Evolved (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing Fluff

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


The Evolved is a creature that decide to artificially accelerate the natural evolution process of its own body, through series of mechanical or biological enhancements, in order to become a more advanced version of itself.

Seekers of Perfection[edit]

Evolution is the natural course of all forms of life. Through adaptation to the surrounding environment and the pressures and demands of the natural world, all creatures develop adaptive mechanisms over the course of generations. An evolved is one who is willing to expedite this process, by artificially creating conditions for the evolution of their bodies and minds, crafting a better and improved version of themselves.

This process can be done in a plethora of ways: special drugs and hormones, cybernetic implants, organic grafts and even magic, the evolved ignore the boundaries and taboos of their societies and are willing to experiment with anything that will close the gap between what they are and what they want to become. They are chimeras of their own making, giving a new meaning to the word "perfection", that never have the same meaning for two different evolveds. Some seek to become the ideal version of what the current culture and society they live in expect them to be, but prettier, stronger, smarter. Others use their evolutions to seek perfection in a specific field, becoming powerful warriors or brilliant scientists.

This transformation, however, is not always something of the choice of the evolved. Some are driven to this path by the distorted vision of someone else, having their bodies transmutated to further the knowledge of some mad scientist, or to become a living weapon for some cause or organization. These evolveds will often resent their new state of being, seeking to revert the transformations or to use them as a implement of revenge against the responsible for them.

Creating an Evolved[edit]

Quick Build

You can make an Evolved quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Entertainer background.

Class Features

As a evolved you gain the following class features.

Hit Points

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


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Medicine, and choose two from Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival


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

Table: The evolved

Level Proficiency
1st +2 Body Modifications, Anatomical Knowledge
2nd +2 Evolutions, Fighting Style
3rd +2 Stimulants, Evolved Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Evolutions
6th +3 Body Modifications Improvement
7th +3 Evolved Archetype Feature
8th +3 Ability Score Improvement, Regenerate
9th +4 Stimulants Improvement, Resistant Body
10th +4 Evolution Type
11th +4 Evolved Archetype Feature
12th +4 Ability Score Improvement
13th +5 Evolutions
14th +5 Body Modifications Improvement
15th +5 Evolved Archetype Feature
16th +5 Ability Score Improvement
17th +6 Evolutions
18th +6 Adaptable Skill
19th +6 Ability Score Improvement
20th +6 Perfect Specimen

Body Modifications[edit]

Starting at 1st level, you start to alter your body trough implants. You decide the nature of the body modifications, if they are mechanical or biological in nature, and the process, that could be either magical, surgical or something in between. You can choose from one of the following features:

Prehensile Tail

You grow a tail, that can be used to hold and interact with objects. You can take actions, make attacks or cast spells with this tail as if it was an arm.

Nightly Hunter

You have dark-vision up to a range of 30 feet. This increases to 60 feet at 5th level and 120 feet at 11th level. In addition, whenever you are on dim light or darkness, you have advantage on Dexterity (Stealth) checks.


You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Scaled Body

You have scales hard as steel. While you are unarmored, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use your bonus action to block attacks with your arms, gaining the benefits of wielding a shield until the end of your next turn (you can do this while wielding a shield).

Natural Weapons

You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.

At 6th level, this natural weapon is considered magical for the purposes of overcoming resistance to nonmagical attacks and damage. The damage of the natural weapons increases as you gain levels in this class. At 5th level, the weapon deals 1d6 damage, at 11th level, the weapon deals 1d6 damage and at 17th level, 1d10 damage.

Uncanny Beauty

Your body and face is eerly pretty and symmetrical. You gain proficiency in the Persuasion and Deception skill. If you already have these skill, you add the double of your proficiency bonus in checks made with them. In addition, you have advantage on Charisma (Persuasion) and (Deception) checks against all members of your own race.

Improved Brain

You have a enhanced cognitive capacity. Choose one of the following skills: Arcana, History, Investigation, Nature, Religion. Whenever you make a check with the chosen skill, you treat the result of the check as a 10, or as your evolved level + your Intelligence modifier, whichever is higher.

You can choose another skill of the list at 5th, 11th and 17th level.

You choose one additional evolution at 6th and 14th level.

Anatomical Knowledge[edit]

Starting at 1st level, you can use your knowledge about evolution to identify the function of body parts in monsters and creatures you encounter. As a bonus action, you can make a Wisdom (Medicine) check against a DC equal 10 + the CR of a creature. On a success, you learn one trait of the chosen creature. You can't use this feature on the same creature again for the next 24 hours.

You also have advantage on Wisdom (Medicine) and Intelligence (Arcana) and (Nature), when analyzing a deceased creature when looking for information about its anatomy.


At 2nd level, your body start's to develop increased capabilities through constant evolutions. You may select any two Magitech Upgrades for which you meet the prerequisites. You may not use one of the Upgrades selected at 3rd level as a prerequisite for the other. You can select two evolutions of your choice, which are chosen from the list bellow. You learn one additional evolution of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new evolution, you can also replace one evolution you have with a different one.

Evolutions that allow you to cast a spell require no components. If an Evolution calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Constitution modifier.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


At 3rd level, you have grafted yourself with a special gland capable of producing stimulants, that can temporarily enhance your physical capabilities. During a long rest, your body produce enough stimulants for a number of doses equal to your Constitution modifier (minimum 1). As a bonus action, you can release the stimulants into your circulatory system, generating the effects related to it. After 24 hours, any stimulant dose that you have not used lose their potency.

You know how to produce one stimulant at 3rd level, learning one more at 5th, 11th and 17th level.

The stimulants can enhance you in the following manners:

Body Enhancer. You gain advantage on Strength, Dexterity, and Constitution saving throws until the end of your next turn.

Tanathosis. For the next 10 minutes, you are considered to be under the effect of the spell feign death.

Poison Digestion. For the next 10 minutes, you can eat food affected by poison or disease without any harm.

Adrenaline Surge. You gain a the effects of Haste until the end of your next turn. you are affected by the lethargy on the end of this effect.

Frenzy. For 1 minute, you are considered to be under the effects of the spell heroism.

Bio-luminescence. For the next hour, you shed bright light in a 20-foot radius and dim light in a 20-foot radius beyond that. You can use a bonus action to suppress or reactivate the light.

Speed. For the next minute, your base speed increases by 15 feet.

Starting at 9th level, whenever you use one of your stimulants, you can choose to gain one of the effects of the enhance ability spell.

Evolved Archetype[edit]

At 3rd level, you choose an archetype. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Increase[edit]

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[edit]

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


Starting at 8th level, you can choose to spend one hit die as bonus action to regain a number of hit points equal to the number rolled on the hit die + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, being unable to do it again until you finish a long rest. At 11th level, you can choose to use this feature to regrow missing limbs.

Resistant Body[edit]

Starting at 9th level, you have advantage on any saving throw against poison and have resistance to poison damage.

Combat Surge[edit]

Starting at 13th level, you can vastly increase your combat abilities for a short burst. At the start of your turn (without spending an action) you gain the following benefits:

  • Your movement speed increases in 10 feet.
  • You make Constitution saving throws with advantage.
  • Your melee attacks are made at advantage.
  • You gain blindsense up to a range of 60 feet.

Once you use this feature, you can't use it again until you finish a short or a long rest.

Fast Predator[edit]

Starting at 14th level, you can use the Dash action as a bonus action on your turn. Also, difficult terrain doesn't hinder your movement while dashing.

Adaptable Skill[edit]

At 18th level, you can adapt to any circumstances. You can add half your proficiency bonus to any attack roll, ability check or saving throw that doesn't already add your proficiency.

Perfect Specimen[edit]

When you reach the 20th level, you can choose three ability scores of your choice to increase in 2 points, up to a maximum of 22.




When you reach 3rd level, you have an symbiont attached to your body. The symbiont is represented by a pool of hit points equal to 5 hit points for each level you have on this class.

Whenever you take damage, you reduce the damage to half (rounded down), and your symbiont take the same amount of damage. Area effects deal the same amount of damage to both you and your symbiont.

You can use your bonus action to command your symbiont to attack using its pseudopods, or to give you advantage on an attack roll or ability check.

The attack with the pseudopod is a melee weapon attack, with a reach of 10 feet, and deal damage equal to 1d6 + your proficiency bonus. On a hit, the target must make a Constitution saving throw against your evolution save DC, or loose 1d12 hit points and be restrained until the start of your next turn. This doesn't affect constructs.

If your's symbiont hit point pool reaches 0, you need to spend 1 hour feeding it with your own vitality to restore him, spending hit die to restore its hit points in the same way you would do with yours, which can be done during a short rest.

Extended Limbs

Starting at 3rd level, whenever you make an unarmed attack, a body modification attack or a weapon attack, this attack is considered to have the reach property while your symbiont is alive.

Improved Locomotion

At 7th level, your symbiont helps you to move with its pseudopods. Whenever your symbiont have at least 1 hit point, your jumps are no longer limited by your Strength, and you can make long jumps up to your movement speed, and high jumps up to half your movement speed.

In addition, when you hit a creature with one size category larger then you or lower at the reach distance, you can force the creature to make a Strength saving throw. On a failed save, the creature is knocked prone.

Vampiric Draining

Starting at 11th level, whenever you make a creature lose hit points with a pseudopod attack, you gain the same amount of temporary hit points.

Perfect Communion

Starting at 15th level, as a bonus action, you can become one with your symbiont, for 1 minute. For the duration, you gain the following benefits: You can make one additional pseudopod attack as a bonus action. *You can now now have up to 24 temporary hit points accumulated with the pseudopod draining.

  • You can make melee attacks up to a range of 20 feet.
  • Whenever you take bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage taken.

You must complete a long rest before using this feature again.

Arcane Mutant[edit]

Magical Powers

Beginning at 3rd level you gain the ability to learn and cast a number of arcane spells. Choose two 1st-level spells from the Sorcerer spell list. Constitution is your spell-casting ability for these spells. At 7th, 11th, and 15th levels, you learn an additional two spells from the Sorcerer spell list.

The spells you choose at 11th level can be from 2nd-level, and at 15th level you can choose two 3rd level spells.

In addition, you can replace your fighting style for two cantrips from the sorcerer's spell list. You can make this choice at each level you gain on this class.

You can cast any spell known trough this feature without spending a spell slot twice, regaining the ability to do so after completing a long rest. In addition, you can spend one use of your Stimulants feature to cast these spells.

Arcane Senses

At 3rd level, you are intuitively aware of all magic auras. After you have been in the presence of a magic aura for 1 minute, you can sense its presence, though you cannot discern its origin or the school of magic to which it belongs.

Magic Resistance

Starting at 7th level, you have advantage on saving throws made to avoid magical effects. In addition, you can use your reaction to halve the damage of a spell.

Mystical Rending

Starting at 11th level, your melee weapon attacks deal additional force damage equal to your Constitution modifier.

Magic Strikes

Starting at 15th level, whenever you use your action to cast a spell, you can make one attack using a unarmed strike, natural weapon or a enhancement as a bonus action.


Iron Skin

Beginning at 3rd level, you can use your bonus action to cover your body with a thick layer of metal. This armor gives you AC equal to 13 + your Constitution modifier while you are not wearing armor.

In addition, you can spend 8 hours to implant a suit of armor on your body. When an armor is implanted, you can choose to either use your natural ac or the armor's ac. You are always proficient with the implanted armor. If the armor has an enchantment, you can choose to gain only the enchantment benefits. You can only have one armor implanted at any given time.

Integrated Weapons

Starting at 3rd level, you can integrate a weapon to your body during a long rest. You can integrate any weapon without the heavy or the two handed property. When using this weapon, you can use your bonus action to either retract or protract it back to your body, concealing it. You can never be disarmed of this weapon.

Alternatively, you can absorb one cantrip inside a battery in your body, as your integrated weapon. Intelligence is your spellcasting ability with this cantrip.

You have a bonus to +2 to all attack rolls made with your integrated weapon.

Overnight Training

Starting at 7th level, when you finish a long rest, choose one of your six ability scores. Until the end of your next rest, you can add half your proficiency bonus in all ability checks made with the chosen one.

In addition, you can have another integrated weapon.

Magic Resistance

Starting at 7th level, you have advantage on saving throws made to avoid magical effects. In addition, you can use your reaction to halve the damage of a spell.

Battle Surge

Starting at 11th level, whenever you take the attack action, you can make one additional attack with each integrated weapon you have against opponents within 5 feet. Each attack must be made against a different opponent.

Construct Apotheosis

Starting at 15th level, you become a construct, and gain immunity to being blinded, deafened, exhausted or poisoned.


If an evolution has prerequisites, you must meet them to learn it.

Mechanical Mind

You have advantage on saving throws against being charmed and saving throws against being frightened.

Fluid Shape

Prerequisite: 11th level

When you finish a long rest, you gain a number of spell points equal to your proficiency bonus. You can use an action and expend your spell points to cast the following spells: alter self (3 points), barkskin (3 points), polymorph (6 points), or enlarge/reduce (3 points). You can only cast these spells on yourself.


Prerequisite: 5th level

You gain darkvision and the effects of see invisibility with a range of 30 feet. You may add double your proficiency bonus to Wisdom (Investigation) and (Perception) checks.

Extra Leg

You have advantage on ability checks and saving throws against being moved or knocked prone, such as from a Shove action or Trip Attack maneuver.

Digging Claws

You gain a burrow speed equal to half your base movement speed.

Adaptable Body

Prerequisite: 5th level

You can cast absorb energy and protection from energy. You must complete a short or long rest before using this feature again.

Mechanical Body

Prerequisite: 5th level

You longer need to eat or sleep and are immune to magical sleep effects. You are also immune to being poisoned.


Prerequisite: 11th level

If you jump at least 10 feet before making a melee attack against a creature, you have advantage on your first attack against that creature and may add your proficiency bonus to that attack's damage.

Acid Gland

As a reaction when you take damage from a creature within 30 feet, you can shoot an acidic spray towards it. The creature must make a Dexterity saving throw, or take 3d6 acid damage on a failed save. You can't use this ability again until you finish a short or a long rest.

Enhanced Reflexes

Prerequisite: 11th level

Whenever you are target by an effect that allow you to make a Dexterity saving throw to half the damage, you take no damage instead, and only take half damage on a failed save.

In addition, when you take damage, you can use your reaction to reduce the damage to half.

Draconis Fundamentum

You can fire a stream of flame at your foes as an action. Each creature in a 15-foot cone must make Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You must complete a short or long rest before using this feature again.

Venomous Spit

As an action, make a ranged attack against a creature within a range equal 5 feet times your level in this class. On a hit, the spit deals 2d4 points of poison damage, plus 2d4 on the end of the target's next turn, and the target is can move only half its maximum speed until the beginning of your next turn.

Powerful Muscles

Increase your Strength score by 1, to a maximum of 20. In addition, your lifting and carrying capacity is doubled.

Gigantic Build

You can grant full cover to any creatures within 5 feet of you.

Bone Spikes

As a bonus action, you can shoot spikes from your skin. The spikes have a range of 5 times your level on this class, up to 60 feet. Make a ranged attack. You deal 1d6 piercing damage on a hit.

Monstrous Growth

Prerequisite: 11th level

As an action, for 1 minute, your size triples in all dimensions, and your weight is multiplied by 27. This growth increases your size by two categories. You also has advantage on Strength checks and Strength saving throws. Your attacks with natural weapons or with evolutions deal double die damage for the duration. In addition, you become resistant to slashing, piercing and bludgeoning damage from nonmagical sources. You must complete a long rest before using this feature again.

Powerful Strikes

Your arms are considered a melee weapon, that deals 1d8 bludgeoning damage on a hit and cannot be disarmed, that you are proficient with.


Prerequisite: 5th level

While you wear light or no armor, you gain a fly speed equal to your movement speed. You can't take the Dash or Disengage actions while flying. Flying is tiring, and after flying for 10 minutes, you can only do it again after finishing a short or long rest. Also, all fall damage you take is reduced by an amount equal to 5 x your proficiency bonus.

In addition, your jump height is doubled.


Prerequisite: 11th level

At the beginning of your turn, you regain a number of hit points equal to your proficiency bonus if you have less than a quarter than your hit points left. You regain hit points until reaching a quarter of your hit points. You don’t gain this benefit if you have 0 hit points.

Keratin Spines

You have your body cover in spines, which you can use as weapons. They count as a dagger, which you can use at both close range or throw up to the dagger's range. You are proficient with this weapon.

Buffeting Wings

Prerequisite: Wings

Choose a creature within a range equal to 5 feet per level you have on this class. The creature must make a Strength saving throw, being pushed 10 feet and knocked prone on a failed save, taking damage equal 1d6 + your Strength modifier bludgeoning damage.

Multi-Articulated Legs

Your base speed increases by 10 feet.

Spider Climb

While you are not wearing heavy armor, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gain a climbing speed equal to its walking speed.


Prerequisite: 5th level

While not wearing armor, you suffer no disadvantage on Dexterity (Stealth) checks due to it and you may add double your proficiency bonus to Dexterity (Stealth) checks. You can also cast invisibility. After using this, you cannot cast invisibility again until you complete a long rest.

Density Control

Prerequisite: 5th level

As an action, you can make your skin more dense and durable, giving you resistance to bludgeoning, piercing and slashing damage for 1 minute. During this time, your movement speed is reduced to half. You can use this ability once, being unable to do so until you finish a short or long rest.


You can cast web. You cannot use this feature again until you take a short or long rest.


Prerequisites. To qualify for multiclassing into the evolved class, you must meet these prerequisites: 13 Constitution and 13 Intelligence.

Proficiencies. When you multiclass into the evolved class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, Medicine.

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!