Mutation Master (5e Subclass)
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The rangers that follow the path of mutation mastery learn how to create creatures empowered with the strengths of other creatures. They modify and improve upon organisms until they become something much, much more than they originally were. They create creatures that some call abomintions, other call the perfect life forms. They also learn how to modify humans as well, imbuing themselves with abilities others would consider impossible or supernatural.
- Mutated Companion
When you take this subclass at 3rd level, you gain a mutated companion. This companion can be any creature of your choice and it can appear as you desire, though it always uses the stat block below. It is friendly towards you and your companions, and it obeys your commands to the best of its abilities. Your mutated companion also uses your proficiency bonus (PB) in several places.
In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command your companion to take the Attack action. If you are incapacitated, your companion can take any action of its choice, not just Dodge.
Your creature also gain 2 mutations, as detailed in the Mutation List at the end of the section. Your creature gains an additional mutation at 7th, 11th, and 15th level.
If the companion dies, you may create a new one as part of a long rest.
Medium beast, your alignment
When you summon a Mutated Compainion, you may choose between one of the following attack options.
Claw Melee Weapon Attack: + (2 + your PB) to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Bite Melee Weapon Attack: + (2 + your PB) to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Tail Melee Weapon Attack: + (2 + your PB) to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
- Gene Alterer
At 7th level, your understanding of how to modify creatures goes from beyond simple beasts to humanoids as well. When you finish a long rest, you may touch a willing humanoid (including yourself) and temporarily modify their genes. They gain one of the following benefits. The benefit last until the start of your next long rest.
- The creature can withstand extreme temperatures up to 100 degrees Fahrenheit and as low as -10 degrees Fahrenheit without any adverse side effects.
- The creature's skin becomes incredibly tough, giving them a natural armor class of 13 + their Dexterity modifier.
- The creature becomes very bulky and strong. They count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
- The creature grows claws. Their unarmed strikes deal 1d4 + their Strength modifier slashing damage, instead of the normal bludgeoning damage.
- The creature adapts to aquatic life. They can breath water and air, and they gain a swimming speed of 30 feet.
- The creature becomes perfectly suited to climbing. They gain a climbing speed of 30 feet.