This field of science allows those who study it to heavily modify lineage factors and the genetics of living creatures. Geneticists are capable of creating a new level of mutations in their subjects.
Combat Mutation
When you choose this study at 2nd level, you gain the ability to use Monster Mutation on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by your Monster Mutation, you can use a bonus action to expend one invention power (spell) slot to regain 1d8 hit points per level of the invention power slot expended.
Special Monster Mutations
The study of your field grants you the ability to transform into more dangerous abominations. Starting at 2nd level, you can use your Monster Mutation to transform into the Claw or Beast Abomination.
Starting at 6th level, you also gain the ability to transform into special abominations listed in the below advanced table, determined by your Chemist level.
Large monstrosity, any alignment
Armor Class 13 (natural armor)
Hit Points 51(6d10 + 18)
Speed 60 ft.
STR 19 (+4)
DEX 13 (+1)
CON 17 (+3)
INT 2 (-4)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +5, Stealth +5
Senses passive Perception 15
Challenge 2 (450 XP)
Pounce. If the abomination moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the abomination can make one bite attack against it as a bonus action.
Alter Mutation (once per form). As an action, the abomination can alter its form to grow wings or fins. You can only grow wings if you are a 8th -level chemist. If it grows wings, its walking speed becomes 10 ft. and its flying speed becomes 80 ft. If it grows fins, its walking speed becomes 0 ft. and its swim speed becomes 50 ft. and it can only breathe underwater. An abomination cannot have wings and fins at the same time.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (2d10 + 4) Piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (1d8 + 4) Slashing damage.
Large monstrosity, any alignment
Armor Class 15 (natural armor)
Hit Points 52(7d10 + 14)
Speed 40 ft.
STR 15 (+2)
DEX 13 (+1)
CON 15 (+2)
INT 2 (-4)
WIS 9 (-1)
CHA 7 (-2)
Senses blindsight 60 ft., passive Perception 9
Challenge 3 (700 XP)
Alter Mutation (once per form). As an action, the abomination can alter its form to grow wings or fins. If it grows wings, its walking speed becomes 10 ft. and its flying speed becomes 80 ft. If it grows fins, its walking speed becomes 0 ft. and its swim speed becomes 50 ft.and it can only breathe underwater. An abomination cannot have wings and fins at the same time.
Multiattack. The abomination makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d8 + 2) Slashing damage. The target is grappled, escape dc 12 The abomination has two claws, each of which can grapple only one target
Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 2) Piercing damage. The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one
Huge monstrosity, any alignment
Armor Class 12 (natural armor)
Hit Points 76(8d12 + 24)
Speed 40 ft.
STR 22 (+6)
DEX 9 (-1)
CON 17 (+3)
INT 2 (-4)
WIS 11 (+0)
CHA 7 (-2)
Senses passive Perception 10
Challenge 4 (1,100 XP)
Trampling Charge. If the abomination moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the abomination can make one stomp attack against it as a bonus action.
Alter Mutation (once per form). As an action, the abomination can alter its form to grow wings or fins. If it grows wings, its walking speed becomes 10 ft. and its flying speed becomes 40 ft. If it grows fins, its walking speed becomes 0 ft. and its swim speed becomes 40 ft. and it can only breathe underwater. An abomination cannot have wings and fins at the same time.
Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (3d8 + 6) Piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (3d10 + 6) Bludgeoning damage.
Huge monstrosity, any alignment
Armor Class 14 (natural armor)
Hit Points 85(9d12 + 27)
Speed 40 ft.
STR 21 (+5)
DEX 9 (-1)
CON 17 (+3)
INT 2 (-4)
WIS 10 (+0)
CHA 7 (-2)
Skills Stealth +5
Senses passive Perception 10
Challenge 5 (1,800 XP)
Alter Mutation (once per form). As an action, the abomination can alter its form to grow wings or fins. If it grows wings, its walking speed becomes 10 ft. and its flying speed becomes 40 ft. If it grows fins, its walking speed becomes 0 ft. and its swim speed becomes 40 ft. and it can only breathe underwater. An abomination cannot have wings and fins at the same time.
Multiattack. The abomination makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit (3d10 + 5) Piercing damage. The target is grappled, escape dc 16 Until this grapple ends, the target is restrained, and the abomination can't bite another target
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit (2d8 + 5) Bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone
Huge monstrosity, any alignment
Armor Class 14 (natural armor)
Hit Points 138(12d12 + 60)
Speed 30 ft.
STR 22 (+6)
DEX 11 (+0)
CON 20 (+5)
INT 8 (-1)
WIS 10 (+0)
CHA 10 (+0)
Senses passive Perception 10
Challenge 6 (2,300 XP)
Alter Mutation (once per form). As an action, the abomination can alter its form to grow wings or fins. If it grows wings, its walking speed becomes 10 ft. and its flying speed becomes 30 ft. If it grows fins, its walking speed becomes 0 ft. and its swim speed becomes 30 ft. and it can only breathe underwater. An abomination cannot have wings and fins at the same time.
Multiattack. The abomination makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit (3d8 + 6) Bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, reach 30/120 ft., one target. Hit (4d10 + 6) Bludgeoning damage.
Special Monster Mutations
Chemist Level Abomination Type
6th Hunter Abomination
9th Stinger Abomination
12th Tusk Abomination
15th Crusher Abomination
18th Muscle Abomination
Monsterous Strikes
Starting at 6th level, your attacks in abomination form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Elemental Mutation
At 10th level, you can expend two uses of Monster Mutation at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental instead of an abomination.
Thousand Mutations
By 14th level, you have learned to use your studies to alter your physical form in more subtle ways. You can cast the Alter Self invention power (spell) at will.