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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