Remove these ads. Join the Worldbuilders Guild

Evolutionist


Hit Points

Hit Dice: d10 per Evolutionist level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per evolutionist level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Stealth, and Survival

Class Features

Evolutionary Method

You have a distinct method of upgrading your body, which determines the nature of your enhancements. Choose one of the following methods: Fleshstiching, Infusion, Innovation, Mutation, Symbiosis, or Worship, each of which is detailed at the end of the class description. Your choice grants you features at 1st level, a method spell list at 2nd level, and additional benefits at 6th, 15th, and 18th levels.   Method Spell Lists Each method has a list of spells associated with it, detailed in its description. At 2nd level, the spells presented on that list are added to the evolutionist spell list for you.  

Augmentation

Each evolutionist begins with an augmentation, which is a foundation for their enhancements, defining the types of upgrades they will be able to attain later down the line.   Starting at 1st level, you modify your body with an augmentation, choosing one of the options below. You can choose another augmentation to implement when you reach 3rd and 10th level, which cannot be one you already have.   The power of your augmentations is determined by your augmentation stage, which begins at one. As you gain more levels in this class, this number will increase, as seen on the Augmentation Stage column of the Evolutionist table.   Some augmentations and other features from this class grant you access to natural weapons. These natural weapons have the following properties:
  • You are proficient with them, and you can use Strength or Dexterity for their attack and damage rolls.
  • They deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate for the natural weapon.
  • Starting at 3rd level, they are considered magical for the purpose of overcoming resistances and immunities.
Arm Augmentation
You gain a bonus to damage rolls you make with non-natural weapons equal to half your augmentation stage (rounded up). Additionally, you can use either of your arms as natural weapons, which also gain the benefit of this feature.

Core Augmentation
Your hit point maximum is increased by an amount equal to five times your augmentation stage.

Exterior Augmentation
While you are not wearing armor, your AC equals 15 + your augmentation stage. You can wield a shield and still gain this benefit.

Growth Augmentation
You gain up to three new bodily features which can be used as natural weapons, but can't wield weapons or shields. When you attack with one of them, you gain a bonus to the attack roll equal to half your augmentation stage (rounded up).

Head Augmentation
You gain proficiency in Perception and one other skill of your choice. Also, you gain a bonus to Intelligence, Wisdom, and Charisma saving throws equal to your augmentation stage.

Leg Augmentation
Your walking speed increases by 5 feet plus an additional amount of feet equal to five times your augmentation stage. Also, you can use either of your legs as natural weapons.

Metabolic Ignition

As an evolutionist progresses further, their modifications become more gruesome. They begin to use their own body as a fuel source; consuming their own vitality to crush their foes.   Starting at 2nd level, you can use your bonus action to enter a state of metabolic ignition. When you do, you choose one of your augmentations to ignite, gaining benefits based on your choice while you remain ignited. You can only have one augmentation ignited at a given time.   When you first ignite and at the start of each of your turns thereafter while you are ignited, your current hit points are reduced by an amount equal to 2 + your proficiency bonus. This does not count as damage or affect your concentration. At the start of your turn, before this hit point reduction takes effect, you can choose to end your metabolic ignition as a bonus action. It also ends if you are incapacitated.
Ignitions
Arm Augmentation: The first time on each of your turns that you hit an attack which receives the augmentation's damage bonus, it deals extra damage equal to an additional roll of the weapon's damage dice + your augmentation stage.

Core Augmentation: You gain temporary hit points equal to your Constitution modifier + three times your augmentation stage at the end of each of your turns.

Exterior Augmentation: While you are not wearing armor, you have resistance to bludgeoning, piercing, and slashing damage.

Growth Augmentation: Once on each of your turns when you make a weapon attack with one of the natural weapons gained from the augmentation, you can repeat the attack as a part of the same action.

Head Augmentation: You have advantage on attack rolls, unless disadvantage would normally apply to the roll.

Leg Augmentation: The speed increase gained from the augmentation is doubled, and your movement doesn't provoke opportunity attacks.  

Upgrades

The next stage in an evolutionist's path of enhancement is upgrades, which are a vast set of unique modifications, each of which giving the user-specific benefits. Most upgrades requite a specific augmentation to be implemented.   Starting at 2nd level, you gain one upgrade of your choice from the upgrade list found here. At certain levels thereafter you gain additional upgrades, as seen on the Upgrades column of the Evolutionist table.
Upgrade Spells Lists
Each upgrade has a list of spells associated with it, detailed in its description. Whenever you gain an upgrade, the spells on its list are added to the evolutionist spell list for you.

Visceral Surge

By 2nd level, you have developed the ability to create spell-like effects. Delving into the reaches of your being, you siphon power from your body, funneling it into your enhancements to unleash a surge of your inner power. See Chapter 10 of the Players Handbook for the general rules of spellcasting.
Casting Evolutionist Spells
You cast your developed evolutionist spells without using spell slots, at a level equal to your augmentation stage. You can cast one spell using this feature. You must then finish a short or long rest in order to use your Visceral Surge again.   For example, at 5th level your augmentation stage is two, so you would cast evolutionist spells as 2nd-level spells.   Beginning at 5th level, you can use your Visceral Surge twice between rests, and when you reach 13th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Spells Developed of 1st Level and Higher
At 2nd level, you develop two 1st-level spells of your choice from the evolutionist spell list, which is initially empty. You will have already begun building your own spell list through your Evolutionary Method and upgrades, and will continue to do so as you progress further as an evolutionist.   The Spells Developed column of the Evolutionist table shows when you develop more evolutionist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than your augmentation stage. For example, when you reach 5th level, you develop a new evolutionist spell, which can be 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the evolutionist spells you know and replace it with another spell from the evolutionist spell list, which also must be of a level no higher than your augmentation stage. If you develop a spell which has (self only) after its name, you can only target yourself when you cast it.
Spellcasting Ability
Constitution is your spellcasting ability for your evolutionist spells, since the power of your spells is drawn from your own body. You use Constitution whenever a spell refers to your spellcasting ability. In addition, you use Constitution when setting the saving throw DC for an evolutionist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier   Augmented Casting You can use any modified part of your body as a spellcasting focus for your evolutionist spells, and whenever you cast one, you can perform the somatic components even if you have weapons or a shield in one or both hands.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reconstruct

Starting at 7th level, whenever you finish a long rest, you can replace any lost body parts, such as fingers, legs, arms or eyes, with replacement parts. If the part had enhancements, you also regain them. Natural parts replaced with this feature look noticeably different from their original form.

Relentless Combustion

Starting at 11th level, when you enter your metabolic ignition, you can choose to ignite two augmentations instead of one. If you do, the amount of hit points you lose at the start of your turn is doubled for the duration of your metabolic ignition.

Immortality

Starting at 14th level, for every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. By 20th level, you are immortal. You no longer age.

Final Form

At 20th level, you reach your final form. Choose one of your augmentations. You permanently gain its ignition benefits.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail, (b) studded leather, or (c) any simple weapon
  • (a) a maul, (b) two scimitars, or (c) any martial weapon
  • (a) two spears, (b) two daggers, or (c) a set of artisan’s tools
  • An explorer’s pack and a shield
Alternatively, you can ignore the equipment listed above and in your background, and buy 4d4 x 10 gp worth of equipment from Chapter 5 of the Player’s Handbook.


Subclass Options

Evolutionary Methods

An evolutionist's method is fundamental to their being - it is the vital gateway which allows them to modify their body and the path which sets them apart from others of their kind. An evolutionist's method is a defining factor in their appearance, the determiner of their power source, and a thorough representation their identity. Without an evolutionary method, one would not be an evolutionist.   Each of the methods vary wildly from each other in terms of their abilities and appearance, as they all take very different approaches to the task of upgrading one's own body. The method you choose will define your character and decide how they will grow and change for the rest of their life.
Method of Fleshstitching
Those who practice the Method of Fleshstitching are vile evolutionists who have been driven to insanity. They are often serial killers, criminals, and crime lords who have hideous and monstrous upgrades.   Fleshstitching evolutionists take parts of dead creatures and stich them to their own bodies; forcing those parts to work with their anatomy. As their blood flows within these parts and combines with the residual tissue, they are able to control them like their own limbs. The often amputate parts of their body, repalcing them with superior parts from other creatures, such as the legs of a thri- kreen; or the arms of a chull. When they are finished, they often look like Frankenstein-esque monstrosities, shambling about, looking for more parts to steal.
Fleshstitching Spell List
Spell Level Spells
1st inflict wounds, cure wounds (self only)
2nd lesser restoration (self only), protection from poison (self only)
3rd fear, protection from energy (self only)
4th staggering smite, blood sight
5th contagion, greater restoration (self only)

Fleshworker

When you choose this method at 1st level, you gain proficiency in Leatherworker's tools, and add double your proficiency bonus to checks you make with them.  

Stitch

At 1st level, you have the ability to stitch parts of corpses to your body. At the end of a long rest, you can take a body part from a corpse, fusing it to your body. It remains fused until you use this feature again. You can only take parts from Beasts, Dragons, Giants, Humanoids, and Monstrosities that died within the last 10 days. You can take a maximum of three parts from a single creature.   While the part is unable to hold objects or perform complex tasks, you can use it to attack. As a bonus action, you can force the part to make one melee attack against a target within range. The attack is the same as if the corpse were alive, so long as you have the equipment for it to do so. If it had multiple melee attack options in life, the DM chooses which it uses, based on the part, excluding recharge attacks. You can attack with a fused part a number of times equal to your Wisdom modifier (a minimum of once), after which the part shrivels up and becomes unusable.  

Supernatural Fortitude

At 6th level, when you hit an attack with a fused part while ignited, you regain hit points equal to half the damage dealt.  

Dreadful Consumption

At 15th level, you can use your action to attempt to consume a creature within 5 feet that is no more than one size larger than you. Make an ability check with your Constitution modifier, with the DC equaling half of the creature's remaining hit points. On a success, you consume and kill the creature, regaining hit points equal to its hit points before you consumed it. Once you succeed in using this feature, you can't use it again until you finish a long rest.   If you succeed, you can choose to replace your current fused part with one from the consumed creature, if it is of the appropriate creature type. The part retains the amount of attacks left until it shrivels up if replaced this way.  

Inconceivable Horror

At 18th level, you grow closer to your ultimate, monstrous form. You gain the following benefits:
  • Your creature type changes to Monstrosity.
  • You can use your Stitch feature to stitch parts at the end of a short or long rest.
  • You become immune to disease, the poisoned condition, and Poison damage.
  • You have advantage on Charisma (Intimidation) checks.

Method of Infusion
Those who practice the Method of Infusion are spellcasters who weave their attacks and spells together. Pure magic flows throughout their body, and they arcane in and out.   Infusion evolutionists upgrade their body by infusing themselves with magic, whether that be through magical items, arcane artifacts, or ancient powerful gems. This infuses magic deep into their body, allowing them to enhance, mutate, and alter their body in extraordinary ways. Some are wizards who went insane with power, and others are simple commonfolk who stumbled onto a magical artifact which changed their life forever. Regardless of their origins, those who practice this method manifest ethereal upgrades made of translucent, shimmering force, form new body parts of pure magic, or magically enhance and mutate their body.
Infusion Spell List
Spell Level Spells
1st chromatic orb, shield
2nd mirror image, misty step
3rd counterspell, dispel magic
4th dimension door, otiluke's resilient sphere
5th bigby's hand, circle of power

Innate Arcana

When you choose this method at 1st level, you learn three cantrips of your choice from any spell list. Charisma is your spellcasting ability for these cantrips.

Magical Warrior

At 1st level, your magical body allows you to swiftly weave magic into your attacks. When you use your action to cast a spell, you can make one weapon attack as a bonus action.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Spellburst

At 6th level, while you're ignited, you can cast a 1st-level evolutionist spell without expending a use of your Viseral Surge feature, but the spell is cast at 1st-level. You can use this feature three times. You regain all expended uses of it when you finish a long rest.   When you reach 15th level, you can cast a 2nd-level spells using this feature, and all spells cast from this feature are cast at 2nd-level.

Magical Affinity

Beginning at 15th level, you are always under the effects of a Detect Magic spell.

Arcanic Anomaly

At 18th level, you grow closer to your ultimate, purely magical form. You gain the following benefits:
  • Your creature type changes to Abberation.
  • After you cast a spell of 1st-level or higher, you regain hit points equal to your Charisma modifier (a minimum of 1).
  • You have resistance to all damage dealt by spells.
  • You have darkvision with a range of 120 feet, and can see into the Ethereal Plane out to this range.

Method of Innovation
Those who practice the Method of Innovation are intelligent and hardy evolutionists who use their knowledge of technology to upgrade their body.   Innovation evolutionists combine their humanoid aspects with mechanical upgrades, such as gnomish technology, magical parts, and inventions of their own creation. Often replacing entire body parts with mechanical augments, they tend to look a lot more like a construct than a regular humanoid. Some might even confuse them for warforged.
Innovation Spell List
Spell Level Spells
1st thunderwave, thunderous smite
2nd enhance ability (self only), magic weapon
3rd blinding smite, lightning bolt
4th chaotic ray , stoneskin
5th greater restoration (self only), skill empowerment (self only)

Tinkerer

When you choose this method at 1st level, you gain proficiency in Tinker's tools, and add double your proficiency bonus to checks you make with them.

Self Repair

At 1st level, you have the ability to swiftly repair your broken parts. As a bonus action, you can repair your broken parts, regaining hit points equal to 1d6 + your evolutionist level. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

System Overdrive

At 6th level, you can push your body further. If you start your turn ignited and choose to remain ignited, you can take one additional action on top of your regular action and possible bonus action on that turn. Once you use this feature, you must finish a long rest before you can use it again.

Stable Overclocking

At 15th level, you can reduce the final amount of hit points you lose from your Metabolic Ignition by an amount equal to your Intelligence modifier (a minimum of 1).

Complete Construct

At 18th level, you grow closer to your ultimate, purely mechanical form. You gain the following benefits:
  • Your creature type changes to Construct, but all healing spells affect you as if you were a Humanoid.
  • You have resistance to Psychic and Poison damage.
  • You regain the ability to use your System Overdrive feature when you finish a short or long rest.
  • You have advantage on saving throws against being charmed, frightened, paralyzed, petrified, or poisoned.

Method of Mutation
Those who practice the Method of Mutation intelligent warriors who enhance their body through their own alchemical concoctions. They are alchemists whose studies took them on a dark path; a path to changing their bodies into a monster.   Mutation evolutionists upgrade their body through mutagens, potions, or intense magical formulas. They are often monster hunters, combining materials they find while slaying evil to enhance their own bodies. They often work best within a group, allowing them to share their modifications with others.
Mutation Spell List
Spell Level Spells
1st grease, ray of sickness
2nd melf's acid arrow, enlarge/reduce (self only)
3rd slow, stinking cloud
4th polymorph (self only), confusion
5th cloudkill, contagion

Alchemical Expert

When you choose this method at 1st level, you gain proficiency in Alchemist's supplies, and add double your proficiency bonus to checks you make with them.

Augmentation Flask

At 1st level, when you finish a long rest, you can choose a number of augmentations, out of those listed in your augmentation feature, equal to your Intelligence modifier (a minimum of 1). You can choose the same augmentation multiple times. For each, you create augmentation flasks that store your chosen augmentations, which retain their potency until you use this feature again. If the augmentation has a choice, you make that choice when you create the flask.   As a bonus action, a creature can drink one of these flasks. For the next minute, it gains the benefits of the augmentation, which uses your augmentation stage to calculate its power. A creature can use multiple flasks at the same time, but they can't gain the benefits of the same augmentation twice.   At 2nd level, if you drink one of these flasks, you can ignite the chosen augmentation using your Metabolic Ignition feature, as if you had the augmentation.

Mutative Concoction

Starting at 6th level, when you create augmentation flasks at the end of a long rest, you can choose one of them and one of your upgrades, infusing the flask with it. If the upgrade has an augmentation prerequisite, the flask must contain that augmentation. When a creature drinks this flask, it gains the benefits of the chosen upgrade for the next minute. A creature cannot benefit from the same upgrade twice.

Mutagenic Rush

Beginning at 15th level, whenever a creature drinks an augmentation flask, it gains temporary hit points equal to 5 + your Intelligence modifier (a minimum of 5) and can move up to its speed, without provoking opportunity attacks.

Alchemical Perfection

At 18th level, you grow closer to your ultimate, precisely mutated form. You gain the following benefits:
  • Your creature type changes to Monstrosity.
  • You gain immunity to Poison damage and the poisoned condition.
  • You have advantage on initiative rolls.
  • Creatures are considered ignited while under the effects of an augmentation flask. They don't lose hit points unless they enter a state of metabolic ignition.

Method of Symbiosis
Those who practice the Method of Symbiosis have a symbiotic relationship with a parasitic creature. While the form of such creatures vary, they all attempt to accelerate the growth of the host, aiming to become stronger as well.   Symbiosis evolutionists take control of these types of beings, using them to enhance and upgrade their body. Through sheer force of will, bargaining, or in some cases a friendly deal, they work tirelessly to maintain control of their own body. While most manage to remain control, some succumb to the desires of the creatures, becoming merely a puppet which grows and evolves over time.
Symbiosis Spell List
Spell Level Spells
1st heroism (self only), wrathful smite
2nd detect thoughts, destructive launch
3rd haste (self only), vampiric touch
4th charm monster, expeditious defense
5th dominate person, focus

Symbiotic Language

When you choose this method at 1st level, your connection to your parasite grants you the ability to speak their language. You learn one of the following languages: Abyssal, Celestial, Deep Speech, Infernal, Primordial, or Sylvan.

Wrathful Intent

Also starting at 1st level, your parasite can lash out in wrath against enemies. As a bonus action, choose one creature you can see. Your parasite focuses on the target. This focus ends when the target dies or you are incapacitated, and otherwise lasts 1 minute. While focused, you gain the following benefits:
  • You gain a bonus to weapon damage rolls against the target. The bonus equals your Charisma modifier (a minimum of 1).
  • Whenever the target hits you with an attack, you can use your reaction to make a single weapon attack against it.
  • At the start of your turn, you must make a Charisma saving throw. The DC equals 15, or the total damage you've taken from attacks since the last turn, whichever is higher. On a failed save, your parasite takes control. You must move directly towards the target and use the Attack action against that creature, using all of your possible attacks. You then immediately end your turn.
You can use this feature twice. You regain all expended uses of it when you finish a long rest.

Connected Mind

Starting at 6th level, while ignited, you have advantage on saving throws against being Charmed or Frightened and all Charisma saving throws.

Symbiotic Defense

At 15th level, your parasite defends fromincoming attacks without much effort from you. While ignited, you can reduce any damage you take by an amount equal to your Charisma modifier (a minimum of 1, before applying resistance).

Pure Amalgamate

At 18th level, you grow closer to your ultimate, purely symbiotic form. You gain the following benefits:
  • Your creature type changes to Monstrosity.
  • You regain all expended uses of your Wrathful Intent feature when you finish a short or long rest.
  • You no longer need to make Charisma saving throws at the start of your turn when using your Wrathful Intent feature.
  • You gain proficiency in Wisdom saving throws.

Method of Worship
Those who practice the Method of the Worship are either vile or holy evolutionists who are devout followers of a patron or deity. They are extreme with their methods, regardless if they are good-willed or evil.   These types of evolutionists have a master who allows them to alter their body in various ways. Their power is drawn from their connection to their master, and they gain upgrades from their master through rituals. Their upgrades vary, but they mostly resemble an aspect of their deity or patron; and as such appear eldritch or holy, depending on the evolutionist.
Worship Spell List
Spell Level Spells
1st hex, guiding bolt
2nd spiritual weapon, hold person
3rd bestow curse, spirit guardians
4th divination, shadow of moil
5th holy weapon, hold monster

Dark Devotion

When you choose this method at 1st level, you gain proficiency in the Religion skill if you don't already have it, and add double your proficiency bonus to checks you make with it.  

Faithful Sacrifice

Also at 1st level, you gain the ability sacrifice your vitality to empower yourself. After you make an attack roll, damage roll, or ability check, you can use your bonus action to expend and roll one of your Hit Die, adding the result to the roll. If it is an attack roll or ability check, you must choose do so before the DM says whether the roll succeeds or fails.   Additionally, your connection to your master and experience with sacrifice enhances your vitality. Whenever you finish a long rest, you regain additional expended Hit Die equal to your Wisdom modifier (a minimum of 1 additional die).  

Overwhelming Surge

At 6th level, your master empowers your spells. Whenever you use your Visceral Surge feature to cast a spell while ignited, you can cast it at one level higher than normal.  

Influence Of The Otherworldly

Starting at 15th level, your master can bend destiny to favor you. After you fail a saving throw, ability check, or attack roll, you can expend and roll one of your Hit Die as a reaction, adding it to the total, potentially changing the outcome.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Demigod

At 18th level, you grow closer to your ultimate, godlike form. You gain the following benefits:
  • Choose between Celestial or Fiend. Your creature type changes to your choice.
  • You regain five expended Hit Die whenever you complete a short or long rest.
  • You gain resistance to Radiant and Necrotic damage.

 


Created by

That.One.Guy.

Statblock Type

Class Features

Link/Embed