Mutated Form
At 1st level, you gain the following abilities:
Mutant Transformation: You can use your action or bonus action to transform for a minute a number of times equal to your proficiency bonus. When you enter your Mutant Form, you gain temporary hit points equal to your level + your Constitution modifier.
Adaptive Mutation: When you transform, choose one of the following mutations to enhance your combat abilities. You can change this mutation each time you transform:
Clawed Mutant: Your arms grow long, vicious claws. Your unarmed strikes deal 1d8 + your Strength modifier slashing damage. You can make one additional claw attack as part of the Attack action.
Armored Mutant: Your skin hardens, providing natural armor. You gain a +1 bonus to AC, and +1 to Strength and Dex saving Throws.
Regenerative Mutant: Your body rapidly heals wounds. At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point and less than half your hit points left.
Mutated Prowess
At 6th level, your mutations become more powerful.
Enhanced Mutations: You gain an additional benefit based on your chosen mutation:
Clawed Mutant: Your claws can now rend armor. When you hit a creature with a claw attack, you can choose to reduce its AC by 1 (to a minimum of 10) until the start of your next turn.
Armored Mutant: Your hardened skin also grants 5 DR.
Regenerative Mutant: Your healing factor becomes more potent. You regain hit points equal to your proficiency bonus plus your CON modifier at the start of each of your turns.
Mutated Resilience
At 11th level, your body’s resilience increases.
Adaptive Resistance: When you transform, choose one damage type: acid, cold, fire, lightning, or poison. You gain resistance to that damage type for the duration of your transformation.
Mutant Agility: Your movement speed increases by 10 feet, and you gain advantage on Dexterity saving throws.
Apex Mutation
At 18th level, you master your mutations, becoming a true force of nature.
Perfected Mutation: You gain all three mutations (Clawed, Armored, Regenerative) simultaneously when you transform.
Unyielding Form: When you are reduced to 0 hit points while transformed, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 after a long rest.