Method of inovation
You personally manufacture the form you desire,
which consists of constructed enhancements and
fabricated body parts. While most evolutionists of
this method enhance themselves with intricate,
magical technology, some prefer to instead use
earthen, elemental augmentations or stitched
pieces of monsters. Regardless, evolutionists of this
method are resilient and innovative. They constantly
tinker, repair, and fine tune themselves, continually
building towards something greater.
Tinkerer
When you choose this method at 1st level, you gain
proficiency with tinker’s tools and thieves’ tools if
you don’t already have them.
Self repair
Starting at 1st level, your form allows for quick
reconstruction. 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 Constitution modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
Ingenious enhancements
At 7th level, you innovate new enhancements.
Choose two additional upgrades from the Upgrades
section at the end of the class description to
develop. These upgrades don’t need to meet any
augmentation prerequisites, don’t count against the
maximum number of upgrades you can develop,
and they are always activated for you. If you choose
upgrades that provide you a choice when activated,
you can make that choice when you finish a short
or long rest.
Stabilized Ignition
Starting at 13th level, you modify your enhancements
to cause less strain on your body. The base hit point
reduction for your Metabolic Ignition is now equal
to your proficiency bonus.
Omega Cannon
Starting at 17th level while you are ignited, you can
use your action to unleash a final destructive blast,
forming a line 100 feet long and 15 feet wide in
front of you. Each creature in the line must make
a Dexterity saving throw. A creature takes 12d6
lighting, radiant, or fire damage (your choice) on
a failed save, or half as much on a successful one.
The blast ignites flammable objects in the area that
aren’t being worn or carried, and does quadruple
damage to all objects and structures.
After you use this feature, you are pushed 30
feet backwards from the direction you fired, your
metabolic ignition and all of its benefits immediately
end, and you can’t use this feature again until you
finish a long rest.
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