Torment, this bonus damage is Rite damage instead.

The amount of damage added is based on the range of the attack:

  • If you empower a melee attack with Blade of Blood, the additional damage is equal to the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die; If you are Wounded, this increases to 2 rolls of your Hemocraft die, and to 3 rolls if you are Critical.
  • If you empower a ranged attack with Blade of Blood, the additional damage is equal to half the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die; If you are Wounded, this increases to 2 rolls of your Hemocraft die, and to 3 rolls if you are Critical.

Abominable Metabolism[edit]

Beginning 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.

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effects of all Mutagens affecting you for 1 minute.

Once you use this feature to resist side effects, you can’t do so again until you finish a Long Rest.

Unnatural Resilience[edit]

At 14th level, you gain the following benefits:

  • At the start of your turn each round during Rage, if you are not at 0 hp, you regain a number of hit points equal to one roll of your Hemocraft die, plus your Constitution modifier. This healing increases to 2 rolls of your Hemocraft dice whenever you are Injured, and to 3 dice whenever you are Critical. This healing is not affected by Crimson Enervation or Crimson Decay.
  • When you reduce a creature to 0 hp with a melee attack (Including through the use of Destroy The Weak), if you Harvest its corpse, the save DC of your Relentless Rage feature is reduced by 5.
  • As a bonus action, you can Minor Rend; If the Rend Bonus is 6 or greater, you can enter a Rage without expending a use, even if you have no uses remaining.

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AuthorZhenra-Khal +
FeaturesCrimson Mark +, Bloodborne Sacraments + and Blade of Blood +
Identifier5e Primal Path +
RatingUndiscussed +
TitlePath of Mutation +