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Evolutionist features

Evolutionary Method
Choose an evolutionary method, which determines
how you approach upgrading your own body:
Innovation, Mutation or Infusion, each of which is
detailed at the end of the class description. Your
choice grants you features at 1st level, and again
at 7th, 13th, and 17th levels.

Augmentations
Each evolutionist begins with augmentations, which
are the foundations used for further enhancements.
Choose two of the following options to modify your
body with. You can choose another one at 6th level.
Arm augmentation
You gain proficiency in all martial weapons. Also, you
can use either of your free hands as evolutionary
weapons.
Core augmentation
Your hit point maximum increases by an amount
equal to your evolutionist level and it increases
by 1 again each time you gain a level in this class.
Exterior augmentation
While you are not wearing any armor, your Armor
Class equals 13 + your Constitution modifier. You
can use a shield and still gain this benefit.
Growth augmentation
You gain up to four new bodily features which can be
used as evolutionary weapons. These new features
can’t use items or wield weapons or shields.
Head augmentation
You gain proficiency in the Perception skill and one
other skill of your choice.
Leg augmentation
Your walking speed increases by 10 feet.
Upgrades
At 2nd level, you begin to enhance your body with a
vast set of unique modifications. When you first gain
this feature, pick two upgrades to develop, choosing
from the Upgrades section at the end of the class
description. You can develop additional upgrades
of your choice when you reach certain levels in this
class, as shown on the Upgrades Developed column
of the Evolutionist table. Whenever you gain a level
in this class, you can replace one of your developed
upgrades with a new one.
Whenever you finish a short or long rest, you
choose a number of your developed upgrades to
activate, as shown on the Active Upgrades column
of the Evolutionist Table. These remain activated
until you use this feature again. While an upgrade
is activated, you gain its benefits.
Some Upgrades require your target to make a
saving throw to resist the feature’s effects. The
saving throw DC is calculated as follows:
Upgrade save DC = 8 + your proficiency bonus +
your Constitution modifier

reconstruction
Starting at 2nd level, your body is fit to repair
damage. You gain the following benefits:
• Whenever you spend hit dice to regain hit points
at the end of a short rest, you use the highest
number possible for each die, instead of rolling.
• When you finish a long rest, you can replace any
lost body parts, such as legs, arms, or eyes, with
replacement parts. If the part had enhancements,
such as augmentations or upgrades, you also
regain them.
Metabolic Ignition
At 3rd level, your modifications allow you to exceed
your limitations by using your own body as a fuel
source. On your turn, you can enter a state of
metabolic ignition as a bonus action. When you do,
choose one of your augmentations to ignite, gaining
benefits based on your choice while you remain
ignited, as detailed below. You can only have one
augmentation ignited at a given time.
When you first ignite, your current hit points are
reduced by an amount equal to 2 + your proficiency
bonus. At the start of each of your turns thereafter,
you can choose to end your metabolic ignition, or
reduce your current hit points by the same amount
again to continue it (no action required from you in
either case). This hit point reduction does not count
as damage or affect your concentration.
Ignition Benefits
These are the benefits you gain when you ignite
each augmentation.
Arm. The first time on each of your turns that
you hit an attack with a martial weapon or your
arm evolutionary weapon, double the base damage
dice of the weapon and double your ability modifier
when determining how much damage it deals.
Core. You ignore all of the effects of one spell or
condition, of your choice, that is currently affecting
you. If you are unable to take actions on your turn
and have at least 1 hit point, you can ignite this
augmentation when you start your turn, without
having to use your bonus action (no action required).
Exterior. While you are not wearing any armor,
you have resistance to all damage except psychic
damage.
Growth. When you take the Attack action on your
turn, you can make one additional attack with an
evolutionary weapon as a part of the same action.
Head. You have advantage on attack rolls, unless
disadvantage would normally apply to the roll.
Leg. When you first ignite this augmentation and
at the start of each of your turns thereafter, you gain
the benefits of one of the following actions of your
choice: Dash, Disengage, or Dodge.
Undying
Also starting at 3rd level, your ambition triumphs
over death. If you drop to 0 hit points and don’t die
outright, you can make a DC 10 Constitution saving
throw. If you are ignited, you have advantage on this
roll. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the
DC increases by 5. When you finish a short or long
rest, the DC resets to 10.
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
At 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Relentless Ignition
Starting at 6th level, when you enter your metabolic
ignition, you can choose to ignite two augmentations
instead of one. If you do, you lose twice the amount of
hit points when you first ignite and for the duration
of the ignition whenever you choose to continue it.
Hardened Mind
By 9th level, the amount of enhancements in your
body have taken a toll on your mind, making other
attempts to manipulate it futile. You gain proficiency
in Wisdom saving throws, or if you are already
proficient, one other saving throw of your choice.
Unyielding Strikes
At 11th level, when you take the Attack action while
ignited or while you are below half your hit point
maximum, you can make one additional attack as
a part of the same action.
Immortality
At 14th level, for every 10 years that pass, your
body ages only 1 year and you are immune to being
magically aged. Also, you no longer need to sleep,
eat food, or drink water to survive.
By 20th level, you are immortal. You no longer age.
Wounded Ambition
Starting at 15th level, while you are ignited or below
half your hit point maximum, you can’t be frightened
and your weapon attacks score a critical hit on a
roll of 19 or 20.
Final Form
At 20th level, you reach your final form. Choose one
of your augmentations. You permanently gain its
ignition benefits.