Upgrades
The following list of upgrades is ordered based
on augmentation prerequisites. You can develop
an upgrade at the same time that you meet its
prerequisites. Level prerequisites refer to your level
in this class.
Integrated items
Some Upgrades from the Arm Augmentation
allow you to integrate items into your arms. While
integrated, you can retract and extend the item at
will (no action required), unless the item is a shield,
in which case it takes an action. You still have a
hand, but it is not considered free while these items
are extended. If the item is a weapon with the twohanded
property, you must still use your other hand
to make an attack with it. Lastly, you can only have
one integrated item in each arm.
Basic Upgrades
You don’t require any specific augmentations to
develop the following upgrades.
Amorphous. Your form bends and contorts. You
can enter a hostile creature’s space and stop there,
and you can move through a space as narrow as 1
inch wide without squeezing.
Aquatic. You can breathe in water and air. Also,
you gain a swimming speed of 30 feet.
Bigger and Better. You enhance one of your
evolutionary weapons, or you weaponize your entire
body, turning it into a new evolutionary weapon. If you
use Strength for this evolutionary weapon’s attack and
damage rolls, its damage die increases to 2d6.
Breaking Strike (3rd level required). Once on each
of your turns when you hit a creature with a weapon
attack while ignited, you can cripple their defenses.
The next attack roll made by a creature other than
you against the target has advantage, provided it
is made before the start of your next turn.
Crafted Critter. When you activate this upgrade, you
create a small critter to aid you, which lasts until it
dies or until you activate this upgrade again. Choose
a CR 0 beast that you have seen before. The critter
takes its form and statistics, though it is a construct
(innovation), monstrosity (mutation) or aberration
(infusion) instead of a beast. It obeys your commands
to the best of its ability (no action required from you).
In combat, the critter shares your initiative count, but
it takes its turn immediately after yours.
Crippling Blows. When you hit a creature with
a weapon attack, you can halve the target’s speed
until the end of your next turn. Until then, the
target’s speed can’t be reduced this way again.
Elemental Cannon. When you activate this
upgrade, choose one of your evolutionary weapons,
and choose a damage type between cold, fire, or
lightning. You can use the evolutionary weapon to
make ranged weapon attacks that do damage of
the chosen damage type. It has a normal range of
30 feet and a long range of 120 feet.
Energy Burst (6th-level required). As an action,
you can suffer the hit point reduction of your
Metabolic Ignition to emit a burst of energy in a
30-foot cone. Each creature in that area must make
a Dexterity saving throw. A target takes cold, fire
or lightning damage (your choice) equal to 2d10 +
your evolutionist level on a failed save, or half as
much damage on a successful one. After you take
this action, you can’t do so again until you finish a
short or long rest.
Fiery Aura (3rd level required). When you first
ignite and at the start of each of your turns thereafter
while you remain ignited, you can choose to emit
a burst of flames, dealing fire damage to all other
creatures within 10 feet of you. This damage equals
your Constitution modifier (a minimum of 1).
Flight (10th level required). You gain a flying
speed of 30 feet.
Freezing Aura (3rd level required). While ignited,
you can choose to emit an aura of frost in a 10-
foot radius around you. This area counts as difficult
terrain, and other creatures inside can’t take the
Disengage or Dash actions.
Frightening Revival (3rd level required). When
a creature deals damage that reduces you to 0 hit
points and you use your Undying feature to instead
remain at 1 hit point, you can use your reaction
to have them make a Wisdom saving throw. On a
failure, they are Frightened of you until the end of
their next turn.
Micromagic Engine. When you activate this
upgrade, you learn two cantrips of your choice from
the wizard spell list. Constitution is your spellcasting
ability for these cantrips.
Noxious Aura (6th level required). While ignited,
you can choose to emit a toxic cloud in a 10-foot
radius around you. Each creature, other than you, that
starts its turn in the area must make a Constitution
saving throw. On a failure, they are poisoned until the
start of their next turn. On a successful saving throw,
a creature is immune to your stench for 1 hour.
Overwhelming Impact. When you hit a creature
with a melee weapon attack, you can push the target
up to 5 feet away in any direction, except upward.
Pathfinder. You gain a climbing speed of 30 feet.
Also, your weapon attacks deal double damage to
objects and structures.
Skill Versatility. When you activate this upgrade,
you can choose a skill you lack proficiency in. You
gain proficiency in it until you choose a new one
through this upgrade.
Tether Strike. You gain a new evolutionary
weapon that takes the form of a chain or powerful
wire. You make ranged attacks rather than melee
attacks with the weapon, it has a range of 20 feet,
and its damage dice is a d6 rather than a d10. When
you hit a creature or object with the weapon, you
can choose to move yourself in a straight line until
you are within 5 feet of the target. Alternatively, if
the target is no more than one size larger than you,
you can have the target make a Strength saving
throw. On a failure, they are pulled in a straight line
until they are within 5 feet of you.
arm Upgrades
You require the Arm Augmentation to develop the
following upgrades.
Brawler (6th level required). You enhance your
fists. After you make two melee attacks against the
same creature with your arm evolutionary weapons
in one turn, you can force the target to make a
Strength saving throw. On a failure, the target is
grappled by you. If the target is too large for you to
grapple or already grappled by you, they are instead
knocked prone.
Double Jointed. You have advantage on Dexterity
(Sleight of Hand) checks and any ability checks you
make with thieves’ tools.
Integrated Crusher. When you activate this
upgrade, you can integrate a melee weapon with
the two-handed property into one of your arms. If
you score a critical hit with the weapon while it
is integrated this way, the target is dazed: it has
disadvantage on attack rolls and saving throws until
the end of your next turn.
Integrated Defender. When you activate this
upgrade, you can integrate a shield into one of your
arms. If you’re hit with an attack or subject to damage
from an effect that required you to make a Dexterity
or Strength saving throw while you have it extended,
you can use your reaction to reduce the damage
dealt by an amount equal to your evolutionist level.
Integrated Duelist. When you activate this
upgrade, you can integrate a melee weapon that
lacks the two-handed or special properties into
one of your arms. When you do, choose one of the
following properties: light, reach, or thrown (20/60).
The weapon gains the property if it doesn’t already
have it. If you choose the thrown property, you can
return the weapon to you immediately after you
make a thrown attack with it, provided it is within
60 feet of you (no action required).
Integrated Marksman. When you activate this
upgrade, you can integrate a ranged weapon into
one of your arms. While a weapon is integrated this
way, you ignore its loading property if it has it, and
you also ignore any ability score requirements it
has. Additionally, when you hit a creature with it,
you can push the creature up to 10 feet away from
you in a straight line.
Core Upgrades
You require the Core Augmentation to develop the
following upgrades.
Adrenal Control (6th level required). When
you ignite, you can choose to also increase your
adrenaline flow for 1 minute. Once on each of your
turns during that time, you can add 1d8 to one attack
roll you make. You must choose to do so before you
make the roll. Once you increase your adrenaline
flow this way, you can’t do so again until you finish
a short or long rest.
Auto-Injector. You upgrade yourself with an
automatic injector. As an action, you can fit a potion
or narcotic in the injector. While an item is fitted
inside, you can consume it as a bonus action rather
than as an action. Additionally, when you activate
this upgrade or after you finish a long rest, you can
create one Greater Potion of Healing or one random,
uncommon Arcane Narcotic (see page 103), which
you can choose to be already fitted into your injector.
The created item lasts until you create another with
this upgrade, you can’t create another until you
finish a long rest, and only you can use it.
Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the sounds
you make can tell they are imitations with a
successful Wisdom (Insight) check opposed by your
Upgrade save DC.
Super Strength. You have advantage on all
Strength checks. Also, you can now attempt to
grapple and shove creatures up to two sizes larger
than you, rather than one.
Transfer Vitality. As an action, you can touch a
creature and choose an amount of hit points up to
your evolutionist level. Your current hit points are
reduced by the chosen amount, then the chosen
creature regains the same amount of hit points, plus
an amount equal to your Constitution modifier (a
minimum of 1). After you take this action, you can’t
do so again until you finish a short or long rest.
True Survivor. You are immune to disease and the
poisoned condition. You no longer need to breathe,
and you are immune to the effects of extreme cold
and heat. Additionally, you count as one size larger
when determining your carrying capacity and the
weight you can push, drag, or lift.
exterior Upgrades
You require the Exterior Augmentation to develop
the following upgrades.
Barbed Skin. When a creature within 5 feet of
you hits you with an attack or starts their turn while
grappled by you or grappling you, you can use your
reaction to deal piercing damage to them equal to
your Constitution modifier (a minimum of 1).
Chameleonic. You can change the coloration
of your body at will, granting you advantage on
Dexterity (Stealth) checks made to hide.
Pheromones. You have advantage on Charisma
(Persuasion) checks against creatures within 10 feet
of you, provided they have a sense of smell.
Provoking Facade (6th level required). Creatures
within 5 feet of you that can see you have disadvantage
on any attack roll that isn’t against you.
Shifting Form. You can use your action to change
your appearance. You decide what you look like,
including your height, weight, facial features,
sound of your voice, hair length, coloration, and
distinguishing characteristics, if any. Your size and
basic shape must stay the same, and none of your
statistics change.
Terrifying Form. You have advantage on Charisma
(Intimidation) checks against creatures that can
see you.
Growth Upgrades
You require the Growth Augmentation to develop
the following upgrades.
Extra Appendages. You turn any amount of
your evolutionary weapons into extra appendages
that have the ability to hold and use items and
weapons, provided they don’t have the two-handed
property or are a shield. Each of these allow you to
interact with an additional object or feature of the
environment for free during your turn, and you can
also now initiate grapples with them. While any of
these appendages are holding a weapon, you can’t
gain the benefit of a shield.
Fused Weapon. When you activate this upgrade,
you can choose a magical melee weapon, infusing
it into one of your evolutionary weapons. Until
you activate this upgrade again, the evolutionary
weapon gains the magical weapon’s properties,
including attunement, though the damage die of
the evolutionary weapon remains the same.
Long Reach Weapons. Your evolutionary weapons
gain a reach of 10 feet.
Maneuvering Appendages. Your new bodily features
take a form that assists you with your movement, such
as extra legs or a tail. Your walking speed increases
by 10 feet, and when you Dash or Disengage, you
also gain the benefits of the other action.
Retaliating Weapons. When a creature hits you
with an attack, you can use your reaction to make
an attack with one of your evolutionary weapons
against that creature, provided they are within
range. On a hit, this attack does no damage and
instead, the creature is knocked prone.
Whirling Weapons (10th level required). You can
use your action to make a melee attack with one of
your evolutionary weapons against any number of
creatures within reach, with a separate attack roll
for each target.
Head Upgrades
You require the Head Augmentation to develop the
following upgrades.
Dead-eye. Your ranged attacks ignore half and
three-quarter’s cover and don’t have disadvantage
against creatures who are prone. Also, the range of
your ranged attacks is doubled.
Enhanced Mind. You enhance your mind and your
reflexes. You gain resistance to psychic damage. Also,
when you make a saving throw with any ability other
than Strength or Constitution or when you make an
attack roll as a part of an opportunity attack, you can
use this upgrade to gain a bonus to the roll equal
to your Constitution modifier (a minimum of 1). You
can gain this bonus twice, regaining expended uses
when you finish a short or long rest.
Enhanced Vision. You have advantage on Wisdom
(Perception) checks that rely on sight and gain
darkvision out to a range of 60 feet if you don’t
already have it.
Otherworldly Vision (6th level required).You have
blindsight out to 10 feet. and you can see into the
Ethereal Plane out to 60 feet. Ethereal creatures
and objects appear ghostly and translucent.
Thermal Sight. You can see creatures and moving
objects through walls, so long as they are not behind
more than a total of 1 foot of material or invisible. To
you, these creatures appear as a colored-silhouette.
Tracker. You enhance your smell and hearing. You
have advantage on Wisdom (Perception) checks that
rely on hearing or smell and Wisdom (Survival or
Navigation) checks made to track creatures.
Leg Upgrades
You require the Leg Augmentation to develop the
following upgrades.
Destructive Kicks (3rd level required). You can
use either of your legs as evolutionary weapons.
While your Leg Augmentation is ignited and you
make an attack with one of these weapons on your
turn, you can sacrifice any amount of your possible
remaining ground movement this turn to gain a
bonus to the attack roll. For every 20 feet sacrificed,
you gain a +1 bonus to the attack roll (a maximum
bonus of +5 for each attack).
Force Propulsion. Your long jump is up to 30 feet
and your high jump is up to 15 feet, with or without
a running start. Also, you ignore fall damage if the
damage you would take is less than five times your
evolutionist level.
Kinetic Force. If you move at least 20 feet in a
straight line before hitting a weapon attack, you can
force the target to make a Strength saving throw.
On a failure, they are knocked prone.
Grounding (6th level required).You can move
up, down, and across vertical surfaces and upside
down along ceilings while leaving your hands free—
If you stop moving, you fall. You can also walk on
the surface of a body of liquid as if it was solid
ground—if you stop moving, you sink.
Speed Burst (3rd level required). After you
succeed the saving throw for your Undying feature,
you can immediately move up to half your speed
without provoking opportunity attacks.
Swift Step. Your speed increases by 10 feet, you
ignore non-magical difficult terrain, and you have
advantage on Dexterity (Acrobatics) checks.
No Comments