Evolutionist v3.2

by Chocolate Thunda

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Evolutionist


Every living creature brought into this world

is a seed, bursting with potential, yet somehow only the truly ambitious are willing to destroy themselves in order to grow into a tree.

― Varkalth, the immortal

A half-elven woman covered from head to toe in black robes is confronted by a group of bandits in a dark forest. As they make their demands, she stares at the ground, refusing to make eye contact with them. One of the bandits draws a sword, but before he can take a single step he is abruptly lifted high into the air. The others look on in horror as monstrous tentacles lash out from the woman, grasping him by the throat.

Illuminated by dim candlelight, a dwarf stares into a
mirror, carefully slotting a strange metallic object into the cavity where his eye once was. A sudden click echoes throughout the small stone chamber as the device springs to life. He blinks and gazes around the room, adjusting his new optical equipment. After a short moment, he places his tools back on the desk in front of him, breathing a sigh of relief.

Sweat drips from a halfling's chin as he kneels within a circle of blood, monsters closing in on all sides. His breath quickens as he unsteadily lifts a shortsword to his shoulder. With one swift motion, he closes his eyes and tears through his upper arm, cleaving it straight from his body. The
halfling’s screams echo throughout the cold stone
halls as bones and flesh rapidly erupt from his
shoulder, forming a horrendous new limb. In an
instant, the pain on his face gives way to a maniacal
grin as he stands up, letting loose with his new
modification.

Evolutionists are terrifying warriors; who rather
than building their strength through practice and
training, improve their natural talents by enhancing
and upgrading their body. They reject the idea that
they should play the hand they're dealt, instead seeking
to change the game. Where most accept the body they
are given, evolutionists aim to control it and push it past
it's limits. Each evolutionist has different methods and motivations for upgrading their body, but they all are connected by one common goal: evolution.

Continual Improvement

Evolutionists are defined by their yearning to improve their bodies through methods that go beyond mere training. They achieve this through a variety of means, from inventive alchemy and technology to ancient magics or even pacts with otherwordly beings. No matter the method, an evolutionist begins to change and alter their form by augmenting their body or growing completely new appendages. These
upgrades allow evolutionists to overpower their enemies, either through raw enhanced capability or through unique tactics enabled by their non-standard biology. Evolutionists live a life of continual growth, using the abilities they gain
to travel and enhance their bodies further. They seek challenges to prove themselves, determined to be the best
at everything they can and can't do.

Paradoxical Identities

An evolutionist's body is the foundation of their identity, the ultimate focus of their efforts. For them, the body is the most fundamental, intrinsic expression of identity and purpose - from an elk's antlers to a bat's ears, every biological adaptation has an explicit reason for existing. Evolutionists often chase after their personal concept of a perfected body, often driven by perceptions of physical weakness, mental ineptitude, or visual unattractiveness. The pursuit of perfection is not without its risks, however. Paradoxically, these same individuals who see the body as a form of expression have a tendency to dissociate from it as they stack up modifications. Some come to perceive the body as little more than a tool or vehicle operated by the brain or soul. While this mentality may facilitate even greater upgrades, it begs an uneasy question; where does the person end and the enhancements begin?

Ambitious Sacrifices

Sacrifice is central to the evolutionist's work. They must forfeit parts of themselves - one day, removing a leg to replace it an upgraded prosthetic; the next, altering their appearance to suit a new enhancement. While these physically orientated modifications give them the capability to fight toe to toe with the best of martial combatants, evolutionists have greater ambitions. They push their enhancements further than their body can handle, tearing into their own vitality. Endurance is the most important quality for an evolutionist; the ability to suffer through their ambition is paramount to their success. They stop at nothing in pursuit of their goals; even despite the risk of harm to themselves. Sometimes, they make their greatest sacrifices without even realizing it.

Freakish Forms

As a result of their work, evolutionists almost always look strange. Modifications to their body rarely go unnoticed, often making people wary of them. Opinions regarding individual evolutionists vary drastically, from disgust and fear to respect and admiration. They are often treated differently not just for their appearance, but also the implications it has for their mental state - surely no one who would do that to themselves is right in their head. Dealing with such reactions on a daily basis, evolutionists tend to be able to overcome others' opinions of them with relative ease. Some evolutionists are timid and self-conscious, trying to blend in and cowering at hostility. Others relish the notoriety, happily claiming the spotlight - even negative attention is attention. The most dangerous tolerate no hints of judgement, potentially
flying into a murderous frenzy at
the slightest side-eye.

Creating an Evolutionist

As you create your evolutionist character, you should consider exactly how your character upgrades their body. As a starting character, you’ll choose a method that defines the general nature of your enhancements, but the exact form of your upgrades is up to you. Do you enhance your current body? Or do you remove and replace parts of your body? Is your character methodical and careful when upgrading their body, or do they make changes as crudely and quickly as possible? Your choice in how your character changes their body is integral to their appearance as well as how others treat them. Each upgrade your character attains will change who they are, and it's this progression of changes that defines you as an evolutionist.

Secondly, you should consider why your character decided to follow this controversial and dangerous path. Was it simply a lust for power, or do they have a larger goal? Each evolutionist has a reason for why they continually improve themselves, due to the sacrifices that come with it. Does your character strive to overcome some obstacle? Or is there something your character wishes to change about themselves? Furthermore, you should consider how your character was led to enhancing their body. Were they introduced to the practice by another, or did it begin with a major chaotic event? Did your character choose this path, or was it thrust upon them? Having a clear idea of your character's goals and origins will help you inform your decisions further down the line.

Quick Build

You can make an evolutionist quickly by following these suggestions. First, make Constitution your highest ability score, followed by Strength or Dexterity, based on how you want to fight. Second, choose the criminal or folk hero background. Lastly, choose the Arm Augmentation.

The Evolutionist and Game Tone

The overall tone of the evolutionist class is quite darker than that of those presented in the Players Handbook. From transhumanist themes to potential self amputation, the class as it is described may not be suitable for every table.

When deciding whether to play an evolutionist, you should consult your DM about the game's tone, and whether it fits with the evolutionist class. Even if not, remember that you are the deciding factor in the appearance of your characters modifications, and as such you can avoid many of the dark themes of the class, such as amputating limbs, in favor of modifications which are simply additions to your body. Feel free to change the flavor of any and all features of the class to fit both the tone of your game and your character concept.

Evolutionist Inspiration

The following section offers ways to add a depth and detail to your evolutionist character. You can use the tables below as a source of inspiration, or roll a die to randomly determine a result if desired.

Class Origin

The path of the evolutionist is one that most avoid instinctively, as the self sacrificial and gruesome arts of the practice turn most away. As such, an evolutionist's origins are immensely important to them and integral to deciding path they choose to follow.

Class Origins
d6 I became an evolutionist because ...
      1       As a child I was mocked by my peers. Later in
life another promised me great power, and I
took the opportunity.
2 I developed an intense curiosity for altering my own body; I wanted to find out what it felt like.
3 I worked under an evolutionist and was inspired by their willpower. As they taught me their personal methods, I followed in their footsteps.
4 After a brutal battle, I was left mortally wounded; making drastic changes to my body was the only way for me to stay alive.
5 I was captured and used as a lab rat. After my escape, I grew attached to my modifications,
and continued down the evolutionary path.
6 I lost one of my limbs and sought to replace it. Eventually, I found someone who showed how to recover what I had lost.

Modification Style

Evolutionists often use their bodily modifications to express their internal identities, attempting to make the image of their idealized self a reality. This ambition drives the appearance of their enhancements, granting each evolutionist a unique modification style which they can call their own.

Modification Styles
d6 Style
      1       Sinister. Your modifications are large and bestial, giving you a terrifying form.
2 Beautiful. The alterations you make to your body are centered around making you more attractive.
3 Crude. Your enhancements are basic and lack features, only there to serve their purpose.
4 Brutal. When you upgrade your body, you often mutilate a part of it to make room first.
5 Covert. You hide your modifications as best as possible. Most don't notice at first glance.
6 Wondrous. Your extraordinary and astounding enhancements are open for all to see.

Endeavor

From the beginning, each evolutionist has a distinct goal - something they are building towards which becomes the central point of their efforts. Very few evolutionists lack an endeavor, as without one, an evolutionist would have no reason to go through the extreme torment which comes with modifying their body.

Endeavors
d8 Endeavor
      1       You have a vendetta against a certain person or organization and enhance yourself in order to eventually take them down.
2 Body modification is an act of self representation for you.
3 You have a morbid desire to discover just how far you can push your body.
4 Immortality is your ultimate goal.
5 You are obsessed with perfection. You seek to eliminate all of your imperfections to become a perfect being.
6 You always want what everyone else has, modifying your body to mimic those around you.
7 Immense strength is needed to effectively slay evil and protect those who are in need, and you will go to any lengths to acquire such power.
8 You seek to become the most powerful creature that the world has ever seen.

Abnormality

The process of mutilating limbs, attaching new parts, and developing at an extremely unnatural rate takes a toll on an evolutionist's mind. As they continue to alter their body, they also alter their perception of themselves, becoming detached from what truly makes them who they are. Their mind begins to change with their body, and as a result, they often begin to develop behavioral abnormalities.

Abnormalities
d6 Abnormality
      1       You are very protective of yourself, thinking that everything and everyone is hell bent on your destruction.
2 You are unnaturally energetic and often eerily excited about the smallest things.
3 You are the smartest, wisest, strongest, fastest, and most beautiful person you know.
4 You are unreasonably irritated with the all of the imperfections in the world around you.
5 You have discovered that you really enjoy killing people.
6 You have grown to enjoy bodily pain, flinging yourself into situations that could cause you physical torment.
The Evolutionist
Level Proficiency
Bonus
Augmentation
Stage
Features Upgrades Spells
Developed
1st +2 1 Evolutionary Method, Augmentation
2nd +2 1 Metabolic Ignition, Upgrades, Visceral Surge (1/rest) 1 2
3rd +2 1 Augmentation 2 3
4th +2 1 Ability Score Improvement 2 3
5th +3 2 Extra Attack, Visceral Surge (2/rest) 3 4
6th +3 2 Evolutionary Method feature 3 4
7th +3 2 Reconstruct 4 5
8th +3 2 Ability Score Improvement 4 5
9th +4 3 5 6
10th +4 3 Augmentation 5 6
11th +4 3 Relentless Combustion 6 7
12th +4 3 Ability Score Improvement 6 7
13th +5 4 Visceral Surge (3/rest) 6 8
14th +5 4 Immortality 7 8
15th +5 4 Evolutionary Method feature 7 9
16th +5 4 Ability Score Improvement 7 9
17th +6 5 8 10
18th +6 5 Evolutionary Method feature 8 10
19th +6 5 Ability Score Improvement 8 11
20th +6 5 Final Form, Immortality improvement 8 11

Class Features

As an evolutionist, you gain 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: 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

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.

Evolutionary Method

You have an distinct method to 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.

Your Augmentations

    Arm Augmentation. You can implement the Arm Augmentation into one or both of your arms, possibly by altering the muscle fibers within them or by encasing them to enhance their power. You could also mutilate them instead, replacing them entirely to gain the power you seek.

Core Augmentation. The Core Augmentation is a modification to the torso of the body, most often by augmenting the area in an around the heart to increase survivability. You might even replace your heart or other organs entirely to do so.

Exterior Augmentation. Your defense is bolstered when you gain the Exterior Augmentation, which could be gained by implementing a protective layer under your skin, covering your entire body in a durable overcoat, or by gaining a full exoskeleton.

Growth Augmentation. There are many ways to implement the Growth Augmentation, but it always involves gaining new parts to use as weapons. These new bodily features can take any form of your choice, such as sharpened teeth, hooves, a tail, claws, fangs, spines, horns, or tentacles.

Head Augmentation. Improving your senses and mind is your main goal when implementing the Head Augmentation. You can do so by replacing parts of your head, by morphing it's entire structure, or enhancing individual facial features.

Leg Augmentation. Speed is the key for the Leg Augmentation, which affects one or both of your legs. You could cover your legs with a strong frame, or change their structure entirely. You can also mutilate them, replacing them with stronger legs, or some entirely new type of appendage.


     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 at the end of the class description. 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.

The Appearance of Your Alterations

    Upgrades. Each upgrade is fairly broad when it comes to their general appearance - you decide the appearance of your upgrades. When considering what each of your upgrades look like, consider your evolutionary method, how your character would upgrade their body, the augmentation prerequisites of the upgrade, and the effects that the upgrade produces. Be creative with each individual upgrade.

Visceral Surge. Evolutionists do not cast spells like wizards or sorcerers - the spell-like effects they generate are purely driven by the modifications they make to their body. As such, developing an evolutionist spell requires altering the body; and similar to upgrades, you decide how that modification manifests. When considering how you unleash each of your individual spells, you should consider the source of the spell, whether that be from an upgrade or from your Evolutionary Method, as well as the effects that the spell creates. Consider each of your spells and invent unique, creative ways for them to be cast.

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.

Characters with Missing Body Parts

If your character with missing body parts becomes an evolutionist (either by starting class or by multiclass), you can replace those parts at no cost. When you do, you can only regain what you lost, and nothing more. For example, if your character lost an eye, you can regain that eye this way, but if you wanted blindsight instead, you would have to try to gain that through your upgrade feature.

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.

Optional Rule: Multiclassing

    Ability Score Minimum. You must have at least a Constitution score of 13 and Strength or Dexterity score of 13 to take a level in this class or multiclass into another class as an evolutionist.

Proficiencies Gained. If evolutionist isn't your initial class, you gain the following proficiencies when you take your first level as an evolutionist: light and medium armor, shields, simple and martial weapons.

Casting Spells. You can cast your developed evolutionist spells using spell slots gained from other classes, and you can use your Visceral Surge feature to cast spells you know or have prepared from other classes.

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 EVOL
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 artefacts, 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 artefact 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 EVOL, 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.
Optional Rule: Firearm Proficiency

If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide (p. 267) and you choose the Method of Innovation, your Tinkerer feature also grants you proficiency in them.

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 EVOL
3rd haste (self only), vampiric touch
4th charm monster XGtE, expeditious defense EVOL
5th dominate person, focus EVOL

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 from
incoming 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.

Upgrades

If an upgrade has prerequisites, you must meet them to gain it. You can gain the upgrade at the same time that you meet its prerequisites. When upgrades have a level prerequisite, they refer to your level in this class.

Elemental Cannon

Choose one of your natural weapons, or gain a new one, and choose a damage type between cold, fire, or lightning. You can now use the natural weapon to make ranged weapon attacks that do damage of the chosen damage type. It has a normal range of 30 feet and a long range of 60 feet.

Spell Level Spell
1st burning hands
3rd lightning bolt
5th cone of cold

Evolve Body

Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice.

Aquatic. You can now breathe water and air. You gain a swimming speed of 20 feet, which is doubled while ignited.

Durable. You are immune to the effects of extreme cold and heat, described on page 110 of the Dungeon Master's Guide.

Stamina. You have advantage on saving throws against being exhausted. While ignited, you ignore the effects of being exhausted.

Spell Level Spell
1st absorb elements
3rd fly (self only)
4th stoneskin

Fiery Form

Prerequisite: 5th level


When you first ignite and at the start of each of your turns thereafter while you remain ignited, you can deal fire damage to each creature other than you within 10 feet of you. This damage equals your Constitution modifier.

Spell Level Spell
2nd branding smite
3rd fireball
4th fire shield (warm only)

Frozen Form

Prerequisite: 5th level


While ignited, you can choose to emit an aura of frost in a
10-foot radius around you. Creatures other than you in this area have halved speed and can't take the Disengage action.

Spell Level Spell
2nd snilloc's snowball swarm
4th fire shield (cold only)
5th cone of cold
Customizing Upgrades

While there is a large selection of upgrades to choose from, you might have ideas for upgrades that are not listed here. The evolutionist is all about altering yourself to gain what you desire - so if you wish to create a custom upgrade which better represents your character concept, feel free to consult your DM about doing so. If you do, use the upgrades presented as a template for balance, paying attention to level prerequisites, and making sure to include three spells with the upgrade.

Intense Illumination

You can use your action to shine bright light of a color you choose in a 30-foot radius and dim light for an additional 30 feet. You can stop glowing or change the color as an action.

Spell Level Spell
1st hellish rebuke
2nd blindness/deafness (blind only)
3rd blinding smite

Modification Employment

You rely further on your modifications. When you make an ability check that allows you to add your Strength or Dexterity modifier, you can use your Constitution modifier instead.

Spell Level Spell
1st armor of agathys
3rd life transference
5th greater restoration (self only)

Monstrous Might

You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift. Also, your weapon attacks deal double damage to objects and structures.

Spell Level Spell
1st earth tremor EE
3rd blood frenzy EVOL
4th demolishing tremors EVOL

Noxious Stench

Prerequisite: 5th level


While ignited, you can choose to emit a stench in a 10-foot radius around you. Each creature, other than you, that starts it's turn in the area must make a Constitution saving throw against your evolutionist spell save DC. On a failure, they are poisoned until the start of their next turn. On a successful saving throw, a creature is immune to your stench for 1 hour.

Spell Level Spell
2nd protection from poison (self only)
3rd stinking cloud
5th contagion

Overwhelming Impact

Prerequisite: 5th level


Whenever you hit a weapon attack using Strength, you can push the target 5 feet away from you in a straight line. While ignited, you can push them up to 10 feet away instead.

Spell Level Spell
2nd destructive launch EVOL
4th demolishing tremors EVOL
5th unstoppable onslaught EVOL

Piercing Strike

Prerequisite: 5th level


When you hit a weapon attack using Dexterity while ignited, you can cripple the target's defenses. The next attack roll made by a creature other than you against the target has advantage. This effect ends at the start of your next turn.

Spell Level Spell
2nd shattering strike EVOL
4th acceleration EVOL
5th final gambit EVOL

Primal Ferocity

Prerequisite: 11th level


When you are reduced to 0 hit points, you can enter a state of ferocity instead of going unconscious. While in this state, you are unaffected by all sources of hit point restoration. At the end of each of your turns and whenever you take damage, you must make a Constitution saving throw, with the DC equaling the damage you would have taken after you used this feature. On a failure, you go unconscious as normal, and you can't use this feature again until you complete a long rest.

Spell Level Spell
3rd fear
4th blood sight EVOL
5th final gambit EVOL

Shifting Form

You can use your action to change your appearance, changing any of your physical features, though your statistics stay the same. This change is visually limited by your Evolutionary Method and the amount of modifications present in your body.

Spell Level Spell
1st false life
2nd enlarge/reduce (self only)
4th polymorph (self only)

Spell Resistance

Prerequisite: 5th level


You have advantage on saving throws against spells cast by creatures within 10 feet of you. While ignited, this range increases to 60 feet.

Spell Level Spell
2nd nystul's magic aura (self only)
3rd counterspell
5th circle of power

Wing Growth

Prerequisite: 11th level


You gain a flying speed of 20 feet, which increases to 40 feet while ignited.

Spell Level Spell
3rd fly (self only)
4th acceleration EVOL
5th steel wind strike XGtE

Evolve Hands

Prerequisite: Arm Augmentation


Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice.

Burrower. You gain a burrow speed of 10 feet, which increases to 30 feet while ignited.

Climber. You gain a climbing speed of 20 feet, which increases to 40 feet while ignited.

Double Jointed. You have advantage on Dexterity (Sleight of Hand) checks.

Spell Level Spell
1st inflict wounds
3rd vampiric touch
4th expeditious defense EVOL

Integrated Defender

Prerequisite: 5th level, Arm Augmentation


At the end of a long rest, you can integrate a shield into one of your arms. While a shield is integrated this way, when you are hit by an attack or subject to damage from an effect that required you to make a Dexterity or Strength saving throw, you can use your reaction to reduce the damage dealt by an amount equal to your evolutionist level.

Spell Level Spell
2nd warding wind EE
3rd protection from energy (self only)
4th fire shield

Integrated Duelist

Prerequisite: 5th level, Arm Augmentation


At the end of a long rest, you can integrate a melee weapon into one of your arms. While a weapon is integrated this way, when you hit a weapon attack with it, the target can't take reactions until the end of its next turn. Also, when you make an opportunity attack with the weapon while ignited, you have advantage on the attack roll.

Spell Level Spell
2nd branding smite
4th blinding smite
5th holy weapon

Integrated Marksman

Prerequisite: 5th level, Arm Augmentation


At the end of a long rest, you can integrate a ranged weapon into one of your free arms. While a weapon is integrated this way, you ignore its loading and ammunition properties, and being within 5 feet of a hostile creature doesn't impose disadvantage on its attack rolls.

Spell Level Spell
2nd melf's acid arrow
4th flame arrows
5th swift quiver

Supreme Force

Prerequisite: 11th level, Arm Augmentation


After you roll initiative, the first weapon attack you hit with a non-natural weapon deals an extra 1d12 damage.

Spell Level Spell
3rd vengeful cleave EVOL
4th elemental wrath EVOL
5th destructive wave

Twin Striker

Prerequisite: Arm Augmentation


You enhance both of your arms. When you engage in two-weapon fighting, you can make the additional attack as part of the Attack action, instead of as a bonus action. You can't make a weapon attack as part of a bonus action on the same turn.

Spell Level Spell
1st zephyr strike
3rd vengeful cleave EVOL
5th steel wind strike XGtE
Integrated Items

Some upgrades allow you to integrate items into your arms. While integrated this way, you can retract and extend the item as an action. Your hands are not free while these items are extended. You can only have one integrated item in each arm.

Amorphous

Prerequisite: 5th level, Core Augmentation


Your form bends and contorts. You have advantage on checks you make to escape being grappled. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Spell Level Spell
2nd enlarge/reduce (self only)
4th expeditious defense EVOL
5th immovable form EVOL

Evolve Internals

Prerequisite: Core Augmentation


Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice.

Breathless. You no longer need to breathe.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your evolutionist spell save DC.

Everlasting. You no longer need to eat food or drink water to survive.

Spell Level Spell
1st chaos bolt XGtE
2nd dragon's breath (self only) XGtE
5th destructive wave

Super Strength

Prerequisite: 5th level, Core Augmentation


You can now attempt to grapple and shove all creatures, regardless of their size. While ignited, you have advantage on all Strength checks and Strength saving throws.

Spell Level Spell
2nd enhance ability (self only)
4th demolishing tremors EVOL
5th unstoppable onslaught EVOL

Toxic Blood

Prerequisite: 5th level, Core Augmentation


While your ignited, whenever a creature deals damage to you with an attack while within 5 feet of you, they take poison damage equal to your Constitution modifier.

Spell Level Spell
2nd protection from poison (self only)
3rd stinking cloud
5th cloudkill

True Survivor

Prerequisite: Core Augmentation


You become immune to disease and the Poisoned condition.

Spell Level Spell
1st cure wounds (self only)
2nd lesser restoration (self only)
5th greater restoration (self only)

Vitality Share

Prerequisite: 11th level, Core Augmentation


While ignited, whenever a creature regains hit points within 10 feet of you, you can use your reaction to cause them to regain additional hit points equal to 1 + your Constitution modifier (a minimum of 1).

Spell Level Spell
3rd life transference
4th aura of life
5th mass cure wounds

Barbed Skin

Prerequisite: 5th level, Exterior Augmentation


When a creature within 5 feet of you hits you with a melee attack or starts their turn while grappled by you or grappling you, you can use your reaction to deal 1d6 piercing damage to them. If your ignited, you deal 2d6 damage instead.

Spell Level Spell
3rd immobilizing impact EVOL
4th vengeful cleave EVOL
5th immovable form EVOL

Captivating

Prerequisite: Exterior Augmentation


You have advantage on Charisma (Persuasion) checks against creatures who can see you.

Spell Level Spell
1st charm person
2nd enthrall
4th charm monster XGtE

Chameleonic

Prerequisite: Exterior Augmentation


You can change the coloration of your body at will, granting you advantage on Dexterity (Stealth) checks made to hide.

Spell Level Spell
1st disguise self
2nd invisibility (self only)
4th greater invisibility (self only)

Elemental Resistance

Prerequisite: 5th level, Exterior Augmentation


When you ignite your exterior augmentation, you can choose a damage type between acid, cold, fire, lightning, or thunder. For the duration of the ignition, you have resistance to damage of that type.

Spell Level Spell
2nd enhance ability (self only)
3rd protection from energy (self only)
4th elemental bane

Provoking Facade

Prerequisite: 5th level, Exterior Augmentation


Your provoking facade taunts your foes into attacking you. While ignited, creatures within 10 feet of you that can see you have disadvantage on any attack roll that isn't against you.

Spell Level Spell
2nd lesser restoration (self only)
3rd blood frenzy EVOL
4th expeditious defense EVOL

Terrifying

Prerequisite: Exterior Augmentation


You have advantage on Charisma (Intimidation) checks against creatures who can see you.

Spell Level Spell
1st cause fear EE
3rd fear
5th compulsion

Absorbing Weapon

Prerequisite: Growth Augmentation


At the end of a long rest, you can choose a magical melee weapon, infusing it into one of your natural weapons. Until you use this feature again, the natural weapon gains the magical weapon's properties, including attunement, though the damage die of the natural weapon remains the same.

Spell Level Spell
1st searing smite
4th staggering smite
5th banishing smite

Crippling Weapon

Prerequisite: 5th level, Growth Augmentation


Whenever you hit a weapon attack with a natural weapon, you can reduce the target's speed by 5 feet until the end of it's next turn. While ignited, this speed reduction increases to 10 feet.

Spell Level Spell
2nd immobilizing impact EVOL
4th elemental wrath EVOL*
5th unstoppable onslaught EVOL

Extra Appendages

Prerequisite: Growth Augmentation


You gain up to two appendages that have the ability to hold items and weapons, but not shields. Each of these allow you to interact with an additional object or feature of the environment for free during your turn. While either of these appendages are holding a weapon, you can't gain the benefit of a shield, even if you have one equipped.

Spell Level Spell
1st arms of hadar
3rd vengeful cleave EVOL
4th evard's black tentacles

Long Reach Weapon

Prerequisite: 5th level, Growth Augmentation


Choose one of your natural weapons. It gains a reach of 10 feet. While ignited, this reach increases to 15 feet. You can also grapple creatures at these ranges.

Spell Level Spell
2nd shattering stirike EVOL
4th evard's black tentacles
5th enervation XGtE

Savage Weapon

Prerequisite: 11th level, Growth Augmentation


After you use your Visceral Surge, you can make one weapon attack with a natural weapon as a part of the same action.

Spell Level Spell
3rd blood frenzy EVOL
4th elemental wrath EVOL
5th final gambit EVOL

Whirling Weapon

Prerequisite: 5th level, Growth Augmentation


When you make a melee attack with a natural weapon, you can choose to whirl. Instead of making an attack roll, you force up to two creatures within range to make Dexterity saving throws. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher. On a failure, treat it as a hit for the attack against that creature, but they take half of the damage from the attack. While ignited, you can target any amount of creatures within range, instead of just two.

Spell Level Spell
2nd shattering strike EVOL
3rd elemental wrath EVOL
4th acceleration EVOL

Deadeye

Prerequisite: 5th level, Head Augmentation


You adapt to ranged combat. The range of all ranged attack rolls you make is doubled, and your ranged attack rolls ignore half cover and three-quarters cover.

Spell Level Spell
2nd see invisibility
4th blood sight EVOL
5th focus EVOL

Echolocation

Prerequisite: 11th level, Head Augmentation


You have blindsight out to 15 feet. This range increases to 30 feet while ignited. This does not function while deafened.

Spell Level Spell
3rd blood frenzy EVOL
4th blood sight EVOL
5th focus EVOL

Enhanced Vision

Prerequisite: Head Augmentation


You have advantage on Wisdom (Perception) checks that rely on sight. Also, you gain darkvision with a range of 30 feet if you don't already have it.

Spell Level Spell
1st hunter's mark
2nd see invisibility
4th chaotic ray EVOL

Evolve Mind

Prerequisite: Head Augmentation


Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice.

Skilled. You gain proficiency in one skill of your choice.

Photographic Memory. You can accurately recall any information that you have seen or heard.

Sleepless. You no longer need to sleep, and you no longer gain exhaustion from lack of sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Spell Level Spell
1st heroism (self only)
3rd haste (self only)
5th skill empowerment (self only)

Heightened Senses

Prerequisite: Head Augmentation


You enhance your smell and hearing. You have advantage on Wisdom (Perception) checks that rely on hearing or smell and Wisdom (Survival) checks made to track creatures.

Spell Level Spell
1st detect evil and good
3rd locate animals and plants
5th locate creature

Telepathy

Prerequisite: Head Augmentation


You can communicate telepathically with any creature you can see within 60 feet of you, so long as you share a language.

Spell Level Spell
1st command
2nd detect thoughts
5th telepathic bond

Destructive Kicks

Prerequisite: 5th level, Leg Augmentation


Whenever you make a weapon attack with the natural weapon gained from your Leg Augmentation while ignited, it scores a critical hit on a roll of 19 or 20.

Spell Level Spell
2nd immobilizing impact EVOL
3rd thunder step XGtE
5th far step XGtE

Force Propulsion

Prerequisite: Leg Augmentation


Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. While ignited, both of these distances increase by 10 feet.

Spell Level Spell
1st jump (self only)
3rd haste (self only)
4th acceleration EVOL

Kinetic Force

Prerequisite: 5th level, Leg Augmentation


While ignited, if you move at least 20 feet in a straight line before hitting a weapon attack, you can force the creature to make a Strength saving throw against your evolutionist spell save DC. On a failure, they are knocked prone.

Spell Level Spell
2nd warding wind EE
3rd thunder step XGtE
5th steel wind strike XGtE

Soft Step

Prerequisite: Leg Augmentation


If you are traveling alone, you can move stealthily at a normal pace, and wearing medium or heavy armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

Spell Level Spell
1st expeditious retreat
2nd blur
4th freedom of movement (self only)

Speed Burst

Prerequisite: 5th level, Leg Augmentation


Immediately after using your Visceral Surge, you can move up to your speed as a part of the same action.

Spell Level Spell
2nd blur
3rd haste (self only)
5th steel wind strike XGtE

Unflinching Stance

Prerequisite: Leg Augmentation


While your ignited, difficult terrain doesn't cost you extra movement, and standing up doesn't require any movement.

Spell Level Spell
1st shield
2nd spider climb (self only)
3rd water walk (self only)

Evolutionist Specific Spells

The following spells are made exclusively for the evolutionist class. They appear in spell lists throughout the document.

Acceleration

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You move like a whirling blade of destruction. Until the end of your turn, your speed is increased by 30 feet, and your movement doesn't provoke opportunity attacks. At the end of your turn, each creature that was within 5 feet of you since you cast this spell must make a Dexterity saving throw, taking 4d10 slashing damage on a failed save, or half as much on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Blood Frenzy

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You go into a vicious, wounded frenzy, focused completely eradicating your foes. For the duration while your hit points are below their maximum, your weapon attacks score a critical hit on a roll of 18 - 20.

Blood Sight

4th-level divination


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: S, M (A sample of the target's blood, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You focus on a creature familiar to you that doesn't have all of its hit points within range. For the duration, you know its exact location and the shortest path to get to it. If the target regains hit points up to its maximum, the spell ends early.

You have advantage on attack rolls against the target. Whenever you hit a weapon attack against the target, it deals an extra 1d8 necrotic damage, as you tear into its wounds.

Chaotic Ray

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (The eye of a beholder)
  • Duration: Concentration, up to 1 minute or Instantaneous

You release a powerful ray of chaotic energy at a target within range. Roll a d4 to determine its effect.

  1. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  1. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
  3. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage of Enervation and Disintegration Ray increases by 1d8 for each each slot level above 4th.

Demolishing Tremors

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You barrel into the ground beneath you, creating intense tremors in the ground in a 20-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature is knocked prone, paralyzed until the end of its next turn, and is pushed to the edge of the area or pulled into the center (your choice). On a successful save, a target is moved, but you don't paralyze it or knock it prone. If the ground in that area is anything less than indestructible, it becomes difficult terrain until cleared.

Destructive Launch

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a target no more than one size larger than you that you can reach. On a hit, a target takes 2d6 bludgeoning damage and is thrown 30 feet away from you. If it collides with an object or creature, they both take an additional 2d6 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the collision damage increases by 1d6 for every spell level above 3rd.

Elemental Wrath

4th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A pinch of the chosen element)
  • Duration: Concentration, up to 10 minutes

Make a melee spell attack against a target you can reach. On a hit, a target takes 10d8 acid, cold, fire, lightning, or thunder damage (your choice). Hit or miss, for the duration of the spell whenever you make a weapon attack, you can choose to change the damage type of all damage dealt to that type.

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.

Expeditious Defense

4th-level abjuration


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature that you can see
  • Range: Self
  • Components: S
  • Duration: 1 round

Your body quickly adapts to protect you from incoming attacks. Until the start of your next turn, you can reduce any damage you take by 3d8. This includes the triggering attack. If you reduce the damage of attack or spell to 0 this way, you are not affected by any additional effects of the attack or spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage reduction increases by 1d8 for each slot level above 4th.

Final Gambit

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You use the power of your modifications as a last resort. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 + 50 bludgeoning, piercing, or slashing damage (your choice), and your current hit points are reduced by the same amount, but not below 1 hit point.

Focus

5th-level transmutation


  • Casting Time: 1 action
  • Range: 240 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

Your body goes into a complete battle focus. For the duration, you know the exact location and numbers of all creatures within range, and you know whether they are above or below half of their maximum hit points. Also, you have advantage on Saving Throws against creatures within the range, and those creatures have disadvantage on Attack rolls against you.

Immobilizing Impact

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a target you can reach. On a hit, the target takes 3d12 slashing damage, and until the end of their next turn, the target's speed is halved and they can't take reactions.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Immovable form

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Nothing can stop you. For the duration, you are immune to being grappled, paralyzed, restrained, stunned, knocked prone, or forcibly moved. Additionally, you gain an additional action on each of your turns, which can only be used to take the shove or grapple action.

Shattering Strike

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a target you can reach. On a hit, the target takes 2d4 + 10 piercing damage, and until the end of the target's next turn, the target's AC is reduced by the combined result rolled on the d4s.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 5 for each slot level above 2nd.

Unstoppable Onslaught

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You charge forward in a straight line out to a point in range. If you come in contact with a creature or object, it must make a Strength saving throw. On a failed save, a target takes 5d10 bludgeoning damage, is knocked prone, and is pushed to a space beside you. On a successful save, a target takes half as much damage and is pushed, but not knocked prone.

Vengeful Cleave

3rd-level transmutation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature that you can see
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You instinctively retaliate in response to being attacked. Creatures of your choice within range must make a Dexterity saving throw, taking 3d12 slashing damage on a failure, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damaeg increases by 1d12 for each slot level above 3rd.

Credits

The evolutionist class was written and created by Chocolate Thunda (u/Chocolate--Thunda / Chocolate#1810) with support from the users on r/UnearthedArcana and it's official Discord, the Discord of Many Things. Huge thanks to SwEcky, Izzy, Letters and the folk on the Sleeper Island Discord, as well as everyone else who assisted me and gave me great feedback along the way.

This class took inspiration from a variety of sources, but most notably:

This document was created with GM Binder. If you would like to support the developers, consider joining their Patreon community. The images in this document edited using Smyir's Watercolour Splashes, and the cover page was made by using Solbera's Homebrew Cover Template. The evolutionist class icon and the document footer was made by editing KrazedKei's "Chaotic Biohazard". All image editing was done in Adobe Photoshop.

The "Evolutionist" is unofficial Fan Content permitted under the Fan Content Policy and created under the D&D Open Game License. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits

The following art credits are in order of appearance.

Version History
  • This is Version 3.2 of the Evolutionist class
  • Release Date: 24th of July, 2019
  • Changelog can be found here.
  • Previous Versions: 1.0, 2.0, 3.0, 3.1
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