Mutagens
If a Mutagen Formula has Prerequisites, you must meet them to learn it. You can learn the Mutagen at the same time that you meet its Prerequisites. A level prerequisite refers to your level in the Ranger class.
Beginner Mutagens
Skillful Mutagens
Alluring: You have advantage on Charisma ability checks. As a side effect, you gain disadvantage on Strength ability checks.
Conversant: You gain advantage on Intelligence ability checks. As a side effect, you gain disadvantage on Dexterity ability checks.
Deftness: You gain advantage on Dexterity ability checks. As a side effect, you gain disadvantage on Constitution ability checks.
Vigour: You gain advantage on Strength ability checks. As a side effect, you gain disadvantage on Intelligence ability checks.
Stoicism: You gain advantage on Constitution ability checks. As a side effect, you gain disadvantage on Wisdom ability checks.
Percipient: You gain advantage on Wisdom ability checks. As a side effect, you gain disadvantage on Charisma ability checks.
Enhancement Mutagens
Dandified: Your Charisma score increases by 3, as does your Charisma maximum. This bonus increases by 1 at 11th level ( + 4) and 18th level ( + 5). As a side effect, you gain disadvantage on Constitution saving throws.
Celerity: Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level ( + 4) and 18th level ( + 5). As a side effect, you gain disadvantage on Wisdom saving throws.
Fierceness: Your Constitution score increases by 3, as does your Constitution maximum. This bonus increases by 1 at 11th level ( + 4) and 18th level ( + 5). As a side effect, you gain disadvantage on Charisma saving throws.
Perspicacity: Your Wisdom score increases by 3, as does your Wisdom maximum. This bonus increases by 1 at 11th level ( + 4) and 18th level ( + 5). As a side effect, you gain disadvantage on Dexterity saving throws.
Potency: Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level ( + 4) and 18th level ( + 5). As a side effect, you have disadvantage on Intelligence saving throws.
Sagacity: Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level ( + 4) and 18th level ( + 5). As a side effect, you gain disadvantage on Strength saving throws.
Defensive Mutagens
Alkalic: You gain resistance to acid damage. As a side effect, you gain vulnerability to lightning damage.
Conductive: You gain resistance to lightning damage. As a side effect, you gain vulnerability to acid damage.
Embers: You gain resistance to fire damage. As a side effect, you gain vulnerability to cold damage.
Gelid: You gain resistance to cold damage. As a side effect, you gain vulnerability to fire damage.
Impermeable: You gain resistance to piercing damage. As a side effect, you gain vulnerability to slashing damage.
Shielded: You gain resistance to slashing damage. As a side effect, you gain vulnerability to bludgeoning damage.
Unbreakable: You gain resistance to bludgeoning damage. As a side effect, you gain vulnerability to piercing damage.
Utility Mutagens
Nighteye: You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. As a side effect, you gain Sunlight Sensitivity.
Rapidity: Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. As a side effect, you gain disadvantage on Intelligence ability checks.
Intermediate Mutagens
Prerequisite: 7th Level
Mobile: You are immune to the Grappled and Restrained conditions. At 11th level, you also are immune to the Paralyzed condition. As a side effect, you gain disadvantage on Strength ability checks.
Nocturnal: You are immune to the affects of sleep, and resistant against Charmed, but you are vulnerable to coldwrought weapons.
Reconstruction: For 1 hour, 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 but no more than half of your hit points left. As a side effect, your speed decreases by 10 ft for 1 hour.
Subterranean: You gain a burrow speed of 30ft. You cannot burrow through stone, metal or structures. While burrowing you lose any swim speed you would have.
Vestigal Limb: You grow a small vestigal limb. It can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your limb can’t wield weapons or shields or do anything that requires manual precision, such as using magic items or performing the somatic components of a spell. It can take the Use an Object using your Bonus Action.
Advanced Mutagens
Prerequisite: 11th Level
Aether: You gain a flying speed (hover) equal to your movement for 1 hour. As a side effect, you gain disadvantage on Strength and Dexterity ability checks for 1 hour.
Cruelty: When you use the Attack action, you can make an additional weapon attack as a bonus action. As a side effect, you gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Tremendousness: When you use your Fleet of Foot feature to Dash and end your movement next to a creature, it must succeed a Strength saving throw or be throw 15ft away from you and take 1d8 + your Strength modifier bludgeoning damage.
Vampiric: You gain an impressive bite as a natural weapon, using Strength or Dexterity for it's attack and damage. Your bite deals 1d6 piercing damage +1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.
Masterclass Mutagens
Prerequisite: 15th Level
Gastronomic: You gain an acid or fire breath attack, your choice when you create this mutagen. The breath attack requires a bonus action to use, and deals three of your proficiency die in damage versus a Dexterity saving throw. You can use this breath twice before the residual energy is depeated. As a side effect, you are vulnerable to cold and lightning damage.
Precision: Your weapon attacks score a critical hit on a roll one lower than normal. As a side effect, you gain disadvantage on Strength saving throws.
Transparent: You can make yourself completely transparent for 1 minute. You can use this ability three times before depleteing it. While Invisible, you are vulnerable to radiant damage.
Vileness: Your appearance becomes the stuff of nightmares, preventing enemies from escaping through sheer terror. You can use a reaction after hitting a creature to force it to make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and falls Prone. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect if it can’t see or hear you or if it can’t be Frightened. You automatically fail any Charisma checks while in this form.