Here is the revised list. I will have to invent a couple to fill out 19 and 20.
----------
Primary Mutations (roll 1d20)
1. Purposeful Design: Decide who made you and for what purpose. At character creation choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.
2. Scales: Your scales act as natural protection When you would take Severe damage you can mark a Stress to mark 1 fewer Hit Points.
3. Thick Skin: When you take Minor damage you can mark 1 Stress instead of marking a Hit Point.
4. Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success you can communicate across any distance
5. Shell: Gain a bonus to your damage thresholds equal to your Proficiency.
6. Endurance: Gain an additional Hit Point slot at character creation.
7. Surefooted: You ignore disadvantage on Agility Rolls.
8. Luckbringer: At the start of each session everyone in your party gains a Hope.
9. Amphibious: You can breathe and move naturally underwater.
10. Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.
11. Quick Reactions: Mark a Stress to gain advantage on a reaction roll.
12. Luckbender: Once per session after you or a willing ally within Close range makes an action roll you can spend 3 Hope to reroll the Duality Dice.
13. Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.
14. Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.
15. High Stamina: Gain an additional Stress slot at character creation.
16. Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.
17. Feline Instincts: When you make an Agility Roll you can spend 2 Hope to reroll your Hope Die.
18. Sturdy: When you have only 1 Hit Point remaining, attacks against you have disadvantage.
Secondary Mutations (roll 1d20)
1. Efficient: When you take a short rest you can choose a long rest move instead of a short rest move.
2. Elemental Breath: Choose an element for your breath (such as electricity fire or ice). You can use this breath against a target or group of targets within Very Close range treating it
as an Instinct weapon that deals d8 magic damage using your Proficiency.
3. Increased Fortitude: Spend 3 Hope to halve incoming physical damage.
4. Death Connection: While touching a corpse that died recently you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.
5. Retract: Mark a Stress to retract into your shell. While in your shell you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.
6. Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.
7. Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.
8. Internal Compass: When you roll a 1 on your Hope Die you can reroll it.
9. Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.
10. Nimble: Gain a permanent + bonus to your Evasion at character creation.
11. Celestial Trance: During a rest you can drop into a trance to choose an additional downtime move.
12. Wings: You can fly. While flying you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.
13. Kick: When you succeed on an attack against a target within Melee range you can mark a Stress to kick yourself off them dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.
14. Unshakable: When you would mark a Stress roll a d6. On a result of 6 don’t mark it.
15. Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
16. Dread Visage: You have advantage on rolls to intimidate hostile creatures.
17. Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success they become temporarily Vulnerable.
18. Tusks: When you succeed on an attack against a target within Melee range you can spend a Hope to gore the target with your tusks dealing an extra 1d6 damage.