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The Evolutionist
Level Proficiency Bonus Features Upgrades Developed Active Upgrades
1st +2 Evolutionary Method, Augmentations — —
2nd +2 Metabolic Ignition, Reconstruction — —
3rd +2 Upgrades, Undying 4 2
4th +2 Ability Score Improvement 4 2
5th +3 Extra Attack 4 2
6th +3 Relentless Ignition, Augmentation 6 3
7th +3 Evolutionary Method feature 6 3
8th +3 Ability Score Improvement 6 3
9th +4 Hardened Mind 6 3
10th +4 — 8 4
11th +4 Unyielding Strikes 8 4
12th +4 Ability Score Improvement 8 4
13th +5 Evolutionary Method feature 8 4
14th +5 Immortality 10 5
15th +5 Wounded Ambition 10 5
16th +5 Ability Score Improvement 10 5
17th +6 Evolutionary Method feature 10 5
18th +6 — 12 6
19th +6 Ability Score Improvement 12 6
20th +6 Final Form, Immortality Improvement 12 6
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Augmentations remain ignited, as detailed below. You can only have one
Each evolutionist begins with augmentations, which are the augmentation ignited at a given time.
foundations used for further enhancements. Choose two When you first ignite, your hit points are reduced by an
of the following options to modify your body with. You can amount equal to 2 + your proficiency bonus. At the start of
choose another one at 6th level. each of your turns thereafter, you can choose to end your
metabolic ignition, or reduce your hit points by the same
Arm Augmentation amount again to continue it (no action required from you
You gain proficiency in martial weapons, and you can use in either case). This hit point reduction does not count as
either of your free arms as natural weapons. damage or affect your concentration.
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These remain activated until you use this feature again. Immortality
While an upgrade is activated, you gain its benefits. At 14th level, for every 10 years that pass, your body ages
Some Upgrades require your target to make a saving only 1 year, you are immune to being magically aged, and
throw to resist the feature’s effects. The saving throw DC is you no longer need to eat food or drink water to survive.
calculated as follows: By 20th level, you are immortal. You no longer age.
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Evolutionary Methods a failed save, or half as much on a successful one. The blast
An evolutionist’s method is fundamental to their being ignites flammable objects in the area that aren’t being worn
- it is the vital gateway which allows them to modify their or carried, and does quadruple damage to all objects and
body and the path which sets them apart from others of structures.
their kind. An evolutionist’s method is a defining factor After you use this feature, you are pushed 30 feet
in their appearance, the determiner of their power backwards from the direction you fired, your metabolic
source, and a thorough representation their identity. ignition and all of its benefits immediately end, and you
Without an evolutionary method, one would not be an can’t use this feature again until you finish a long rest.
evolutionist.
Method of Mutation
Method of Innovation Your body is greatly mutated: flesh morphed, resized, and
You personally manufacture the form you desire, which reconfigured. Parts grown, and possibly changed in color.
consists of constructed enhancements and fabricated body These mutations could be included through a vile practice
parts. While most evolutionists of this method enhance of alchemy, a powerful curse, or a symbiotic relationship
themselves with intricate, magical technology, some with a parasitic creature. No matter the method, these
prefer to instead use earthen, elemental augmentations evolutionists live on the edge - constantly pushing their
or stitched pieces of monsters. Regardless, evolutionists of body to its limit. When they modify themselves, their bodies
this method are resilient and innovative. They constantly undergo chaotic, potent transformations that push the
tinker, repair, and fine tune themselves, continually building boundaries of their psyche.
towards something greater.
Alchemist
Tinkerer When you choose this method at 1st level, you gain
When you choose this method at 1st level, you gain proficiency with alchemist supplies and the herbalism kit if
proficiency with tinker's tools and thieves' tools if you don't you don't already have them.
already have them.
Mutant Reflexes
Self Repair At 1st level, your mutated form propels you into battle. You
At 1st level, your form allows for quick reconstruction. As a can give yourself a bonus to your initiative rolls equal to
bonus action, you can repair your broken parts, regaining your Constitution modifier. Also, if you hit a weapon attack
hit points equal to 1d6 + your evolutionist level. on your first turn in combat, you can cause the target to
You can use this feature a number of times equal to your take an extra 1d6 necrotic damage from the attack.
Constitution modifier (a minimum of once). You regain all
expended uses when you finish a long rest. Berserk Mutation
Starting at 7th level when you ignite a single augmentation,
Ingenious Enhancements you can choose to enter a berserk state for the duration
At 7th level, you innovate new enhancements. Choose two of your ignition. If you do, you instead ignite a random
additional upgrades from the “Upgrades” section at the one of your augmentations and switch to a new random
end of the class description to develop. These upgrades augmentation at the start of each of your turns while you
don't need to meet any augmentation prerequisites, don't remain ignited, determined by rolling 1d3.
count against the maximum number of upgrades you can While in this berserk state, when a creature deals
develop, and they are always activated for you. If you choose damage to you or ends their turn within your range, you
upgrades that provide you a choice when activated, you can can make one weapon attack against them as a reaction.
make that choice when you finish a short or long rest. Once you use this feature, you must finish a long rest
before you can use it again.
Stabilized Ignition
Starting at 13th level, you modify your enhancements to Erratic Strikes
cause less strain on your body. The base hit point reduction At 13th level, your erratic and hard to follow form makes
for your Metabolic Ignition is now equal to your proficiency your attacks difficult to dodge completely. When you make
bonus. a weapon attack on your turn against a creature and miss,
you can use a bonus action to have the target still take some
Omega Cannon damage from the attack. The amount of damage is equal to
Starting at 17th level while you are ignited, you can use your your Constitution modifier.
action to unleash a final destructive blast, forming a line 100
feet long and 15 feet wide in front of you. Each creature Wrathful Surge
in the line must make a Dexterity saving throw. A creature Starting at 17th level you can push your body to extreme
takes 12d6 lighting, radiant, or fire damage (your choice) on limits. If you start your turn ignited and choose to remain
6
one.
9th 2 6 4 2 — —
Spellcasting
At 1st level, your arcane form grants you the ability to cast 10th 3 7 4 3 — —
spells. 11th 3 8 4 3 — —
Cantrips. You learn one cantrip of your choice from the
12th 3 8 4 3 — —
sorcerer spell list. You learn an additional cantrip of your
choice at 3rd level and another at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Infusion Spellcasting table shows how 14th 3 10 4 3 2 —
many spell slots you have to cast your spells of 1st level or
higher. To cast one of these spells, you must expend a slot 15th 3 10 4 3 2 —
of the spell’s level or higher. You regain all expended spell 16th 3 11 4 3 3 —
slots when you finish a long rest.
17th 3 11 4 3 3 —
For example, if you know the 1st-level spell shield and
have a 1st-level and a 2nd-level spell slot available, you 18th 3 11 4 3 3 —
can cast shield using either slot.
19th 3 12 4 3 3 1
Spells Known of 1st-Level and Higher. When you
choose this method, you know two 1st-level sorcerer spells 20th 3 13 4 3 3 1
of your choice.
The Spells Known column of the Infusion Spellcasting
table shows when you learn more sorcerer spells of 1st- Spell Save DC = 8 + your proficiency bonus +
level or higher. Each of these spells must be of a level for your Charisma modifier
which you have spell slots. For instance, when you reach 7th Spell attack modifier = your proficiency bonus + your
level in this class, you can learn one new spell of 1st or 2nd Charisma modifier
level.
Additionally, when you gain a level in this class, you can Spellcasting Focus. You can use any modified part of your
choose one of the sorcerer spells you know and replace it body as a spellcasting focus for your sorcerer spells.
with another spell from the sorcerer spell list, which also
must be of a level for which you have spell slots. Arcane Sense
Spellcasting Ability. Charisma is your spellcasting At 1st level, you are innately connected to the magic around
ability for your sorcerer spells, since your arcane power you. You know the Identify and Detect Magic spells and can
comes from within you. You use Charisma whenever a spell cast either of them without expending a spell slot a number
refers to your spellcasting ability. In addition, you use your of times equal to your Constitution modifier (a minimum
Charisma modifier when setting the saving throw DC for a of once). You regain all expended uses when you finish a
sorcerer spell you cast and when making an attack roll with long rest.
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Spellform UPGRADES
Starting at 7th level when you first ignite, you can choose The following list of upgrades is ordered based on
to transform your body into pure magic for the duration augmentation prerequisites. You can develop an upgrade
of your ignition. While in this form, you gain the following at the same time that you meet its prerequisites. Upgrade
benefits: level prerequisites refer to your level in this class.
• After you cast a spell, you can teleport to an unoccupied
space within 5 feet of one of the spell's targets or a Basic Upgrades
point within its area of effect, so long as you can see You don’t require any specific augmentations to develop
the target location. the following upgrades.
• All spells you cast during the ignition are cast at one Amorphous. Your form bends and contorts. You can
level higher than the spell slot used to cast them. enter a hostile creature’s space and stop there, and you
• Once during the ignition after you take the Attack can move through a space as narrow as 1 inch wide without
action, you can cast a spell with a casting time of 1 squeezing.
action as a bonus action that turn. Aquatic. You can breathe in water and air, and you gain
Once you use this feature, you must finish a long rest a swimming speed of 30 feet.
before you can use it again. Breaking Strike. Once on each of your turns when you
hit a creature with a weapon attack, you can cripple their
Arcane Body defenses. The next attack roll made by a creature other
At 13th level, you take no damage and are unaffected by all than you against the target has advantage, provided it is
other detrimental effects from spells you cast. If you would made before the start of your next turn.
take damage from a sorcerer spell of 1st-level or higher that Crippling Blows. When you hit a creature with a weapon
you cast, you instead regain 2d6 hit points. A spell can only attack, you can half the target’s speed until the end of your
cause you to regain hit points this way once. next turn. Until then, the target's speed can't be reduced
this way again.
Spellstrike Elemental Cannon. When you activate this upgrade,
At 17th level when you take the attack action, you can choose one of your natural weapons, and choose a damage
replace one of the attacks with a spell that has a casting type between cold, fire, or lightning. You can use the natural
time of 1 action, which you cast as a part of the same action. weapon to make ranged weapon attacks that do damage of
Once you use this feature, you must finish a short or long the chosen damage type. It has a normal range of 30 feet
rest before you can use it again. and a long range of 60 feet.
Energy Burst (6th-level required). As an action, you
can 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 lighting damage (your choice) equal to 2d6
+ 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. 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.
Flight (10th level required). You gain a flying speed of Integrated Defender. When you activate this upgrade,
30 feet. you can integrate a shield into one of your arms. If you’re
Freezing Aura. While ignited, you can choose to emit hit with an attack or subject to damage from an effect that
an aura of frost in a 10-foot radius around you. This area required you to make a Dexterity or Strength saving throw
counts as difficult terrain, and other creatures inside can’t while you have it extended, you can use your reaction to
take the Disengage or Dash actions. reduce the damage dealt by an amount equal half your
Frightening Revival. When a creature deals damage evolutionist level.
that reduces you to 0 hit points and you use your Undying Integrated Duelist. When you activate this upgrade,
feature to instead remain at 1 hit point, you can use your you can integrate a melee weapon that lacks the two-
reaction to have them make a Wisdom saving throw. On a handed or special properties into one of your arms. When
failure, they are Frightened until the end of their next turn. you do, choose one of the following properties: light, reach,
Noxious Aura (6th level required). While ignited, you or thrown (range 20/60). The weapon gains the property if it
can choose to emit a toxic cloud in a 10-foot radius around doesn’t already have it. If you choose the thrown property,
you. Each creature, other than you, that starts its turn in you can return the weapon to you as a bonus action if it is
the area must make a Constitution saving throw. On a within 60 feet.
failure, they are poisoned until the start of their next turn. Integrated Marksman. When you activate this upgrade,
On a successful saving throw, a creature is immune to your you can integrate a ranged weapon into one of your arms.
stench for 1 hour. While a weapon is integrated this way, it ignores the loading
Overwhelming Impact. When you hit a creature with a property if it has it, and when you hit a creature with it, you
melee weapon attack. you can push the target up to 5 feet can push the creature up to 10 feet away from you in a
away in any direction, except upward. straight line.
Skill Versatility. When you activate this upgrade or
after you finish a short or long rest, you can choose a skill Integrated Items
you lack proficiency in. You gain proficiency in it until you Some Upgrades from the Arm Augmentation allow you to
activate this upgrade again. integrate items into your arms. While integrated, you can
Tether Strike. When you hit a creature with a ranged retract and extend the item as an action. You still have a
weapon attack, you can move the target in a straight line 10 hand, but it is not considered free while these items are
feet closer to yourself, or move yourself 10 feet in a straight extended. If the item is a weapon with the two-handed
line towards the target. property, you must still use your other hand to make an
Trailblazer. You gain a climbing speed of 30 feet. Also, attack with it. Lastly, you can only have one integrated
your weapon attacks deal double damage to objects and item in each arm.
structures.
Weaponize. You weaponize your entire body, turning
it into a new natural weapon. If you use Strength for this Core Upgrades
natural weapon's attack and damage rolls, it's damage die You require the Core Augmentation to develop the following
increases to a 1d12. upgrades.
Adrenal Control (6th-level required). When you ignite,
Arm Upgrades you can choose to also increase your adrenaline flow for 1
You require the Arm Augmentation to develop the following minute. Once on each of your turns during that time, you
upgrades. can add 1d6 to one attack roll or saving throw you make.
Brawler (6th-level required). You enhance your fists to Once you increase your adrenaline flow this way, you can't
make your hand-to-hand combat more potent. Once, after do so again until you finish a short or long rest.
you hit two melee attacks against the same creature with Mimicry. You can mimic sounds you have heard,
your arm natural weapons in one turn, you can force the including voices. A creature that hears the sounds you
target to make a Strength Saving throw. On a failure, the make can tell they are imitations with a successful Wisdom
target is grappled by you. If the target is to large for you to (Insight) check opposed by your Upgrade save DC.
grapple, they are instead knocked prone. Regeneration. When you take damage, you can use your
Double Jointed. You have advantage on Dexterity reaction to regain hit points equal to twice your evolutionist
(Sleight of Hand) checks. level + your Constitution modifier. Once you do so, you can't
Integrated Crusher. When you activate this upgrade, do so again until you finish a short or long rest.
you can integrate a melee weapon with the two-handed Super Strength. You can now attempt to grapple and
property into one of your arms. If you score a critical hit shove creatures up to two sizes larger than you, rather than
with the weapon while it is integrated this way, the target one. Also, you have advantage on all Strength checks.
is dazed: it has disadvantage on attack rolls until the end of Traveler. You are immune to the effects of extreme cold
their next turn. and heat and you have advantage on saving throws against
being exhausted. Also, you count as one size larger when
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determining your carrying capacity and the weight you can knocked prone.
push, drag, or lift. Whirling Weapons (10th level required). You can use
True Survivor. You are immune to disease and the your Action to make a melee attack with one of the natural
poisoned condition. Also, you no longer need to breathe. weapons you gained from the growth augmentation against
any number of creatures within reach, with a separate
Exterior Upgrades attack roll for each target.
You require the Exterior Augmentation to develop the
following upgrades. Head Upgrades
Barbed Skin. When a creature within 5 feet of you hits You require the Head Augmentation to develop the
you with an attack or starts their turn while grappled by you following upgrades.
or grappling you, you can use your reaction to deal piercing Dead-eye. Your ranged attacks ignore half and three-
damage to them equal to your Constitution modifier. quarter’s cover and don’t have disadvantage against
Chameleonic. You can change the coloration of your creatures who are prone. Also, the range of your ranged
body at will, granting you advantage on Dexterity (Stealth) attacks is doubled.
checks made to hide. Echolocation (6th level required). You have blindsight
Pheromones. You have advantage on Charisma out to 10 feet. This does not function while deafened.
(Persuasion) checks against creatures within 10 feet of you, Enhanced Mind. You have resistance against psychic
provided they have a sense of smell. damage. Also, your mind can't be read by magic, and magic
Provoking Facade (6th level required). Creatures can't determine whether or not you are lying. Lastly, you no
within 5 feet of you that can see you have disadvantage on longer need to sleep, instead, you spend 8 hours doing light
any attack roll that isn’t against you. activity to gain the benefits of a long rest.
Shifting Form. You can use your action to change your Enhanced Vision. You have advantage on Wisdom
appearance, changing any of your physical features, though (Perception) checks that rely on sight and gain darkvision
your statistics, size, and basic shape stays the same. out to a range of 60 feet if you don’t already have it.
Terrifying Form. You have advantage on Charisma Thermal Sight. You can see creatures and moving
(Intimidation) checks against creatures that can see you. objects through walls, so long as they are not behind more
than 5 foot of material or invisible. To you, these creatures
Growth Upgrades appear as a colored-silhouette.
You require the Growth Augmentation to develop the Tracker. You enhance your smell and hearing. You
following upgrades. have advantage on Wisdom (Perception) checks that rely
Extra Appendages. You turn any amount of the natural on hearing or smell and Wisdom (Survival) checks made to
weapons from your Growth Augmentation into extra track creatures.
appendages that have the ability to hold and use items
and weapons, provided they don’t have the two-handed Leg Upgrades
property or are a shield. Each of these allow you to interact You require the Leg Augmentation to develop the following
with an additional object or feature of the environment for upgrades.
free during your turn, and you can now initiate grapples Destructive Kicks. You can use either of your legs as
with them. While either is holding a weapon, you can’t gain natural weapons. While your Leg Augmentation is ignited,
the benefit of a shield. these natural weapons deal an extra 1d4 damage on a hit.
Fused Weapon. When you activate this upgrade, you Force Propulsion. Your long jump is up to 30 feet and
can choose a magical melee weapon, infusing it into one of your high jump is up to 15 feet, with or without a running
your natural weapons. Until you activate this upgrade again, start. Also, you ignore fall damage if the damage you would
the natural weapon gains the magical weapon’s properties, take is less than five times your evolutionist level.
including attunement, though the damage die of the natural Kinetic Force. If you move at least 20 feet in a straight
weapon remains the same. line before hitting a weapon attack, you can force the target
Long Reach Weapons. Your natural weapons gain a to make a Strength saving throw. On a failure, they are
reach of 10 feet. knocked prone.
Maneuvering Appendages. Your new bodily features Grounding. You can move up, down, and across vertical
take a form that assists you with your movement - such as surfaces and upside down along ceilings while leaving your
extra legs or a tail. Your walking speed increases by 10 feet, hands free. You can also walk on the surface of a body of
and when you Dash or Disengage, you also gain the benefits liquid as if it was solid ground. If you stop moving, you sink.
of the other action. Light Step. You ignore non-magical difficult terrain and
Retaliating Weapons. When a creature hits you with an have advantage on Dexterity (Acrobatics) checks.
attack, you can use your reaction to make an attack with Speed Burst. After you succeed the saving throw for
one of your natural weapons against that creature. On a your Undying feature, you can immediately move up to half
hit, this attack does no damage and instead, the creature is your speed without provoking opportunity attacks.
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LICENSE
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System Reference Document 5.1 Copyright 2016, Wizards of the
3. Offer and Acceptance: By Using the Open Game Content You Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
indicate Your acceptance of the terms of this License. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based on original
4. Grant and Consideration: In consideration for agreeing to use material by E. Gary Gygax and Dave Arneson.
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royaltyfree, nonexclusive license with the exact terms of this License Crystalpunk Playtest 1: the Evolutionist, Copyright 2020, Plus Three
to Use, the Open Game Content. Press. Author: Zac Hussein.
11