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# Evolutionist ___ A shark-finned elf bursts from the surface of the underground lake, her hour-long dive finally at an end. Spotting her quarry disappearing over a ledge, she sprouts a pair of majestic, feathered wings and takes flight in pursuit. A shirtless dwarf sizes up his opponent, a snarling hobgoblin warlord, before striking forth in a flurry of bestial attacks. Faced with rending claws, trampling hooves and venomous bites, it is all the warlord can do to escape in time. A pair of hill giants grin stupidly at the unarmed halfling before them, lifting their clubs. Their faces fall as the halfling rears back, transforming before their eyes into an enormous dragon. Evolutionists are powerful shapeshifters who take on the forms and abilities of deadly beasts and monsters. ### Primal Transformation The source of every evolutionist's power is the wellspring of primal energy within them, yearning to be expressed. For most evolutionists, shapeshifting comes easily. Almost too easily, in fact, for the trauma of changing forms can destroy a frail body. The path of the evolutionist is one of both physical conditioning and tireless self control. While evolutionists might hone and develop their talents through meditation and conditioning, it is impossible to teach their magic. The potential to become an evolutionist is something that simply exists within an individual, or does not. Even if an evolutionist wanted to, they couldn't assist another creature in transforming themselves. \columnbreak ### A Spiritual Quest The gift of primal magic is a substantial one. While some evolutionists see their magic as an opportunity to explore the myriad possibilities and perspectives of reality, others see it as a mark of distinction, elevating them in importance over those who are not similarly gifted. Whatever their opinion, however, all evolutionists embrace the idea of improvement, and strive to perfect their magic and their body. The mastery of their inborn powers is a vital component in the realization of both what they are, and who they will become. The evolutionist occupies a distinct role in society. Among the nomadic hunter-gathers and scattered tribes of the frontiers, evolutionsts are often recognized as powerful shamans and forced into positions of responsibility. Among the urban masses, however, their powers are seen as strange, alarming, and suspicious. Pushed in these two extreme and opposite directions, many evolutionists settle into adventuring as the most comfortable lifestyle. Free of social obligations, both to guide their tribesman and to calm the paranoia of their civilized neighbors, they can devote themselves to their quest for transcendence. The countless monsters and beasts which are a daily threat to the adventurer are for them valuable sources of inspiration, indicating some of the myriad forms they might one day assume.
Image Credit: Shapeshifter, by Stephanie Lostimolo
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##### The Evolutionist | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Kindred Spirit, Spellcasting, Unarmored Defense| 4 | 1 | ─ | ─ | ─ | ─ | 2nd | +2 | Lash Out, Regrowth (1/rest) | 4 | 2 | ─ | ─ | ─ | ─ | 3rd | +2 | Totem Monster | 4 | 3 | ─ | ─ | ─ | ─ | 4th | +2 | Ability Score Improvement | 5 | 3 | ─ | ─ | ─ | ─ | 5th | +3 | Primal Force | 5 | 4 | 2 | ─ | ─ | ─ | 6th | +3 | Fluid Form | 5 | 4 | 2 | ─ | ─ | ─ | 7th | +3 | Iron Will | 5 | 4 | 3 | ─ | ─ | ─ | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | ─ | ─ | ─ | 9th | +4 | ─ | 5 | 4 | 3 | 2 | ─ | ─ | 10th | +4 | Regrowth (2/rest) | 6 | 4 | 3 | 2 | ─ | ─ | 11th | +4 | Totem Feature | 6 | 4 | 3 | 3 | ─ | ─ | 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | ─ | ─ | 13th | +5 | ─ | 6 | 4 | 3 | 3 | 1 | ─ | 14th | +5 | Totem Feature | 6 | 4 | 3 | 3 | 1 | ─ | 15th | +5 | Monstrous Power | 6 | 4 | 3 | 3 | 2 | ─ | 16th | +5 | Ability Score Improvement | 6 | 4 | 3 | 3 | 2 | ─ | 17th | +6 | Homeostasis | 6 | 4 | 3 | 3 | 3 | 1 | 18th | +6 | Monstrous Power | 6 | 4 | 3 | 3 | 3 | 1 | 19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 20th | +6 | Totem Feature | 6 | 4 | 3 | 3 | 3 | 2
### Creating an Evolutionist As you create your evolutionist character, you should determine the source of your magic. Were you or an ancestor blessed by the fey, granted supernatural affinity for the beasts of the natural world? Perhaps you were born amidst a roil of wild magic which left its mark on your soul. Or, maybe your race is naturally adept at shapeshifting, and you are simply particularly skilled in the practice. How old were you when you experienced your first transformation? Was it terrifying, or liberating? Did you embrace your path as a wielder of primal magic, or did you remain engaged in your mundane life until the pull of the power within you proved too much to overcome? Do you consider your powers to be a gift, or a curse? #### Quick Build You can make an evolutionist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the *cat's eyes*, *fury of the pack*, *harrier's wings* and *venomous bite* cantrips. \columnbreak ## Class Features As an evolutionist, you have the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per evolutionist level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per evolutionist level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from Acrobatics, Athletics, Nature, Perception, Stealth, and Survival - #### Equipment You start with the following equipment, in addition to the equipment granted by your background: \pagebreakNum - *(a)* 4 javelins or *(b)* any simple weapon - a quarterstaff - an explorer's pack ### Unarmored Defense While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. ### Spellcasting An event in your past, or simply the nature of your race, has infused you with primal magic. This magic, whatever its origin, fuels your spells and the transformations they engender. See chapter 10 for the general rules of spellcasting and the end of this document for the evolutionist spell list. #### Cantrips At 1st level, you know four cantrips of your choice from the evolutionist spell list. You learn additional evolutionist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Evolutionist table. #### Preparing and Casting Spells The Evolutionist table shows how many spell slots you have to cast your spells. To cast one of your evolutionist spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of evolutionist spells that are available for you to cast, choosing from the evolutionist spell list. When you do so, choose a number of evolutionist spells equal to your Strength modifier + half your evolutionist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level evolutionist, you have four 1st level and two 2nd level spell slots. With a Strength of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *tentacle slam*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of evolutionist spells requires time spent performing calisthenics and experimental shapeshifting: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Strength is your spellcasting ability for your evolutionist spells, since your power relies on your ability to push your body to its limits. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier 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 Strength modifier **Spell attack modifier** = your proficiency bonus + your Strength modifier \columnbreak ### Kindred Spirit Starting at 1st level, you can exercise a limited amount of transformative magic to make your scent and appearance familiar and comforting to animals. Whenever you make a Wisdom (Animal Handling) check to calm or win the affection of an animal, you are considered proficient in the Animal Handling skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ### Lash Out Starting at 2nd level, whenever you would be granted the ability to make a single melee weapon attack against a creature, such as through an attack of opportunity, you can choose to substitute an evolutionist spell. The spell must have a casting time of 1 action and must involve making an attack against that creature. ### Regrowth Also at 2nd level, you have learned to use your magic to reknit broken bones and torn flesh. You can use your action to regain hit points equal to 2d6 + your evolutionist level. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 10th level. ### Totem Monster At 3rd level, you select a totem monster, whose virtues you idolize and whose form you attempt to recreate: Colossus, Dragon, Kraken, Phoenix or Spider Queen, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 11th, 14th and 20th level. ### 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. ### Primal Force Starting at 5th level, you add your Strength modifier to the damage you deal with any evolutionist cantrip. ### Fluid Form Starting at 6th level, you can use your action to carefully and precisely manipulate your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same. You must concentrate to maintain this effect, as if on a spell. ### Iron Will By the time you reach 7th level, your tireless discipline and training has granted you proficiency in Wisdom saving throws. \pagebreakNum ### Monstrous Power By the time you reach 15th level, your primal magic has left an indelible mark on your body, granting you speed and strength well beyond the normal limits of your species. Choose Strength, Dexterity, or Constitution. The chosen score increases by 2. Your maximum for that score is now 22. At 18th level, you gain the benefits of this feature again. If you choose the same score again, your maximum for that score increases to 24. ### Homeostasis By the time you reach 17th level, your mastery of your body is complete. You do not age, and you can't be aged magically. In addition, you no longer need food or water. ## Totem Monsters As each evolutionist matures, they select for themselves a totem monster, who they strive to emulate. While it is theoretically possible to choose any monster for your totem, most evolutionists select the Colossus, Dragon, Kraken, Phoenix or Spider Queen. ### Colossus Totem The colossus totem represents power in its purest form, unfettered by any physical limitation. It is the totem of evolutionists who follow towering titans, monstrous wurms, or the legendary tarrasque. #### Giant Growth Starting at 3rd level when you choose this totem, you can use your bonus action to magically swell to monstrous size for 1 minute, doubling in all dimensions. This growth increases your size by one category. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the effect ends, you have advantage on Strength checks and Strength saving throws. You can use your bonus action to end the effect early. You can use this ability a number of times equal to your Strength modifier before finishing a long rest. #### Overwhelming Force Also at 3rd level, you can move through the space of any creature that is your size category or smaller. #### Shake the Earth Starting at 11th level, as a bonus action after moving at least 10 feet on the ground, you can send a shock wave through the ground in a 30-foot-radius circle centered on yourself. That area becomes difficult terrain for 1 minute. The shockwave deals 36 thunder damage to all structures and objects in contact with the ground in the area. Each creature within the shockwave must succeed a Dexterity saving throw, taking 3d6 thunder damage and falling prone on a failed save. Once you use this ability, you can't use it again until you finish a short rest. \columnbreak #### Thunderous Charge By the time you reach 14th level, when you use your Giant Growth ability, your size quadruples in all dimensions, increasing by two size categories. In addition, the first time you move through the space of a creature that is your size category or smaller each turn, you can deal bludgeoning damage to them equal to your Strength modifier. #### Form of the Colossus At 20th level, you can use your action to swell to unfathomable proportions, taking on the likeness of the beast that you follow. You gain 120 temporary hitpoints that last for 1 minute. While your temporary hitpoints remain, you gain the following benefits: - Your size increases to gargantuan. - Your speed is doubled. - You have advantage on Strength checks, Strength saves, and attack rolls using Strength. - You can use your action to hurl boulders, carts, livestock, or other large objects at a creature you can see within 120 feet. You are proficient in this thrown weapon, which deals 5d12 bludgeoning damage. You can't use your Giant Growth feature while transformed. Once you use this feature, you can't use it again until you finish a long rest. You can end the transformation as a bonus action on your turn, losing the temporary hit points if you do so. ### Dragon Totem You idolize the strength, cunning and regality of dragons, striving to emulate them in all that you do. You might have had the opportunity to see a dragon flying overhead in all its majesty as a child, or you might come from a culture that worships dragons as gods. Whatever your motivation, you will come to shape yourself in the image of dragons, gaining their most iconic abilities for yourself. #### Draconic Cunning At 3rd level, when you choose this totem, you can speak, read, and write Draconic. Additionally, you can take the Search action as a bonus action on your turn. #### Frightful Presence Also at 3rd level, you can use your action to call forth the image of the dragon, striking fear into the hearts of your enemies. Each creature of your choice within 60 feet that can see you must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you can't use it again until you complete a short or long rest. \pagebreakNum #### Breath Weapon Starting at 11th level, you can call forth the dragon's most fearsome weapon as your own. Choose a 60 foot line, or a 30 foot cone, and a damage type: Acid, Cold, Fire, or Lightning. You can use your action to exhale destructive energy of the chosen type. Each creature in the area of the exhalation must make a Dexterity saving throw against your spell save DC. A creature takes 9d6 damage of the chosen type on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can't use it again until you complete a short or long rest. #### Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. #### Form of the Dragon At 20th level, you can use your action to undergo a transformation into a true dragon. You gain 100 temporary hit points that last for 1 minute. While your temporary hit points remain, you gain the following benefits: - Your size increases to Huge - Your flying speed is double your walking speed - At the beginning of each of your turns, roll a 1d6. On a result of 4-6, your breath weapon recharges. - You can use your frightful presence as a bonus action, instead of an action. Once you use this feature, you can't use it again until you finish a long rest. You can end the transformation as a bonus action on your turn, losing the temporary hit points if you do so. ### Kraken Totem The kraken totem emblemizes the mysteries and dangers of the depths. Followers of the kraken totem may not entirely understand the pull that they feel to explore the inky depths and turn others to their cause, but they all understand that before they can do so, they must perfect their own forms. They are ultimately agents of darkness and ruin, but each evolutionist must decide for themselves against whom their powers will be brought to bear. #### Aquatic Adaption Starting at 3rd level, when you choose this totem, you can breathe underwater, and you have a swimming speed equal to your walking speed. #### Benthic Secrets Starting at 3rd level, you can speak, read and write Aquan. Additionally, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. #### Tentacular Strike Also at 3rd level, your limbs become soft and flexible, capable of stretching large distances. When you make a melee attack on your turn, your reach is 5 feet greater than normal. #### Ink Cloud Starting at 11th level, you can use your action to expel an ink cloud in a 60 foot cone. Each creature in the cone must succeed a Dexterity saving throw against your spell save DC. On a failed save, they take 3d10 poison damage and become blinded until they use their action to rub the ink from their eyes. On a successful save, they still take half damage. If this ability is used underwater, it spreads around corners, and the area is heavily obscured to creatures other than you until the ink cloud disperses at the end of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. #### Riptide Starting at 14th level, you ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled. #### Form of the Kraken At 20th level, you can use your action to undergo a transformation into a fascimile of the kraken. You gain 100 temporary hit points that last for 1 minute. While your temporary hitpoints remain, you gain the following benefits: - Your size increases to Huge. - The reach of your unarmed strikes and melee spell attacks is increased by a further 25 feet. - A lightning storm forms around you, and the battlefield crackles with static electricity. As a bonus action on your turn, you can choose a point you can see within 120 feet. Each creature within 5 feet of that point must make a Dexterity saving throw as a bolt of lightning strikes it. A creature takes 4d10 lightning damage on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a long rest. You can end the transformation as a bonus action on your turn, losing the temporary hit points if you do so. ### Phoenix Totem The phoenix totem symbolizes cleansing destruction and the purity of rebirth. Followers of the phoenix totem strive to emulate their legendary idol, filling their role in the great cosmic cycle of ruin and rejuvination. They represent in equal parts the promise of hope and new life, and the inevitability of death and destruction. #### Burning Rebuke Starting at 3rd level when you choose this totem, the air around you shimmers with heat. Whenever a creature damages you with a melee attack, you can use your reaction to deal fire damage to each creature within 5 feet equal to your evolutionist level. You can use this ability a number of times equal to your Strength modifier before you finish a long rest. \pagebreakNum #### Immolating Touch Also at 3rd level, your very touch smoulders. As an action, you can magically ignite a flammable object you touch with your hand. Additionally, when you hit a creature with an unarmed strike or melee spell attack, you can choose to deal fire damage instead of its normal damage. Starting at 6th level, fire damage you deal ignores fire resistance. #### Seed of Flame Starting at 11th level, when you use your Regrowth feature, you can cause each creature within 5 feet of you to take fire damage equal to the number of hit points you restore. #### Purifying Fire Starting at 14th level, you can use your action to burn away the impurities of yourself or one willing creature that you touch, ending one spell, poison or disease affecting that creature and dealing 3d6 points of fire damage to them. This damage cannot be prevented or reduced in any way. #### Form of the Phoenix At 20th level, you can use your action to undergo a transformation into a phoenix. You gain 60 temporary hit points that last for 1 minute. While your temporary hit points remain, you gain the following benefits: - Your size increases to Large - You gain a flying speed of 80 feet. - When a creature enters the area within 5 feet of you for the first time in a turn or starts its turn there, it takes 10 points of fire damage. - When your temporary hit points are exhausted, you burst into a nova of flame which extends out to 60 feet from you. Friendly creatures in range regain 6d6 hit points, while hostile creatures take 6d6 points of fire damage and unattended objects are ignited. Once you use this feature, you can't use it again until you finish a long rest. You can end the transformation as a bonus action on your turn, losing the temporary hit points if you do so. Choosing to end the transformation early does not trigger the nova. ### Spider Queen Totem The spider queens lurk in the bowels of the earth, feeding on any foolish enough to wander into their domain. Evolutionists who follow the spider queen totem are patient and cunning, weaving webs of poison and deceit to ensnare their enemies. #### Silken Words Starting at 3rd level when you choose this totem, you gain proficiency with the Deception skill, or one other evolutionist skill if you are already proficient. \columnbreak #### Trap Weaver Your connection to the spider queens infuses you with the ability to cast certain spells, granting you access to the *snare* spell at level 3, and the *web* spell at level 5. Once you gain access to a spell in this way, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. These spells are evolutionist spells for you, and you can cast them without requiring verbal or material components. #### Web Spinner Also at 3rd level, you begin to manifest outward signs of your arachnid totem. You gain the following benefits: ___ **Spider Climb.** You have a climb speed equal to your walking speed. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ___ **Web Sense.** While in contact with a web, you know the exact location of any other creature in contact with the same web. ___ **Web Walker.** You ignore movement restrictions caused by webbing. #### Virulence Starting at 11th level, whenever a creature makes a saving throw against one of your spells that deals poison damage or inflicts the poisoned condition, you can choose to give them disadvantage on their saving throw. You must choose to use this ability before they make their saving throw, and you can use it a number of times equal to your Strength modifier (minimum 1) before completing a long rest. Additionally, poison damage you deal ignores poison resistance. #### Skittering Death Starting at 14th level, whenever a creature you can see becomes restrained, you can use your reaction to move up to your speed directly towards them. If you end your movement within 5 feet of them, you can make a single melee weapon attack against them or cast an evolutionist spell as part of the same reaction. The spell must have a casting time of 1 action and must involve making an attack against that creature. #### Form of the Spider Queen At 20th level, you can use your action to undergo a transformation into an monstrous spider. You gain 80 temporary hit points that last for 1 minute. While your temporary hit points remain, you gain the following benefits. - Your size increases to Large. - Your walking speed and climbing speed are doubled. - You gain a bite attack that deals 3d10 piercing damage and 3d10 poison damage. Your bite is magic. - You can cast the *web* spell as a bonus action on each of your turns without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. You can end the transformation as a bonus action on your turn, losing the temporary hit points if you do so. \pagebreakNum # Evolutionist Spell List
##### Cantrips (0 Level) - Aegis of the Pangolin - Bioluminescence - Bloodhound - Call of the Mockingbird - Cat's Eyes - Caustic Spittle - Camouflage - Constrictor's Embrace - Dolphin's Lungs - Fury of the Pack - Goring Tusks - Harrier's Wings - Lashing Tail - Mule's Strength - Savage Claws - Squid Form - Venomous Bite ##### 1st Level - Cobra's Spite - Debilitating Stench - Excrete Oil - Girallon's Arms - Hidden Pouch - Hippo's Girth - Hornet's Sting - Predator's Instinct - Rush of Vitality - Tentacle Slam - Watchful Eyes - Weasel War Dance - Whale's Retort ##### 2nd Level - Bestial Fury - Blood Frenzy - Camel's Endurance - Chameleon Cloak - Gills and Frills - Manticore Spikes - Natural Immunity - Snatching Tongue - Tortoise Shell Mantle - Trampling Charge ##### 3rd Level - Acid Spray - Corroding Touch - Displacement - Elemental Adaption - Third Eye - Tiger's Pounce - Toxic Blood - Wings of the Roc ##### 4th Level - Breath of Winter - Gulp - Paralyzing Tentacle - Rend the Earth - Swarm Form - Troll Hide ##### 5th Level - Carapace of the Tarrasque - Gaze of the Basilisk - Kraken's Rage - Stunning Screech - Transformation of Spirit - Unicorn's Grace
___ All spells are original and detailed in the remainder of this document \pagebreakNum # Evolutionist Spells #### Aegis of the Pangolin *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 round ___ You curl into a ball, surrounding yourself with impenetrable scales. You gain temporary hit points equal to your level plus your spellcasting ability modifier that last until the end of your next turn. ___ You gain additional effects at higher levels while your temporary hit points remain: At 5th level, you have resistance to bludgeoning, piercing and slashing damage. At 11th level, you have resistance to fire, cold, acid and lightning damage . At 17th level, you have resistance to all damage except psychic damage. #### Bioluminescence *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 hour ___ Your skin begins to glow with electric blue light, illuminating your surroundings. It can range in intensity from a dull glow that casts dim light to 5 feet to a blinding brilliance that casts bright light out to 30 feet, and dim light 30 feet past that. You can adjust the intensity or end the spell as a bonus action. #### Bloodhound *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 10 minutes ___ Your nostrils flare and turn up, resembling the snout of a hunting dog. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell, and you can pinpoint, by scent, the location of spilt blood within 30 feet of you. ___ The range at which you can detect blood increases with your level: 60 feet at 5th level, 120 feet at 11th level, and 1 mile at 17th level. #### Call of the Mockingbird *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 10 minutes ___ For the duration of the spell, you can perfectly imitate any sound you've heard, with volume ranging from a whisper to a scream. \columnbreak #### Cat's Eyes *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 10 minutes ___ Your eyes transform into vertical slits, granting you darkvision out to 30 feet for the duration of the spell. If you already have darkvision, its range extends by 30 feet instead. ___ The range of your darkvision increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet). #### Caustic Spittle *Transmutation Cantrip* **Casting Time:** 1 action **Range:** 60 feet **Components:** S **Duration:** Instantaneous ___ Pursing your lips, you expel a glob of acidic slime at a creature you can see in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 acid damage. ___ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Camouflage *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 10 minutes ___ The color of your skin begins to roil and turn, matching the shade of your surroundings. While you aren't moving, you can attempt to hide anywhere. ___ At 5th level, you can hide anywhere while moving up to half your speed. At 11th level, you have advantage on Dexterity (Stealth) checks made to hide. At 17th level, you can hide while moving at any speed. #### Constrictor's Embrace *Transmutation Cantrip* **Casting Time:** 1 action **Range:** 10 feet **Components:** S **Duration:** Instantaneous ___ Channeling your primal magic, you cause your arm to warp and elongate into the body of an enormous snake. Make a melee spell attack against one creature within range. On a hit, the target takes 1d6 bludgeoning damage, and must succeed a Strength saving throw. On a failed save, you can choose to pull the target to an unoccupied space adjacent to you and grapple them. \pagebreakNum A creature that is more than one size category larger than you automatically succeeds on its saving throw. ___ While the creature is grappled in this way, you can use your action to automatically deal 1d6 points of bludgeoning damage to them. ___ The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) #### Dolphin's Lungs *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 8 hours ___ For the duration of the spell, you can hold your breath for up to 10 minutes. ___ You can hold your breath for an additional 10 minutes when you reach 5th level (20 minutes), 11th level (30 minutes), and 17th level (40 minutes) #### Fury of the Pack *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ Channeling the cunning and tactics of the wolf, you cause your teeth to sharpen and enlarge, ready to catch your prey. Make a melee spell attack against one creature within 5 feet of you. You have advantage on your attack roll if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. On a hit, the target takes 2d6 slashing damage. ___ The spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). #### Goring Tusks *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ You channel the fury of the boar, sprouting razor-sharp tusks from your jaw. You can move up to half your speed, then make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. ___ The spell becomes stronger when you reach higher levels: at 5th level, you can move up to your speed before making an attack. At 11th level, the spells' damage increases by 1d10 (2d10). At 17th level, you can move up to twice your speed before making an attack. \columnbreak #### Harrier's Wings *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ You sprout a pair wings from your back, granting you a fly speed of 10 ft. until the end of your turn. The wings are feathered or scaled, as you choose. You can't sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you sprout them. ___ Your fly speed increases by 10 feet when you reach 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet). #### Lashing Tail *Transmutation Cantrip* **Casting Time:** 1 action **Range:** 10 feet **Components:** S **Duration:** Instantaneous ___ A massive sauroid tail emerges from your back, covered in razor-sharp spines. Make a melee spell attack against a creature in range. On a hit, the target takes 2d8 slashing damage. ___ The spell's damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8) #### Mule's Strength *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 hour ___ You channel the stamina and stubborness of the mule, granting yourself strength and stability. Your carrying capacity is doubled, and you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. ___ Your carrying capacity increases when you reach higher levels: it is tripled at 5th level, quadrupled at 11th level, and ten times your normal carrying capacity at 17th level. #### Savage Claws *Transmutation Cantrip* **Casting Time:** 1 action **Range:** 5 feet **Components:** S **Duration:** Instantaneous ___ You strike out in a flurry of motion, clawing and biting every creature you can reach. Make a melee spell attack against each creature in range, dealing 1d6 slashing damage on a hit. ___ This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \pagebreakNum #### Squid Form *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 10 minutes ___ Magic courses through your frame, turning your bones soft and rubbery. You can move through a space as narrow as 1 foot without squeezing. ___ The space you can fit through shrinks as you increase in level: six inches at 5th level, three inches at 11th level, and one inch at 17th level. #### Venomous Bite *Transmutation Cantrip* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ You embrace the subtelty and cruelty of the snake, causing your teeth to grow into curved, venomous fangs. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d6 poison damage, and must make a Constitution saving throw, becoming poisoned until your next turn on a failed save. ___ The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17 level (4d6) ## 1st-Level Spells #### Cobra's Spite *1st-level Transmutation* **Casting Time:** 1 action **Range:** 60 feet **Components:** S **Duration:** Instantaneous ___ A hood flares around your head as you spit virulent poison at one creature within range. The target must succeed on a Dexterity saving throw or take 2d8 poison damage and become blinded until your next turn. On a successful save, they aren't blinded and take half as much damage. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. \columnbreak #### Debilitating Stench *1st-level Transmutation* **Casting Time:** 1 action **Range:** Self (15-foot cone) **Components:** S **Duration:** 1 minute ___ You spray a cloud of pungent, sulfurous musk towards your enemies. Each creature in the area must make a Constitution saving throw or be overcome by the stench, becoming poisoned for 1 minute and reducing their speed to 0 until your next turn. Creatures that don't need to breathe are immune to this effect. A poisoned creature can repeat its saving throw at the end of each of their turns, ending the effect on a successful save. #### Excrete Oil *1st-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** 1 minute ___ For the duration, you excrete nonflammable oil from your pores. You choose whether the oil is slippery or sticky, and can change the oil on your skin from one consistency to another as a bonus action. *Slippery Oil:* While coated in slippery oil, you gain advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. *Sticky Oil:* While coated in sticky oil, you gain advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. #### Girallon's Arms *1st-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 hour ___ You sprout a second pair of muscular, ape-like arms, which grant you a climbing speed equal to your walking speed and allow you to use your hands freely while climbing. Additionally, you can manipulate an extra object per turn without taking the Use an Object action. #### Hidden Pouch *1st-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 8 hours ___ You conjure a soft and spacious pouch over your gut, capable of storing up to two cubic feet of material. A creature searching your person must succeed a DC 20 Wisdom (Perception) check to notice the pouch. \pagebreakNum #### Hippo's Girth *1st-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ You become enveloped in a thick, cushioning layer of fat. When you cast this spell you gain 5 temporary hit points, which refresh at the beginning of each of your turns for the duration. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 2 for each slot level above 1st. #### Hornet's Sting *1st-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ The stinger of a giant wasp emerges from your body. Make a melee spell attack against a creature within 5 feet. On a hit, the target takes 2d10 poison damage and becomes poisoned for one minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on a successful save. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Nimble Step *1st-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 10 minutes ___ You walk with the delicate grace of an antelope, leaping lightly from place to place. Your speed increases by 10 feet and moving through nonmagical difficult terrain costs you no extra movement until the spell ends. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, its duration increases to 8 hours. #### Predator's Instinct *1st-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 8 hours ___ Your form becomes lithe and leonine, softening your steps and sharpening your senses. For the duration of the spell, you have advantage on Dexterity (Stealth) checks, as well as Wisdom (Perception) and Wisdom (Survival) checks made to track or locate another creature. Additionally, you have advantage on attack rolls against creatures that haven't acted yet in combat. \columnbreak #### Rush of Vitality *1st-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Instantaneous ___ Vigor fills your body as your injuries melt away. You regain hit points equal to 1d6 + your spellcasting ability modifier. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you heal an additional 1d6 hit points for each slot level above 1st. #### Tentacle Slam *1st-level Transmutation* **Casting Time:** 1 action **Range:** Self (15-foot line) **Components:** S **Duration:** Instantaneous ___ You transform your arm into the tentacle of a massive squid before slamming it down with thunderous force. Each creature in a 15-foot line must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Watchful Eyes *1st-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 8 hours ___ Channeling primal magic, you manifest a second pair of eyes on the back of your head. These eyes have darkvision out to 60 feet, and grant you advantage on Wisdom (Perception) checks that rely on sight. They continue to survey your surroundings while you sleep. #### Weasel War Dance *1st-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ Arching your back, you begin to grunt and leap about, confusing and disorienting your prey. For the duration of the spell, your movement doesn't provoke attacks of opportunity. Additionally, if you move at least 20 feet straight towards a creature right before hitting it with a melee attack, your target takes an extra 1d4 points of damage. \pagebreakNum #### Whale's Retort *1st-level Transmutation* **Casting Time:** 1 action **Range:** 10 feet **Components:** S **Duration:** Instantaneous ___ Conjuring a massive and powerful tail, you spin in place, slapping your enemy. Make a melee spell attack against a creature within range. On a hit, the target takes 3d10 bludgeoning damage and must succeed a Strength saving throw or be pushed up to 15 feet in the direction of your choice. ___ **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ## 2nd-Level Spells #### Bestial Fury *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ A myriad of bestial claws and snapping jaws erupt from your body, striking with reckless abandon at nearby creatures. Make up to three attacks against creatures within 5 feet of you. Each attack can be against a different target. The attacks deal 1d6, 2d6 and 3d6 slashing damage, respectively. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, each attack deals an additional 2 points of damage for each slot level above 2nd. #### Blood Frenzy *2nd-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ The scent of blood sends fire through your veins, granting you incredible strength and tenacity. Your next attack against a creature that doesn't have all its hit points has advantage and deals an extra 2d8 points of damage on a hit. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, your attack deals an extra 1d8 points of damage for each slot level above 2nd. #### Camel's Endurance *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 24 hours ___ For the duration of the spell, you are adapted to hot and cold climates, as detailed in the *Dungeon Master's Guide*, and you do not need to eat or drink. \columnbreak #### Chameleon Cloak *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 hour ___ You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends when you attack or cast a spell. #### Gills and Frills *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 hour ___ Until the spell ends, you can breathe underwater, and you have a swim speed equal to double your walking speed. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, it lasts for up to 8 hours. #### Manticore Spikes *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 minute ___ Channeling monstrous energy, you sprout a tail with 3 spikes, like that of the manticore, which lasts for the duration of the spell. As a bonus action on each of your turns, you can launch a single spike at a creature you can see within 60 feet. To do so, make a ranged spell attack against your target. On a hit, the target takes 1d12 piercing damage. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you grow one more spike for each slot level above 2nd. #### Natural Immunity *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 hour ___ When you cast this spell, you can neutralize one poison or disease affecting you. For the duration of the spell, you have advantage on saving throws made against poison and disease, and you have resistance to poison damage. \pagebreakNum #### Snatching Tongue *2nd-level Transmutation* **Casting Time:** 1 action **Range:** 30 feet **Components:** S **Duration:** Instantaneous ___ Recalling the lightning speed and voracious hunger of the dire frog, you strike a creature within range with your tongue. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage. If the target is less than two size categories larger than you, they are grappled and pulled to an unoccupied space adjacent to you. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Spitfire *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self (20-foot cone) **Components:** S **Duration:** Instantaneous ___ Your throat swells, becoming a striking shade of crimson, before you spew forth a violent burst of fire. Each creature in the area of the spell must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increased by 1d6 for each slot level above 2nd. #### Tortoise Shell Mantle *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 hour ___ You have half cover for the duration of the spell. #### Trampling Charge *2nd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ You drop to all fours and charge up to your speed in a straight line. This movement doesn't provoke attacks of opportunity, and you can move through spaces your enemies occupy. At the end of your movement, each creature whose space you moved through must succeed a Strength saving throw or take 3d8 bludgeoning damage and be knocked prone. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \columnbreak ## 3rd-Level Spells #### Acid Spray *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self (30-foot line) **Components:** S **Duration:** Instantaneous ___ You manifest the mandibles of an Ankheg, spraying acid over the battlefield. Each creature in range must make a Dexterity saving throw, taking 6d6 acid damage on a failed save, or half as much damage on a successful one. If a creature wearing metal armor fails their saving throw, their armor becomes corroded, causing attacks against them to have advantage until the armor is removed. ___ **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Corroding Touch *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self (5 feet) **Components:** S **Duration:** Concentration, up to 10 minutes ___ The antenna of a rust monster sprouts from your head. When you cast this spell and as an action on each of your future turns, you can corrode a nonmagical ferrous metal object you can see within range. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid your touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. #### Displacement *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ Your form twists and warps, like that of the displacer beast, causing attack rolls against you to have disadvantage. \pagebreakNum #### Drain Blood *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ Lunging forward with fangs bared, you attempt to siphon the life force of your target. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d8 piercing damage, you regain that many hit points, and that target is grappled unless they're more than one size category larger than you. Until the grapple ends, you can make this attack again on each of your turns as an action. ___ **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Elemental Adaption *3rd-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** 1 hour ___ You have resistance to your choice of fire, cold, acid or lightning damage for the duration. #### Third Eye *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 hour ___ A mystical third eye emerges from your forehead, allowing you to see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Your third eye's gaze is bewitching. If a creature starts its turn within 30 feet of you and you can see each other, you can force the creature to make a Wisdom saving throw if you aren't incapacitated. On a failed save, the creature is incapacitated, and does nothing on its turn besides staring at your eye with wonder. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save. A creature can repeat its save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if you move more than 30 feet away from the creature or attempt to use your gaze on another target. \columnbreak #### Tiger's Pounce *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ You leap forward with feline agility, landing in an unoccupied space you can see within 30 feet. This movement doesn't provoke attacks of opportunity. Immediately after landing, you can make a melee spell attack against an adjacent creature, which deals 3d8 slashing damage. If you hit, they must succeed a Strength saving throw. On a failed save, they are knocked prone, and you can use your reaction to make another melee spell attack against them, dealing 3d10 piercing damage on a hit. ___ **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the distance you can leap increases by 30 feet for each slot level above 3rd. #### Toxic Blood *3rd-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** 1 minute ___ For the duration, whenever a creature hits you with a melee attack, each creature within 5 feet of you takes 2d6 poison damage. #### Wings of the Roc *3rd-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 hour ___ You sprout a pair of feathered wings from your back, granting you a fly speed of 60 feet for the duration. You can't sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you sprout them. ## 4th-Level Spells #### Breath of Winter *4th-level Transmutation* **Casting Time:** 1 action **Range:** Self (30-foot cone) **Components:** S **Duration:** Instantaneous ___ You manifest the snarling head of a winter wolf and exhale a blast of freezing wind in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one. Additionally, each creature that fails their save has its speed halved until the start of your next turn. ___ **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. \pagebreakNum #### Gulp *4th-level Transmutation* **Casting Time:** 1 action **Range:** 5 feet **Components:** S **Duration:** 1 minute ___ Your gullet swells to unfathomable proportions as you attempt to envelop a Large or smaller creature within range. Make a melee spell attack against the target. On a hit, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 4d6 acid damage at the start of each of your turns. If you take 25 or more damage on a single turn from a creature inside you, you must succeed a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you become incapacitated or the spell ends, all swallowed creatures fall prone in a space within 10 feet of you. #### Paralyzing Tentacle *4th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ You sprout cruel, hooked tentacles, dripping with venom. When you cast this spell, and as an action on each of your following turns, you can make a melee spell attack against a target within 10 feet. On a hit, the target takes 3d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. ___ **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. #### Rend the Earth *4th-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 10 minutes ___ Your hands become massive, shovel-like claws, granting you a burrow speed of 40 feet and causing your unarmed strikes to deal 4d10 slashing damage. Your unarmed strikes deal double damage to objects and structures. You can burrow through solid rock at half your burrow speed and leave a 5-foot diameter tunnel in your wake. \columnbreak #### Swarm Form *4th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** 1 minute ___ Your body bursts apart into a thousand chirping insects. You gain 50 temporary hit points that last for the duration. While you have your temporary hit points, you gain the following benefits: - You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny insect. - You have resistance to bludgeoning, piercing and slashing damage. - You are immune to the paralyzed, petrified, prone, restrained and stunned conditions. - You have a fly speed of 10 feet. - You can't cast spells or make attacks. You can end the transformation as a bonus action, losing the temporary hit points when you do so. #### Troll Hide *4th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ Your flesh grows sickly green in pallor, writhing and boiling with disturbing speed and healing mortal wounds in the space of seconds. When you cast this spell and at the beginning of each of your turns, you regain 2d6+2 hit points if you have no more than half of your hit points left. If you take acid or fire damage, this spell doesn't function at the start of your next turn. If you concentrate on the spell for a full minute, any severed body members (fingers, legs, tails, and so on), if any, are restored. \pagebreakNum ## 5th-Level Spells #### Carapce of the Tarrasque *5th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ For the duration of the spell, you are unaffected by the *magic missile* spell, line spells, and spells that require a ranged attack roll. #### Gaze of the Basilisk *5th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ For the duration of the spell, if a creature starts its turn within 30 feet of you and the two of you can see each other, you can force the creature to make a Constitution saving throw if you aren't incapacitated. On a failed save, the creature begins to turn to stone and is restrained. It must repreat the saving throw at the end of its turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save. #### Kraken's Rage *5th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Instantaneous ___ Enormous tentacles erupt from your body, lashing out at up to eight creatures or objects of your choice within 30 feet. Make a melee spell attack against each target. On a hit, the target takes 3d6 bludgeoning damage, and you can choose to fling it if it's Large or smaller, throwing it up to 60 feet in a direction of your choice and knocking it prone. When the creature strikes something, the creature and what it strikes each take 1d6 bludgeoning damage for every 10 feet it was thrown. #### Piercing Screech *5th-level Transmutation* **Casting Time:** 1 action **Range:** Self (30-foot cone) **Components:** S **Duration:** Instantaneous ___ The regal scream of a royal griffin echoes across the battlefield, assaulting the minds of your enemies. Each creature in range must succeed a Constitution saving throw or be stunned until the end of your next turn. \columnbreak #### Transformation of Spirit *5th-level Transmutation* **Casting Time:** 1 action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 hour ___ You channel primordial magic, transcending the physical world. For the duration of the spell, you have a fly speed of 30 feet, you can move through solid objects as if they were difficult terrain, and you are immune to bludgeoning, piercing and slashing damage dealt by non-magic weapons. #### Unicorn's Grace *5th-level Transmutation* **Casting Time:** 1 bonus action **Range:** Self **Components:** S **Duration:** Concentration, up to 1 minute ___ For the duration of the spell, you have advantage on saving throws against spells and other magical effects. ## Evolutionist Backstories ___ Players wishing to use the evolutionist with the 'This is Your Life' backstory generator in Xanathar's Guide to Everything can refer to the following table: #### Evolutionist d6 | I became an evolutionist because... :---: | :--- 1 | I was born with cat's eyes, webbed toes, or feathered arms. Such transformations continued to plague me throughout my childhood. 2 | In a moment of terrible fear or sorrow, I instinctively shapeshifted to protect myself. I have worked to hone my talent ever since. 3 | After an encounter with the fey, I was blessed with the power to assume the forms of animals. 4 | A deep and bestial hunger exists within me, expressing itself in my transformations. 5 | A shaman recognized me for what I was and took me under their wing, teaching me to control my powers. 6 | I had always felt a strange power welling within me. The day I finally succeeded in coaxing it out is my happiest memory.