Order of Alchemists
Blood Hunters that join this Order make use of alchemy and dark transmutation magic to mutate their physical form. The sinister power in their blood triggers massive physiological changes thanks to experimental Mutagens. These mutants are often striving to evolve into an ultimate physical form.
Aberrant Alchemy
3rd-level Order of Alchemists feature
You have a deep knowledge of the sinister side of alchemy. Whenever you make an ability check that uses alchemist's supplies you can treat a d20 roll of 7 or lower as an 8.
This dark alchemical knowledge allows you to inoculate yourself with Mutagens, which lay dormant in your blood until your draw upon their power to radically Mutate.
Passive Mutagens. You have inoculated your blood with three experimental Mutagens of your choice from the list of Mutagens at the end of this Occult Order's description. You do not gain the benefits of these Mutagens until you Mutate.
During a long rest, you can use alchemist's supplies and spend 1 hour to replacing of the Passive Mutagens in your bloodstream with another Mutagen of your choice. You gain two additional Passive Mutagens of your choice when you reach 7th level, and again at 13th and 18th levels.
Mutate. As a bonus action, you can Mutate to gain the benefits of a number of your Passive Mutagens equal to your Constitution modifier (minimum of 1) for 1 hour. Once you Mutate you must complete a short or long rest before you can Mutate again. If you have no uses remaining, you can make a Vital Sacrifice to Mutate again.
Enduring Mutation
7th-level Order of Alchemists feature
The potency of your sinister alchemical experiments has grown. You are immune to disease and poison, and at the end of each long rest, you choose one of your Passive Mutagens. You gain the benefits of that Mutagen, as if you were Mutated, until the end of your next long rest.
However, when you Mutate, this Enduring Mutagen counts as one of the Mutagens that you gain the benefits of.
Rapid Mutation
13th-level Order of Alchemists feature
While you are mutated, you can use a bonus action to switch one of your active mutagens for one of your passive mutagens.
Noxious Strike
18th-level Order of Alchemists feature
You can weaponize the strange toxins in your blood to afflict your enemies. Once per turn when you hit a creature with a melee attack, you can use a bonus action on that turn to force it to make a Constitution saving throw against your Rite save DC. On a failure, it is blinded and stunned for 1 minute.
The creature can repeat its saving throw at the end of each of its turns and each time it takes damage, ending the effects on a success. Any creature that succeeds on its saving throw against this ability is immune to this effect for 24 hours.
Mutagens
Below are the Mutagens available to the Order of Alchemists. If a Mutagen has a Blood Hunter level prerequisite, you can learn it at the same time you meet that level prerequisite.
You only gain the benefits of your Passive Mutagens when you Mutate. Until then, they lie dormant in your bloodstream
Aberrant Sight
You gain darkvision out to a 60-foot radius. If you already have darkvision its range increases by 60 feet. Within this radius, you can also see through magical darkness.
Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks and saving throws.
Athleticism
You have advantage on Strength checks and saving throws.
Aquatic Adaptation
You sprout unnatural gills or your skin becomes permeable and amphibious. You gain a swimming speed equal to your walking speed, and you can breathe both air and water.
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Conversant
You have advantage on Intelligence checks and saving throws.
Cruelty
Prerequisite: 11th level
When you use the Attack action, you can make one additional weapon attack as a bonus action.
Deftness
You have advantage on Dexterity checks and saving throws.
Deviant Glide
You grow bat-like skin flaps that you use to glide. When you fall at least 5 feet and are not incapacitated, you can subtract up to 100 feet from your fall when you calculate fall damage, and you can move horizontally 2 feet for every 1 foot you fall.
Elemental Resistance
Your experiments grant you an increased resistance to the elements. You gain resistance to either acid, cold, fire, poison, or lightning damage (your choice when you Mutate).
Enhanced Movement
Your legs grow unnaturally thick or powerful. Your walking speed increases by a total number of feet equal to 5 times your Constitution modifier (minimum of 5 feet).
Percipient
You have advantage on Wisdom checks and saving throws.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19 or 20.
Physical Resistance
Your experiments grant you an increased resistance to physical attacks. You gain resistance to either bludgeoning, piercing, or slashing damage (your choice when you Mutate).
Reconstruction
Prerequisite: 7th level
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Synthetic Carapace
Prerequisite: 13th level Blood Hunter
Your skin hardens, giving you a bonus to your Armor Class equal to half your Constitution modifier (rounded down).