Initiate of the Glorious Evolution (5e Class)

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Initiate of the Glorious Evolution[edit]

Initiate of the Glorious Evolution[edit]

Members of the Church of the Glorious Evolution are trained to build and modify mechanical devices in place of learning to cast magic. The devices they use might be construed as magic to the uneducated, though members would be offended to hear such a remark.

Creating an Initiate of the Glorious Evolution[edit]


Quick Build

You can make an Initiate of the Glorious Evolution quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Wisdom or Strength. Second, choose the acolyte background.

Class Features

As a Initiate of the Glorious Evolution you gain the following class features.

Hit Points

Hit Dice: 1d8 per Initiate of the Glorious Evolution level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Initiate of the Glorious Evolution level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons
Tools: smith's tools, tinker's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Perception, Sleight of Hand, Religion, Insight, Investigation

Equipment

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

  • Tinker's Tools
  • Smith's Tools
  • Dagger
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Initiate of the Glorious Evolution

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Mechanical Mockery 0
2nd +2 Spellcasting 2 2
3rd +2 Path to Evolution 2 3
4th +2 Ability Score Improvement, Mechanical Mockery Upgrade 2 3
5th +3 2 4 2
6th +3 Path to Evolution Feature 2 4 2
7th +3 Mechanical Mockery Upgrade 2 4 3
8th +3 Ability Score Improvement, Remote Activation 2 4 3
9th +4 2 4 3 2
10th +4 Path to Evolution Feature 3 4 3 2
11th +4 Mechanical Mockery Upgrade 3 4 3 3
12th +4 Ability Score Improvement 3 4 3 3
13th +5 3 4 3 3 1
14th +5 Path to Evolution Feature 4 4 3 3 1
15th +5 Mechanical Mockery Upgrade 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Cooling System 4 4 3 3 3 2

Spellcasting[edit]

Your training and intellect have allowed you to unlock the secrets of arcana and how to incorporate it into your technology. Through your words, motions and various button presses, you can manifest wonders of the world.

Cantrips

At 2nd level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the initiate of the Glorious Evolution table.

When you gain a level in this class, you can replace one of the initiate of the Glorious Evolution cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Initiate of the Glorious Evolution table shows how many spell slots you have to cast your initiate of the Glorious Evolution spells. To cast one of your initiate of the Glorious Evolution spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of initiate of the Glorious Evolution spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of initiate of the Glorious Evolution spells equal to your Intelligence modifier + half your initiate of the Glorious Evolution level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level initiate of the Glorious Evolution, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of initiate of the Glorious Evolution spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your initiate of the Glorious Evolution spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an initiate of the Glorious Evolution spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an initiate of the Glorious Evolution spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus.

Mechanical Mockery[edit]

Starting at 1st level, you are able to create mechanical spell boxes to mimic the effects of damaging spells from the sorcerer spell list. These devices take 1 hour to build and last until used or replaced. At 1st level, these devices can mimic cantrips. At 4th level these devices can mimic 1st level spells. At 7th level these devices can mimic 2nd level spells. At 11th level these devices can mimic 3rd level spells. At 15th level these devices are able to mimic 4th level spells. Spells stored this way are cast at their base level and cannot be up-cast. You can have a number of devices equal to your proficiency bonus at a given time, attempting to create a new one while you are maxed out results in the oldest one breaking. Activating a spell box is a bonus action, and spells stored that require concentration do not need to be concentrated on.

Path to Evolution[edit]

At 3rd level, you choose a path from the Path To Evolution. Choose between Acolyte and Hammer, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement[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.

Remote Activation[edit]

Starting at 8th level, you are able to create a remote to activate your spell boxes from up to 60ft away. Each remote connects to a single spell box. You can create a number of remotes equal to half your proficiency bonus rounded up.

At 13th level this range increases to 120ft.

Cooling System[edit]

The culmination of your research and attempts to fuse magic and technology has reached its peak. At level 20, you may now Overclock one of your devices without expending one of your spellboxes. The cooldown time for an Overclock device is reduced by 2 rounds as well.

Acolyte[edit]

Acolytes of the Glorious Evolution are a more religious sect of the Church of the Glorious Evolution. They see the Glorious Evolution as something unachievable in this life, believing that they must earn their own Evolution in the afterlife rather than Evolving in this lifetime. In order to earn their way, they believe they must assimilate technology into their body as a way to prepare not only their bodies, but also their souls.

Energy Source

Acolytes of the Glorious Evolution affix a power source to their bodies to provide energy to their various devices. Starting at 3rd level, you have an amount of energy equal to your level in this class. Energy stored in the source is restored after a short rest.

Overclock

Beginning at 3rd level, you become capable of repurposing the energy from your spell boxes to Overclock one of your devices expending the spell box in the process. An Overclocked device will have its capabilities enhanced for a short time, at the cost of being unusable for a short time thereafter. You may overclock a device as a bonus action, and may only overclock a single device at a time. Overclocking a device lasts until the end of the turn. A device's Overclock Cost is how many spellboxes must be expended to use that ability.

Shoulder Cannon

Starting at 3rd level, when you choose this Path you design, build, and attach a shoulder mounted cannon to one of your shoulders. This cannon cannot be removed after it is attached. On your turn as a bonus action you may fire a single blast from the cannon dealing 1d6+Intelligence lightning damage to a single target with a range of 60ft and uses your Intelligence modifier for the attack roll, or you may expend an action to fire 2 blasts instead. When you use an action to fire the shoulder cannon you may not fire it as a bonus action this turn. At 4th level and every even level thereafter the damage increases by 1d6. This device cannot critically hit. This device uses no energy.

Overclocked
Cost: 1 When the Shoulder Cannon is overclocked, it instead deals double damage. After this the Shoulder Cannon will require 2 rounds to cool down.
Gravity Well

Starting at 6th level, you build a device that permanently affixes to the top middle of your back. This device is capable of creating a Gravitational anomaly up to 60ft away and 15ft in diameter. The area inside this Gravitational anomaly is considered difficult terrain. Creatures that end their turn within the limits of the Gravity Well make a Strength Save or becomes restrained for 2 rounds. This device remains active for 1 minute. Energy Cost: 1

Overclocked
Cost: 2 When the Gravity Well is overclocked, movement speed is instead reduced to 1/4 movement (moving 1 foot equals 4), and only enemies are affected by the device. After this the Gravity Well will require 2 rounds to cool down.
Lightning Vortex

Starting at 10th level, you are able to build a device that permanently affixes directly below the Gravity Well. This device can be used to generate a Storm of lightning with a diameter of 20ft up to 60ft away that lasts for 5 rounds. An enemy who enters the Lightning Vortex for the first time on their turn, or starts their turn in it takes 5d8+Intelligence. Energy Cost: 2

Overclocked
Cost: 3 When the Lightning Vortex is overclocked, it will follow the first entity who enters it (ally or enemy) and instead lasts for 7 rounds. After this the Lightning Vortex will require 2 rounds to cool down.
Electrical Bypass

You learn to rewire your devices to make use of them more efficiently. At 14th level, you may choose one of your devices to permanently upgrade. You may choose a second upgrade at level 16, a third at level 18, and the final upgrade at level 20.

Energy Source: Your energy source can now build a larger charge. When you choose this upgrade, the amount of energy stored in this device is doubled.

Shoulder Cannon: Your shoulder cannon is now more devastating than ever before. You may now expend 3 energy charges to use your shoulder cannon to fire a line attack dealing it's normal damage over the full distance. The blast is 30ft long and 5ft wide. Enemies caught in the blast make a dexterity save for half damage.

Gravity Well: Enemies restrained by your Gravity well begin to suffer damage. When an enemy becomes restrained under the force of your Gravity well they take 2d6 damage and are also knocked prone.

Lightning Vortex: Your lightning Vortex becomes larger and more substantial. While the Vortex is active its diameter increases by 10ft and the area within is considered heavily obscured.

Hammer[edit]

Hammers of the Glorious Evolution are less devout than the Acolytes, but they believe in proving themselves worthy of achieving the Glorious Evolution. Hammers believe that in order to prove themselves, they must spend their life fighting on behalf of the Church of the Glorious Evolution.

Sledge Proficiency

At 3rd level when you take this path, you become proficient in the use of the Mechanical Sledge. You also gain proficiency in medium armor.

Overclock

Beginning at 3rd level, you become capable of repurposing the energy from your spell boxes to Overclock one of your devices expending the spell box in the process. An Overclocked device will have its capabilities enhanced for a short time, at the cost of being unusable for a short time thereafter. You may overclock your Mechanical Sledge as a bonus action. Overclocking lasts until the end of the turn.

Mechanical Sledge

The Mechanical Sledge is the entire reason the Hammers of the Glorious Evolution are referred to as such. Each one is built unique based on the technician who made it. Starting at 3rd level when you choose this path, you design and build a 2 handed sledge with mechanical features. It's exact appearance is up to the builder, but all sledges function in similar ways. This sledge deals 2d10 Bludgeoning Damage.

Overclocked: Cost: 2 When you overclock your Mechanical Sledge it will deal damage in an area around the point of impact. The target hit by the hammer and enemies within 5 feet will make a Dexterity save. On a failed save they take take 3d8 damage or half that on a successful save. This shockwave will take 2 rounds before it can be used again.

Damage Upgrade

You learn to enhance the propulsion and impact systems of the Mechanical Sledge resulting in an increase to the damage. At 6th level, this damage upgrade increases it to 3d10. The damage upgrades again at 10th level.

Also starting at 6th level, you can attack twice whenever you take the Attack on your turn.

Damage Type Upgrade

You may upgrade your Mechanical Sledge by changing the design of the hammer head. Starting at 10th level your Sledge becomes magic for the purpose of overcoming damage reduction and you may change the damage type between Bludgeoning, Slashing and Piercing during a long rest. At 14th level you are better able to change the design of the head allowing you to change the damage type on a short rest.

Knockback

At 14th level, you learn to swing your Mechanical Sledge with more than just intent to hurt the target. Once per turn, when you hit an enemy with your Mechanical Sledge you may knock them back 10 feet into an unoccupied space.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Initiate of the Glorious Evolution class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Initiate of the Glorious Evolution class, you gain the following proficiencies: 1 Skill from this class's skill list, proficiency with smith's tools and tinker's Tools

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