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Upgrades

Back to Evolutionist

If an upgrade has prerequisites, you must meet them to gain it. You can gain the upgrade at the same time that you meet its prerequisites. When upgrades have a level prerequisite, they refer to your level in this class.

Elemental Cannon

Choose one of your natural weapons, or gain a new one, and choose a damage type between cold, fire, or lightning. You can now use the natural 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 60 feet.      
Spell Level  Spell
1st  burning hands
3rd  lightning bolt
5th  cone of cold
 

Evolve Body

Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice. Aquatic. You can now breathe water and air. You gain a swimming speed of 20 feet, which is doubled while ignited. Durable. You are immune to the effects of extreme cold and heat, described on page 110 of the Dungeon Master's Guide. Stamina. You have advantage on saving throws against being exhausted. While ignited, you ignore the effects of being exhausted.      
Spell Level  Spell
1st  absorb elements
3rd  fly (self only)
4th  stoneskin
 

Fiery Form

Prerequisite: 5th level
When you first ignite and at the start of each of your turns thereafter while you remain ignited, you can deal fire damage to each creature other than you within 10 feet of you. This damage equals your Constitution modifier.      
Spell Level  Spell
2nd  branding smite
3rd  fireball
4th  fire shield (warm only)
 

Frozen Form

Prerequisite: 5th level
While ignited, you can choose to emit an aura of frost in a 10-foot radius around you. Creatures other than you in this area have halved speed and can't take the Disengage action.      
Spell Level  Spell
2nd  snilloc's snowball swarm
4th  fire shield (cold only)
5th  cone of cold
 

Intense Illumination

You can use your action to shine bright light of a color you choose in a 30-foot radius and dim light for an additional 30 feet. You can stop glowing or change the color as an action.      
Spell Level  Spell
1st  hellish rebuke
2nd  blindness/deafness (blind only)
3rd  blinding smite
 

Modification Employment

You rely further on your modifications. When you make an ability check that allows you to add your Strength or Dexterity modifier, you can use your Constitution modifier instead.      
Spell Level  Spell
1st  armor of agathys
3rd  life transference
5th  greater restoration (self only)
 

Monstrous Might

You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift. Also, your weapon attacks deal double damage to objects and structures.      
Spell Level  Spell
1st  earth tremor
3rd  blood frenzy
4th  demolishing tremors
 

Noxious Stench

Prerequisite: 5th level
While ignited, you can choose to emit a stench in a 10-foot radius around you. Each creature, other than you, that starts it's turn in the area must make a Constitution saving throw against your evolutionist spell save DC. 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.      
Spell Level  Spell
2nd  protection from poison (self only)
3rd  stinking cloud
5th  contagion
 

Overwhelming Impact

Prerequisite: 5th level
Whenever you hit a weapon attack using Strength, you can push the target 5 feet away from you in a straight line. While ignited, you can push them up to 10 feet away instead.      
Spell Level  Spell
2nd  destructive launch
4th  demolishing tremors
5th  unstoppable onslaught
 

Piercing Strike

Prerequisite: 5th level
When you hit a weapon attack using Dexterity while ignited, you can cripple the target's defenses. The next attack roll made by a creature other than you against the target has advantage. This effect ends at the start of your next turn.      
Spell Level  Spell
2nd  shattering strike
4th  acceleration
5th  final gambit
 

Primal Ferocity

Prerequisite: 11th level
When you are reduced to 0 hit points, you can enter a state of ferocity instead of going unconscious. While in this state, you are unaffected by all sources of hit point restoration. At the end of each of your turns and whenever you take damage, you must make a Constitution saving throw, with the DC equaling the damage you would have taken after you used this feature. On a failure, you go unconscious as normal, and you can't use this feature again until you complete a long rest.      
Spell Level  Spell
3rd  fear
4th  blood sight
5th  final gambit
 

Shifting Form

You can use your action to change your appearance, changing any of your physical features, though your statistics stay the same. This change is visually limited by your Evolutionary Method and the amount of modifications present in your body.      
Spell Level  Spell
1st  false life
2nd  enlarge/reduce (self only)
4th  polymorph (self only)
 

Spell Resistance

Prerequisite: 5th level
You have advantage on saving throws against spells cast by creatures within 10 feet of you. While ignited, this range increases to 60 feet.      
Spell Level  Spell
2nd  nystul's magic aura (self only)
3rd  counterspell
5th  circle of power
 

Wing Growth

Prerequisite: 11th level
You gain a flying speed of 20 feet, which increases to 40 feet while ignited.      
Spell Level  Spell
3rd  fly (self only)
4th  acceleration
5th  steel wind strike
 

Evolve Hands

Prerequisite: Arm Augmentation
Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice. Burrower. You gain a burrow speed of 10 feet, which increases to 30 feet while ignited. Climber. You gain a climbing speed of 20 feet, which increases to 40 feet while ignited. Double Jointed. You have advantage on Dexterity (Sleight of Hand) checks.      
Spell Level  Spell
1st  inflict wounds
3rd  vampiric touch
4th  expeditious defense
 

Integrated Defender

Prerequisite: 5th level, Arm Augmentation
At the end of a long rest, you can integrate a shield into one of your arms. While a shield is integrated this way, when you are hit by an attack or subject to damage from an effect that required you to make a Dexterity or Strength saving throw, you can use your reaction to reduce the damage dealt by an amount equal to your evolutionist level.      
Spell Level  Spell
2nd  warding wind
3rd  protection from energy (self only)
4th  fire shield
 

Integrated Duelist

Prerequisite: 5th level, Arm Augmentation
At the end of a long rest, you can integrate a melee weapon into one of your arms. While a weapon is integrated this way, when you hit a weapon attack with it, the target can't take reactions until the end of its next turn. Also, when you make an opportunity attack with the weapon while ignited, you have advantage on the attack roll.      
Spell Level  Spell
2nd  branding smite
4th  blinding smite
5th  holy weapon
 

Integrated Marksman

Prerequisite: 5th level, Arm Augmentation
At the end of a long rest, you can integrate a ranged weapon into one of your free arms. While a weapon is integrated this way, you ignore its loading and ammunition properties, and being within 5 feet of a hostile creature doesn't impose disadvantage on its attack rolls.      
Spell Level  Spell
2nd  melf's acid arrow
4th  flame arrows
5th  swift quiver
 

Supreme Force

Prerequisite: 11th level, Arm Augmentation
After you roll initiative, the first weapon attack you hit with a non-natural weapon deals an extra 1d12 damage.      
Spell Level  Spell
3rd  vengeful cleave
4th  elemental wrath
5th  destructive wave
 

Twin Striker

Prerequisite: Arm Augmentation
You enhance both of your arms. When you engage in two- weapon fighting, you can make the additional attack as part of the Attack action, instead of as a bonus action. You can't make a weapon attack as part of a bonus action on the same turn.      
Spell Level  Spell
1st  zephyr strike
3rd  vengeful cleave
5th  steel wind strike
 

Amorphous

Prerequisite: 5th level, Core Augmentation
Your form bends and contorts. You have advantage on checks you make to escape being grappled. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.      
Spell Level  Spell
2nd  enlarge/reduce (self only)
4th  expeditious defense
5th  immovable form
 

Evolve Internals

Prerequisite: Core Augmentation
Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice. Breathless. You no longer need to breathe. 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 evolutionist spell save DC. Everlasting. You no longer need to eat food or drink water to survive.      
Spell Level  Spell
1st  chaos bolt
2nd  dragon's breath (self only)
5th  destructive wave
 

Super Strength

Prerequisite: 5th level, Core Augmentation
You can now attempt to grapple and shove all creatures, regardless of their size. While ignited, you have advantage on all Strength checks and Strength saving throws.      
Spell Level  Spell
2nd  enhance ability (self only)
4th  demolishing tremors
5th  unstoppable onslaught
 

Toxic Blood

Prerequisite: 5th level, Core Augmentation
While your ignited, whenever a creature deals damage to you with an attack while within 5 feet of you, they take poison damage equal to your Constitution modifier.      
Spell Level  Spell
2nd  protection from poison (self only)
3rd  stinking cloud
5th  cloudkill

True Survivor

Prerequisite: Core Augmentation
You become immune to disease and the Poisoned condition.      
Spell Level  Spell
1st  cure wounds (self only)
2nd  lesser restoration (self only)
5th  greater restoration (self only)
 

Vitality Share

Prerequisite: 11th level, Core Augmentation
While ignited, whenever a creature regains hit points within 10 feet of you, you can use your reaction to cause them to regain additional hit points equal to 1 + your Constitution modifier (a minimum of 1).      
Spell Level  Spell
3rd  life transference
4th  aura of life
5th  mass cure wounds
 

Barbed Skin

Prerequisite: 5th level, Exterior Augmentation
When a creature within 5 feet of you hits you with a melee attack or starts their turn while grappled by you or grappling you, you can use your reaction to deal 1d6 piercing damage to them. If your ignited, you deal 2d6 damage instead.      
Spell Level  Spell
3rd  immobilizing impact
4th  vengeful cleave
5th  immovable form
 

Captivating

Prerequisite: Exterior Augmentation
You have advantage on Charisma (Persuasion) checks against creatures who can see you.      
Spell Level  Spell
1st  charm person
2nd  enthrall
4th  charm monster
 

Chameleonic

Prerequisite: Exterior Augmentation
You can change the coloration of your body at will, granting you advantage on Dexterity (Stealth) checks made to hide.      
Spell Level  Spell
1st  disguise self
2nd  invisibility (self only)
4th  greater invisibility (self only)
 

Elemental Resistance

Prerequisite: 5th level, Exterior Augmentation
When you ignite your exterior augmentation, you can choose a damage type between acid, cold, fire, lightning, or thunder. For the duration of the ignition, you have resistance to damage of that type.      
Spell Level  Spell
2nd  enhance ability (self only)
3rd  protection from energy (self only)
4th  elemental bane
 

Provoking Facade

Prerequisite: 5th level, Exterior Augmentation
Your provoking facade taunts your foes into attacking you. While ignited, creatures within 10 feet of you that can see you have disadvantage on any attack roll that isn't against you.      
Spell Level  Spell
2nd  lesser restoration (self only)
3rd  blood frenzy
4th  expeditious defense
 

Terrifying

Prerequisite: Exterior Augmentation
You have advantage on Charisma (Intimidation) checks against creatures who can see you.      
Spell Level  Spell
1st  cause fear
3rd  fear
5th  compulsion
 

Absorbing Weapon

Prerequisite: Growth Augmentation
At the end of a long rest, you can choose a magical melee weapon, infusing it into one of your natural weapons. Until you use this feature again, the natural weapon gains the magical weapon's properties, including attunement, though the damage die of the natural weapon remains the same.      
Spell Level  Spell
1st  searing smite
4th  staggering smite
5th  banishing smite
 

Crippling Weapon

Prerequisite: 5th level, Growth Augmentation
Whenever you hit a weapon attack with a natural weapon, you can reduce the target's speed by 5 feet until the end of it's next turn. While ignited, this speed reduction increases to 10 feet.      
Spell Level  Spell
2nd  immobilizing impact
4th  elemental wrath 
5th  unstoppable onslaught
 

Extra Appendages

Prerequisite: Growth Augmentation
You gain up to two appendages that have the ability to hold items and weapons, but not shields. Each of these allow you to interact with an additional object or feature of the environment for free during your turn. While either of these appendages are holding a weapon, you can't gain the benefit of a shield, even if you have one equipped.      
Spell Level  Spell
1st  arms of hadar
3rd  vengeful cleave
4th  evard's black tentacles
 

Long Reach Weapon

Prerequisite: 5th level, Growth Augmentation
Choose one of your natural weapons. It gains a reach of 10 feet. While ignited, this reach increases to 15 feet. You can also grapple creatures at these ranges.      
Spell Level  Spell
2nd  shattering stirike
4th  evard's black tentacles
5th  enervation
 

Savage Weapon

Prerequisite: 11th level, Growth Augmentation
After you use your Visceral Surge, you can make one weapon attack with a natural weapon as a part of the same action.      
Spell Level  Spell
3rd  blood frenzy
4th  elemental wrath
5th  final gambit
 

Whirling Weapon

Prerequisite: 5th level, Growth Augmentation
When you make a melee attack with a natural weapon, you can choose to whirl. Instead of making an attack roll, you force up to two creatures within range to make Dexterity saving throws. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher. On a failure, treat it as a hit for the attack against that creature, but they take half of the damage from the attack. While ignited, you can target any amount of creatures within range, instead of just two.      
Spell Level  Spell
2nd  shattering strike
3rd  elemental wrath
4th  acceleration
 

Deadeye

Prerequisite: 5th level, Head Augmentation
You adapt to ranged combat. The range of all ranged attack rolls you make is doubled, and your ranged attack rolls ignore half cover and three-quarters cover.      
Spell Level  Spell
2nd  see invisibility
4th  blood sight
5th  focus
 

Echolocation

Prerequisite: 11th level, Head Augmentation
You have blindsight out to 15 feet. This range increases to 30 feet while ignited. This does not function while deafened.      
Spell Level  Spell
3rd  blood frenzy
4th  blood sight
5th  focus
 

Enhanced Vision

Prerequisite: Head Augmentation
You have advantage on Wisdom (Perception) checks that rely on sight. Also, you gain darkvision with a range of 30 feet if you don't already have it.      
Spell Level  Spell
1st  hunter's mark
2nd  see invisibility
4th  chaotic ray
 

Evolve Mind

Prerequisite: Head Augmentation
Choose one of the following. You can take this upgrade multiple times, but you can't choose the same feature twice. Skilled. You gain proficiency in one skill of your choice. Photographic Memory. You can accurately recall any information that you have seen or heard. Sleepless. You no longer need to sleep, and you no longer gain exhaustion from lack of sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.      
Spell Level  Spell
1st  heroism (self only)
3rd  haste (self only)
5th  skill empowerment (self only)
 

Heightened Senses

Prerequisite: Head Augmentation
You enhance your smell and hearing. You have advantage on Wisdom (Perception) checks that rely on hearing or smell and Wisdom (Survival) checks made to track creatures.      
Spell Level  Spell
1st  detect evil and good
3rd  locate animals and plants
5th  locate creature
 

Telepathy

Prerequisite: Head Augmentation
You can communicate telepathically with any creature you can see within 60 feet of you, so long as you share a language.      
Spell Level  Spell
1st  command
2nd  detect thoughts
5th  telepathic bond
 

Destructive Kicks

Prerequisite: 5th level, Leg Augmentation
Whenever you make a weapon attack with the natural weapon gained from your Leg Augmentation while ignited, it scores a critical hit on a roll of 19 or 20.      
Spell Level  Spell
2nd  immobilizing impact
3rd  thunder step
5th  far step
 

Force Propulsion

Prerequisite: Leg Augmentation
Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. While ignited, both of these distances increase by 10 feet.      
Spell Level  Spell
1st  jump (self only)
3rd  haste (self only)
4th  acceleration
 

Kinetic Force


Prerequisite: 5th level, Leg Augmentation
While ignited, if you move at least 20 feet in a straight line before hitting a weapon attack, you can force the creature to make a Strength saving throw against your evolutionist spell save DC. On a failure, they are knocked prone.      
Spell Level  Spell
2nd  warding wind
3rd  thunder step
5th  steel wind strike
 

Soft Step

Prerequisite: Leg Augmentation
If you are traveling alone, you can move stealthily at a normal pace, and wearing medium or heavy armor doesn't impose disadvantage on your Dexterity (Stealth) checks.      
Spell Level Spell
expeditious retreat
2nd blur
4th freedom of movement (self only)
 

Speed Burst

Prerequisite: 5th level, Leg Augmentation
Immediately after using your Visceral Surge, you can move up to your speed as a part of the same action.      
Spell Level Spell
2nd blur
3rd haste (self only)
5th steel wind strike
 

Unflinching Stance

Prerequisite: Leg Augmentation
While your ignited, difficult terrain doesn't cost you extra movement, and standing up doesn't require any movement.      
Spell Level Spell
1st shield
2nd spider climb (self only)
3rd water walk (self only)

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