Évolutionniste, 2e variante (5e Class)
Evolutionist[edit]
“ | Evolutionists are the change incarnate. They take the rules of flesh given to them, then they bend them to their monstrous tune. | ” |
From the shadows strikes the scythe like claw, decapitating orc chief with one swift move. The rest of the beast walks out of the wall revealing a mantis like appearance for the moment, as it disappeared again from the eyes of raid party. They knew it shall strike again, but god knows from where...
At top of the tower stands single soldier, wearing only a brown robe with dragon insignia on it. Below him a clash of steel - battlefield. Then through the air went a mighty roar. As the robes fell a gigantic red dragon flew up. The air suddenly filled with fire and lightning - both necessary to defend his homeland.
Masters of matter[edit]
Evolutionsts are masters of flesh. Is it by blood inheritance, falling into a liquid of mysterious origin, the influence of otherworldly power or years of extensive research about shapethurgy - the manipulation of flesh, either way they know their bodies better then the world around them. Usually the people around them perceive them as monsters hiding in the shadows, unholy creations, although there are cases where they are perceived as holy or even from the godly origin. For the Evolutionist himself its only a matter of personal preference what they shall do about the world around them. Some after mastering themselves wish to master the world itself, be it knowledge or power. Some use shapethurgy to accomplish a specific goal - may it be of research or something personal.
Creating an Evolutionist[edit]
When creating Evolutionist there are some questions the player must answer. First of all is how your character developed this power. Was it of unknown origin, a blessing or years of training among other Evolutionists? The second questions should be how your character sees their power - do they consider it a tool, curse or something else entirely? Lastly how the world perceives them - was your character respected? Or were they despised? All of the above questions should be considered, as the nature of every Evolutionist is controlled, although monstrous.
- Quick Build
You can make a Evolutionist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the sage background. Third, choose Athletics and Acrobatics for your skills.
Class Features
As a Evolutionist you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Evolutionist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Evolutionist level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: One type of artisan's tools
Saving Throws: Constitution, Strength
Skills: Choose two from Animal Handling, Athletics, Acrobatics, Arcana, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple melee weapon or (b) one simple ranged weapon with 20 pieces of ammunition
- Leather armor
- (a) dungeoneer's pack or (b) explorer's pack
- If you are using starting wealth, you have 3d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Evolutions known |
---|---|---|---|
1st | +2 | Battle Form,Unnatural Armor | 4 |
2nd | +2 | Destiny | 4 |
3rd | +2 | Otherworldly Biology | 4 |
4th | +2 | Ability Score Improvement | 6 |
5th | +3 | Extra Attack | 6 |
6th | +3 | Magical Strikes | 6 |
7th | +3 | Destiny Feature | 8 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Perfected Assault | 8 |
10th | +4 | Monstrous Connection | 10 |
11th | +4 | Unique Evolution | 10 |
12th | +4 | Ability Score Improvement | 10 |
13th | +5 | Form Consumption | 12 |
14th | +5 | Destiny Feature | 12 |
15th | +5 | Destiny Feature | 14 |
16th | +5 | Ability Score Improvement | 14 |
17th | +6 | Total Control | 16 |
18th | +6 | Destiny Feature | 16 |
19th | +6 | Ability Score Improvement | 18 |
20th | +6 | Master of Change | 18 |
Battle Form[edit]
Starting at 1st level you can create your own Evolutionist battle form. As a bonus action you enter a form of your choosing, granting the benefits of that form in addition to being able to make unarmed strikes using either Strength or Dexterity for attack and damage rolls. This unarmed strike deals d4 points of either piercing, slashing or bludgeoning damage depending on player's choice. You can also make an unarmed strike as a bonus action if you attacked with your unarmed strike in main action. You can return to your normal form as a bonus action.
The damage die for unarmed strikes changes to d6 at 6th level , d8 at 11th level and then to d10 at 15th level. While morphing, your equipment merges into your new form and magic items you wear integrate into your Battle Form. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. You choose the appearance of your new form. If you die, while in Battle Form, you turn back to your original form after number of hours equal to you Constitution modifier.
- Creating a battle form
Each Evolutionist has access to evolution points - using them you may create a battle form. You can create or modify your battle form once, being able to do so again after finishing a long rest. To create a battle form you have to use your evolution points on Evolutions you know, combining them into battle form. You may have one battle form that you can use two times. Total number of evolution points equals your level in this class plus your Constitution modifier. You regain all expended battle form uses after finishing a long rest or one use after finishing a short rest. Your total number of Evolutions know is shown in class table. You can swap one of your known Evolutions on level up.
Unnatural Armor[edit]
Beginning at 1st level your body starts protecting you better. Be it because of thick hide, scales or faster movement, you gain unarmored defense equal to 10 + Dexterity modifier + Constitution modifier.
Destiny[edit]
Starting at 2nd level you choose Destiny your Evolutionist sees. Choose between Destiny of True Form or Destiny of Shared Adaptation, all detailed at the end of the class description, before the evolutions. Your choice grants you features at 2nd and again at 6th,9th,14th,15th and 18th level.
Otherworldly Biology[edit]
Starting at 3rd level your body gets a better hold of unwanted changes. You gain advantage on saving throws against diseases and the poisoned condition. You also have advantage on saving throws against magical effects that would alter your form such as the polymorph spell.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Magical Strikes[edit]
Starting at 6th Level, your attacks with natural weapons and evolution effects count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Perfected Assault[edit]
Starting at 9th level, you can reroll damage for your Evolutions natural weapons, taking the higher result. You may do so a number of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
Monstrous Connection[edit]
Starting at 10th level, you may attempt to communicate with other monstrosities using shapethurgy connection with unnatural. As an action, choose a monstrosity. If its Intelligence score is lower than 6, you may only try to weaken it, forcing the creature to make Intelligence saving throw using Evolutions DC. If the monster fails the saving throw, it may only take either action, bonus action or move on its turn, as its cognitive processes become slower. At the end of each of the creature turns, it repeats the saving throw, ending the effect on a succesfull save and making it immune to this effect for the next 24 hours. If the creature Intelligence score is higher or equal to 6, you may freely communicate with it, using body language. Additionally you may attempt to weaken it, using rules written above.
Unique Evolution[edit]
Starting at 11th level you gain access to unique evolutions. You may only have one unique evolution and you can't change your unique evolution. Unique forms are marked with Unique tag in prerequisites and they don't count for your total evolutions known.
Form Consumption[edit]
Beginning at 13th level your body may enter overloaded state using its unnatural biology. As a bonus action, while being in battle form, you enter frenzy for 1 minute, granting you benefits listed below.
- You gain 10ft of movement speed
- If you take an attack action during your turn, you may make one extra attack as a part of that attack action,
- When you activate frenzy and and at the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum 1 temporary hit point).
You may end frenzy earlier as a bonus action. Ending frenzy grants you temporary hit points equal to your Constitution modifier plus number of your Evolution points. When you end frenzy, you must make DC 15 Constitution saving throw. If you fail the saving throw, you gain 1 exhaustion level. After you end frenzy, you can't use this feature until you enter new battle form.
Total Control[edit]
Beginning at 17th level, you gain complete control over your own body. You stop aging, become immune to diseases and you become immune to any spell or Effect that would age you or alter your form, with exception to your Battle form, thanks to your body actively infusing itself with power of shapethurgy.
Master of Change[edit]
Reaching 20th level you become the change incarnate fusing yourself with true essence of shapethurgy. You become immune to exhaustion and if at the start of the combat if you have no usages of battle form, you gain 1 usage of battle form.
Destiny[edit]
Destiny of True Form[edit]
Some may say that one can find themselves by exploring the world... You for a change dug deeper into flesh than anyone else before you and in doing so, you found the way to achieving power beyond imagination. Some might not even recognize you anymore, but that's not what matters. Bones breaking, body completely rearranging, one day you shall find a path to perfection... a path to your true form.
- Flesh Shaper
Starting at 2nd level you opened your body for a changes some might not have survived. Every evolution you take costs half its price, rounded up. Additionally, while you transform you lose humanoid tag, and gain monstrosity tag instead.
- Rapid Metabolism
Beginning at 7th level you feel as the world around you slows down, while you are getting faster. Your movement speed increases by 10ft. Additionally all of your Evolutions actions gain one extra usage before rest.
- Living change
Starting at 14th level you mastered form manipulation. As an action you can quickly shed your current form exchanging number of evolutions in your current Battle Form, equal to your Constitution modifier from the evolutions known. While doing so, keep track of cost of each changed evolution. You can use this feature twice per long rest.
- Chrysalis
Beginning at 15th you learned to preserved your own being at the cost of others. Once per long rest, when you hit an enemy creature that is your size or larger and that isn't construct or undead, you may declare this attack as Chrysalis Strike. If you do so the enemy makes Constitution saving throw. If he fails he gets marked for 1 minute. If you drop to 0 hit points while the enemy is marked, instead of going down you may choose to infest the marked enemy. If you do so, your current body drops to the floor dead and you start to form in the marked enemy. If the marked enemy dies, you burst out of its chest with 1 hit point left. If the enemy doesn't die after 1 minute passes, you burst out of the enemy dealing 3d6 slashing damage and you appear on the the adjacent square that isn't occupied with 1 hit point left.
- True form
At 18th level you reach your true potential, learning how to create a ultimate body that shall break all in your wake. Your number of evolution points now equals to your level in this class plus double your Constitution modifier.
[edit]
Imperfections of nature, flaws and natural errors. All of those above you wish to correct sharing your gift with others, leading them towards your vision of future in which you take your and your companions evolution into your own hands.
- Shared Vision
Starting at 2nd level you learned how to share shapethurgy with your companions. During long rest choose number of willing creatures equal to your Constitution modifier and bind them to yourself, giving them access to certain benefits. Choose one evolution from your battle form, the chosen evolution will also apply to bonded creatures during your transformation. This benefit lasts until your next long rest. For each chosen evolution, each of the bonded creatures must fulfill its prerequisites and if the evolution mentions DC, this DC equals to 8 + binded creature Constitution modifier. Number of chosen evolutions changes to 2 at 10th level and to 3 at 15th level.
- Adaptive Touch
Beginning at 7th level you learned how to personally quickly adapt your bonded companions to the situation necessary. As an action you might grant each of the bonded creatures, including yourself, bonus to their next ability or attack check, equal to your Constitution modifier. You may do so number of times equal to your proficiency bonus. You regain all uses of this feature on a long rest.
- Deep Bind
Beginning at 14th level your connection to the creatures you bind deepens. As a bonus action you might swap places of two bonded creatures of your choosing, including yourself. Additionally if you do so, you give each bonded creature temporary hit points equal to your Constitution modifier. You might swap creatures number of times equal to your proficiency bonus. You regain all uses of this feature on a long rest.
- Shared form
Starting at 15th level you learn how to use the potential of creatures you connect to the fullest. If one of the creatures has to make a Charisma, Wisdom or Intelligence saving throw it can use its reaction to use another bonded creature modifier if its higher than its own. Total number of uses equals to your proficiency bonus. You regain all uses of this feature on a long rest.
- Unity
At 18th level you and your bonded creatures merge together in shapethurgy. As an action, if all creatures are willing, you can sum up of all bonded creatures hit points and set each of the bonded creatures hit points equally dividing the sum by the number of creatures. If the given hit points exceed the creature hit point maximum, treat each exceeding hit point as temporary hit points.
Evolutions[edit]
Below you can find the list of all possible evolutions for your battle form. Each evolution belongs to one of three categories:
- Natural weapon - type of weapon with effects described and possible upgrades,
- Damage modifier - type of damage or additional effect while dealing damage,
- Change - evolution that is passive.
All evolutions have a evolution points cost attached. Next to it in brackets you can find the cost for Destiny of True Form with its appropriate cost. Additionally some evolutions have prerequisites that you must fulfill in order to pick that evolution for your battle form or unique tag, which means you that you can pick that evolution only one time. Evolution DC = 8 + proficiency modifier + your Constitution modifier If evolution mentions basic weapon damage dice, it refers to the weapon you receive at level one and all of its upgrades on 6th, 11th and 15th level.
Change Evolution List[edit]
- Ambusher
- Prerequisite-5th level
- Cost: 5(3)
You gain advantage on attack rolls against surprised creature on your first turn in combat.
- Apex blood
- Prerequisite-15th level, No other size changing Evolution
- Cost: 10(5)
Your body grows, granting you:
- You become gargantuan
- You gain advantage on Strength checks and saving throws
- Your attacks deal extra d8 weapon damage. This damage isn't increased with your size.
- Damage dice for all of your weapons increases by three categories. For example d4 becomes d6, d6 becomes d8, up to d12.
- Choose between monstrosity, dragon, aberration or beast. You gain this tag, as your body changes
- Blindsight
- Prerequisite-5th level
- Cost: 5(3)
You gain blindsight up to 20ft.
- Blood Frenzy
- Prerequisite-10th level, Blood Scent
- Cost: 5(3)
You gain advantage on melee attack rolls against any creature that doesn't have all its hit points.
- Blood Fury
- Prerequisite-15th level, Blood Frenzy
- Cost: 5(3)
Your attacks against any creature that doesn't have all its hit points deal additional damage, equal to your Constitution modifier.
- Blood scent
- Prerequisite: 5th level
- Type: Change
- Cost: 3(2)
Provided there is no wind, you can smell target that has half or less of its hit points up to 30ft. You may pick this evolution multiple times each time increasing range by 30ft.
- Charge
- Prerequisite-5th level
- Cost: 3(2)
If you move at least 10 feet straight toward a target and then hit it with a attack on the same turn, the target takes an extra bludgeoning damage equal to your Constitution modifier. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet away and knocked prone.
- Climbing adaptation
- Cost: 2(1)
You gain 30ft of climbing speed.
- Darkvision
- Cost: 1(1)
You gain darkvision up to 60ft. If you already have darkvision, extend its range by 30ft. You may pick this evolution multiple times each time gaining additional 30ft of darkvision.
- Dragon blood
- Prerequisite-10th level, No other size changing Evolution
- Cost: 8(4)
Your body grows, granting you:
- You become huge
- You gain advantage on Strength checks and saving throws
- Your attacks deal extra d6 weapon damage. This damage isn't increased with your size.
- Damage dice for all of your weapons increases by two categories. For example d4 becomes d6, d6 becomes d8, up to d12.
- Choose between monstrosity, dragon, aberration or beast. You gain this tag, as your body changes
- Final infusion
- Prerequisite-15th level, resistance to at least one type of damage
- Cost: 5(3)
Change one of your resistances into immunity. You may pick this evolution multiple times each time choosing different resistance to upgrade.
- Flying adaptation
- Prerequisite-5th level
- Cost: 4(2)
You gain 30ft of flying speed.
- Giant blood
- Prerequisite-5th level, No other size changing Evolution
- Cost: 5(3)
Your body grows, granting you:
- You become large
- Your attacks deal extra d4 weapon damage. This damage isn't increased with your size.
- Damage dice for all of your weapons increases by one category. For example d4 becomes d6, d6 becomes d8 etc, up to d12.
- Choose between monstrosity, abberration or beast. You gain this tag, as your body changes
- Gliding surfaces
- Cost: 2(1)
When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
- Hook line and sinker
- Prerequisite-5th level, Tongue, Swallow
- Cost: 2(1)
From now on, if you pulled one or more categories smaller than you creature towards you using Tongue action, you use Swallow on them as a bonus action.
- Keen Hearing and Smell
- Cost: 2(1)
You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Keen Sight
- Cost: 2(1)
You gain advantage on Wisdom (Perception) checks that rely on sight.
- Pack tactics
- Prerequisite-5th level
- Cost: 4(2)
You gain advantage on an attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
- Pounce
- Prerequisite-5th level
- Cost: 3(2)
If you move at least 20 feet straight towards a creature and then you attack it on the same turn, that target must succeed on a Strength saving throw or be knocked prone.
- Resistant flesh
- Prerequisite-5th level
- Cost: 4(2)
Choose one damage type from acid, bludgeoning, cold, fire, lightning, piercing, poison or slashing. You gain resistance to the chosen type. You may pick this evolution multiple times each time choosing different type of damage.
- Swift jumps
- Cost: 3(2)
Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.
- Tremor sense
- Prerequisite-10th level
- Cost: 2(1)
You gain tremor sense up to 30ft.
- True sight
- Prerequisite-18th level
- Cost: 5(3)
You gain true sight up to 20ft.
- Underground adaptation
- Prerequisite-5th level
- Cost: 3(2)
You gain 20ft of burrow speed.
- Unnatural Resistant Flesh
- Prerequisite-5th level
- Cost: 4(2)
Choose one damage type from necrotic, radiant, psychic or thunder. You gain resistance to the chosen type. You may pick this evolution multiple times each time choosing different type of damage.
- Water adaptation
- Prerequisite-3rd level
- Cost: 2(1)
You gain 30ft of swimming speed. Additionally you can breathe underwater.
- Web adaptation
- Cost: 2(1)
You can freely move through the webs. Additionally you can detect any other creatures that are on the same web as you.
Natural weapon Evolutions list[edit]
- Barrage
- Prerequisite-5th level, ranged natural weapon
- Cost: 5(3)
- Range:60ft/ 3 * 5 foot radius spheres
Choose one of your ranged natural weapons. As an action you shoot out a barrage of missiles using that weapon. Each creature in that area makes a Dexterity saving throw. If it fails it receives damage equal to 2 times your weapon dice, if it succeeds it receives halved damage. When you do so choose 3 5ft radius spheres within 60ft of you. When you pick this evolution you may choose bludgeoning, slashing or piercing damage as your basic damage type. You may do so an amount of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
- Breath weapon
- Prerequisite-5th level
- Cost: 5(3)
- Range: 30ft cone/60 ft line 5ft wide
As an action you may gather a powerful breath. Each creature in affected area makes a Dexterity saving throw or receives damage equal d6 + number of d6 equal to your proficiency bonus, if the creature succeds the saving throw, the damage is halved. When you choose this evolution you first choose if it either affects a 30ft cone in front of you or if it affects 60ft long, 5ft wide line in front of you. When you pick this evolution you may choose bludgeoning, slashing or piercing damage as your basic damage type. You may do so an amount of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
- Powerful jaws
- Prerequisite-5th level
- Cost: 5(3)
- Range: 5ft
As an action you may try to bite an creature standing next to you. The creature makes a Dexterity saving throw. If it fails it receives 2d10 damage. Additionally you gain temporary hit points equal to half the damage dealt, rounded down. If the creature succeds the saving throw it receives half the damage instead. When you pick this evolution you may choose bludgeoning, piercing or slashing as your damage type. You may do so an amount of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
- Ranged natural weapon
- Cost: 3(2)
- Usage: Attack action
- Range:40ft/120ft
You gain natural ranged weapon with 40ft range and 120ft half range, that does your basic weapon damage. When you pick this evolution you may choose bludgeoning, piercing or slashing as your damage type.
- Slam
- Prerequisite-5th level
- Cost: 5(3)
- Range: 10ft radius sphere centered on you
As a bonus action you can send a wave of damage centered on you. Each creature within area must make a Strength saving throw or be knocked prone and receive damage equal to your Constitution modifier. When you pick this evolution you may choose bludgeoning, piercing or slashing as your damage type. You may do so an amount of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
- Smoke screen
- Prerequisite-5th level
- Cost: 5(3)
- Range: 15ft radius sphere centered on you
As an action you send out a thick smoke centered on you creating 15ft radius sphere of thick substance that heavily obscures the area. Provided there is no strong wind, the smoke stays in place for one minute or or until strong wind disperses it. You may create the smoke an amount of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
- Swallow
- Prerequisite-5th level
- Cost: 5(3)
- Usage: Bonus action/On grappled target
- Range: 5ft
If you have grappled a creature that is one or more categories smaller than you, you might swallow it. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside of you, and takes acid damage equal to your proficiency bonus number of d6 dice at the start of each of your turns. The creature can attempt to escape either by dealing damage equal to your level in this class. If the creature deals appropriate damage you must succeed on a DC 18 Constitution saving throw or regurgitate swallowed creature, which falls prone in a space within 10 feet of you.
- Tongue
- Prerequisite-5th level
- Cost: 5(3)
- Range: 15ft
As an action you may try to shoot out your tongue at one of the creatures within range. The creature makes a Dexterity saving throw. If it fails, your tongue sticks, dealing number of your proficiency bonus d4 dice. Additionally you may choose to pull yourself using your tongue, traveling 15 ft in a straight line towards the creature and landing in unoccupied space that is adjacent to it. You may also choose to pull the creature. If you do so, it must make a Strength saving throw or be pulled towards you in a straight line, ending on a unoccupied square of your choosing. You may also unstick your tongue as a free action. You may use this weapon an amount of times equal to your Constitution modifier, regaining all expended uses after finishing a long rest.
Damage modifier Evolutions list[edit]
- Annihilation
- Prerequisite-10th level, natural weapon that does radiant, necrotic and psychic damage
- Cost: 2(1)
Choose one of your natural weapons that does radiant, necrotic and psychic damage. From now your attacks begin to disintegrate targets. After you hit a creature or a group of creatures first time in your turn it has to make a Charisma saving throw. If it fails, it receives additional d6 + your Constitution modifier radiant damage and becomes banished. You banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the beginning of its next turn, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the creature succeeds the saving throw, it only receives half the damage and is not banished. Additionally if a creature or group of creatures dies from weapon you applied this effect on, the creature body disintegrates leaving only magical items behind. You may pick this evolution multiple times, each time applying it to another weapon.
- Blinding poison
- Prerequisite-5th level, Poison gland, natural weapon that does poison damage
- Cost: 2(1)
Choose one of your natural weapons that does poison damage. From now if you deal damage to someone with this weapon, the creature makes Constitution saving throw, or in addition to being poisoned for 1 minute it becomes blinded. The blinded creature might repeat this saving throw at the end of its turn, ending both effects and becoming immune to this effect for next 24 hours. You may pick this evolution multiple times, each time applying it to another weapon.
- Elemental strikes
- Cost: 2(1)
Choose one damage type from acid, cold, fire or lightning. You may apply chosen type to one natural weapon of your choosing. If you do so and the weapon has more than one dice of damage, you may freely choose how much of a weapon damage dice is of this chosen type. You may pick this evolution multiple times each time choosing different type of damage or a different weapon to apply damage to.
- Explosive nature
- Prerequisite-5th level, natural weapon that does bludgeoning and fire damage
- Cost: 2(1)
Choose one of your natural weapons that does bludgeoning and fire damage. From now your attacks explode, dealing your Constitution modifier fire damage at the end of your turn in 10ft sphere around your target. If the weapon has area of effect range, the explosion at the end of your turn targets all creatures inside the area of weapon. You may pick this evolution multiple times, each time applying it to another weapon.
- Grappling strikes
- Prerequisite-5th level, melee natural weapon
- Cost: 3(2)
Choose one melee natural weapon. From now on the first time you hit a creature you might force it to make Strength saving throw . If you succeed the creature is grappled by you. You may pick this evolution multiple times, each time applying it to another weapon.
- Increased range
- Prerequisite-5th level, melee or ranged natural weapon
- Cost: 3(2)
Choose one of your natural melee or ranged natural weapons. From now if this weapon is melee it has extra 5ft reach or if it is ranged it has extra 20ft normal range and long range.
- Jumping current
- Prerequisite-5th level, natural weapon that does lighting and cold damage
- Cost: 2(1)
Choose one of your natural weapons that does lighting and cold damage. From now if you deal damage to a creature with this weapon, it must make a Dexterity saving throw. On a failed save creature receives lightning damage equal to d6 + your Constitution modifier and all creatures up to 15ft from it must make a Dexterity saving throw or receive damage aswell. On succesfull save, the first hit creature takes no damage and lightning doesn't spread. You may pick this evolution multiple times, each time applying it to another weapon.
- Melting concoction
- Prerequisite-5th level, natural weapon that does acid and cold damage
- Cost: 2(1)
Choose one of your natural weapons that does acid and cold damage. From now on after you hit a creature first time in a round, you may choose to try to melt creature armor and slow its movements with cold. The creature hit by your attack must make a Dexterity saving throw or have their armor reduced by 2 until the end of their next turn. You may pick this evolution multiple times, each time applying it to another weapon.
- Natural strikes
- Cost: 1(1)
Choose one damage type from bludgeoning, piercing or slashing. You may apply chosen type to one natural weapon of your choosing. If you do so and the weapon has more than one dice of damage, you may freely choose how much of a weapon damage dice is of this chosen type. You may pick this evolution multiple times each time choosing different type of damage or a different weapon to apply damage to.
- Paralyzing poison
- Prerequisite-10th level, Poison gland, natural weapon that does poison damage
- Cost: 2(1)
Choose one of your natural weapons that does poison damage and has Poison gland. From now if you deal damage to someone with this weapon, the creature hit must succeed a Constitution saving throw, or in addition to becoming poisoned for 1 minute, become paralyzed. Creature might repeat this saving throw at the end of its turn, ending both effects and becoming immune to this effect for next 24 hours. You may pick this evolution multiple times, each time applying it to another weapon.
- Piercing strikes
- Prerequisite-5th level, natural weapon that does piercing damage
- Cost: 2(1)
Choose one of your natural weapons that does piercing damage. From now on after you hit a a creature or a group of creatures first time in a round, you may choose to make your hits go deeper. If there is a creature on the opposite side of the creature you hit, it receives piercing damage equal to your Constitution modifier. You may pick this evolution multiple times, each time applying it to another weapon.
- Poison gland
- Prerequisite-5th level, natural weapon that does poison damage
- Cost: 2(1)
Choose one of your natural weapons that does poison damage. From now if you deal damage to someone with this weapon, the creature makes Constitution saving throw, or become poisoned for 1 minute. Creature might repeat this saving throw at the end of its turn ending this effect and becoming immune to this effect for next 24 hours. You may pick this evolution multiple times, each time applying it to another weapon.
- Precise strikes
- Prerequisite-5th level, at least one natural weapon that is melee or ranged
- Cost: 2(1)
Choose one of your natural weapons that is melee or ranged. While rolling damage roll two sets of weapon damage dice and the higher score becomes the damage of this attack. You may pick this evolution multiple times, each time applying it to another weapon.
- Radioactive overload
- Prerequisite-10th level, natural weapon that does fire, necrotic and lightning damage
- Cost: 2(1)
Choose one of your natural weapons that does fire, necrotic and lightning damage. From now your attacks leave radiating wounds. After you hit a creature or a group of creatures first time in your turn it has to make a Constitution saving throw. If it fails, it receives additional d6 + your Constitution modifier fire damage. The creature can't regain hit points, until end of its next turn. Additionally if it moves or takes an action before end of its next turn it receives additional d6 necrotic damage as its flesh begins to dissipate. If the creature succeeds the saving throw, it only receives half the damage. You may pick this evolution multiple times, each time applying it to another weapon.
- Rip and tear
- Prerequisites-5th level, natural weapon that does slashing damage
- Cost: 2(1)
Choose one of your natural weapons that does slashing damage. From now your attacks cause bleeding if the creature does have a fluid that works like blood. After you hit a a creature or a group of creatures first time in your turn force them to make Constitution saving throw. If it fails at the start of creature's turn it receives your Constitution modifier slashing damage, bleeding out. At the end of creature's turn it may attempt Constitution saving throw to stop the bleeding. If the creature doesn't stop bleeding or receives another hit while bleeding, the damage each turn increases by 1, up to twice your Constitution modifier.
- Sleep poison
- Prerequisites-5th level, Poison gland, natural weapon that does poison damage
- Cost: 2(1)
Choose one of your natural weapons that does poison damage. From now if you deal damage to someone with this weapon, the creature hit must succeed a Constitution saving throw, or in addition to being poisoned for 1 minute it falls asleep, becoming unconcious. Creature might repeat this saving throw at the end of its turn, ending both effects and becoming immune to this effect for next 24 hours. You may pick this evolution multiple times, each time applying it to another weapon.
- Slowing poison
- Prerequisite-5th level, Poison gland, natural weapon that does poison damage
- Cost: 2(1)
Choose one of your natural weapons that does poison damage. From now if you deal damage to someone with this weapon, the creature makes a Constitution saving throw, or in addition to being poisoned for 1 minute its speed becomes halved. Creature might repeat this saving throw at the end of its turn, ending both effects and becoming immune to this effect for next 24 hours. You may pick this evolution multiple times, each time applying it to another weapon.
- Staggering strikes
- Prerequisite-5th level, natural weapon that does bludgeoning damage
- Cost: 2(1)
Choose one of your natural weapons that does bludgeoning damage. From now on after you hit a creature or a group of creatures first time in a round, you may choose to force it to make Strength saving throw. If it fails the saving throw, it receives additional bludgeoning damage equal to your Constitution modifier and is pushed back 10ft. You may pick this evolution multiple times, each time applying it to another weapon.
- Sticking flame
- Prerequisite-5th level, natural weapon that does fire and poison damage
- Cost: 2(1)
Choose one of your natural weapons that does fire and poison damage. From now your attacks cause ignition that refuses to die out. After you hit a target first time in your turn the flammable liquid tries to stay at the impact place. Force the hit creature to make a Dexterity saving throw. If it fails at the start of creature turn it receives d6 + your Constitution modifier fire damage burning to death. Burning creature can extinguish the flame using its action. You may pick this evolution multiple times, each time applying it to another weapon.
- Unnatural strikes
- Prerequisite-5th level
- Cost: 2(1)
Choose one damage type from necrotic, radiant, psychic or thunder. You may apply chosen type to one natural weapon of your choosing. If you do so and the weapon has more than one dice of damage, you may freely choose how much of a weapon damage dice is of this chosen type. You may pick this evolution multiple times each time choosing different type of damage or a different weapon to apply damage to.
Unique Evolutions list[edit]
- Blood beast
- Prerequisite-11th level, Blood Scent
- Cost: 3(2)
Your form changes, as your body is driven insane by wounded creatures
- As an action, once per long rest you might let out a terrifying howl. Each creature in 30ft radius centered on you must make a Wisdom saving throw, or become frightened of you for 1 minute. Each affected creature might repeat the saving throw at the end of its turn. If it succeds the saving throw it becomes immune to this effect for next 24 hours.
- If you detect any hostile creature with your blood scent you gain benefits listed below:
- Your speed increases by 20ft, if you move towards wounded creature
- You become immune to charmed and frightened condition
- You gain blood pool of hit points equal to number of your evolution points, that refills on your long rest. If you have less than half hit points left when your turn begins, at the end of your turn you regain hit points equal to your Constitution modifier using the blood pool. If the blood pool ends, you don't regain any hit points.
- Bonemarrow
- Prerequisite-11th level
- Cost: 3(2)
Your form learns how to use its own skin as a weapon, granting you:
- You gain additional natural weapon that is your skin or armor covering it. From now on each time a creature strikes you while being in melee range, it receives 1d4 damage of one of your other damage types.
- As an action, you may enter special stance for 1 minute. During this period, as a bonus action you can increase the damage of your armor, by your Constitution modifier until the start of your next turn.
- Ethereal stalker
- Prerequisite-11th level
- Cost: 3(2)
Your form learns how to travel between dimensions, as the body gets infused with plannar magic granting you:
- As a bonus action you might change dimension, entering etheral plane until the start of your next turn. You may use this ability number of times equal to your Constitution modifier
- As a action you might become invisible, until the end of your next turn
- If you attack a creature instatly after leaving etheral plane you gain advantage on that attack. If it hits, the creature receives additional damage of your weapon type equal to your proficiency bonus number of d4 dice.
- Hulking brute
- Prerequisite-11th level
- Cost: 3(2)
Your form becomes reinforced, changing you into juggernaut and granting you:
- You gain advantage on Athletics checks
- You cannot be knocked prone
- As a bonus action you might enter defensive stance for 1 minute or until you dissmiss it as a bonus action. In this stance, reduce all instaces of damage dealt to you by your Constitution modifier (minimum 1). Additionally you gain advantage on all saving throws against being moved.
- Petrifying terror
- Prerequisite-11th level
- Cost: 3(2)
Your form learns how to infuse malevolent magic into its eyes, granting you:
- As an action you fill your eyes with malevolent magic for 1 minute. During your turn, while this feature is active, you may expend bonus action activating your gaze until start of your next turn. If you activate your gaze and 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 provided you are not incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next 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 the 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. You may do so again after finishing a long rest.
- Skittering menace
- Prerequisite-11th level, Poison gland
- Cost: 3(2)
Your form becomes much quicker and more deadly, as your body gains additional legs and eyes:
- You gain advantage on Perception checks
- Your speed increases by 10ft.
- Creatures hit by your poison gland must make saving throw for other poison effects, even if they don't receive any damage, provided they are not immune to them
- You gain access to the most powerful poison - The Last Kiss. As an action you might attempt to strike someone with a weapon that has Poison gland. If you hit the creature becomes poisoned for 1 minute and must make a Constitution saving throw . If the creature failed the saving throw, choose between next round or 1 hour. The effect depends on your choice:
- If you choose next round, when the creature ends its next turn it receives additional necrotic damage, equal to d10 + your Constitution modifier and must succeed on another Constitution saving throw for all other of your poisons. If it fails, it receives all effects combined
- If you choose 1 hour, after 1 hour passes the creature receives 10d10 necrotic damage.
- Winged nightmare
- Prerequisites-11th level, flying speed
- Cost: 3(2)
Your form becomes proficient in aerial combat
- You don't provoke opportunity attacks when you fly out of an enemy's reach
- You double your flying speed.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Evolutionist class, you must meet these prerequisites: Constitution 15
Proficiencies. When you multiclass into the Evolutionist class, you gain the following proficiencies: simple weapons
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