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Životy

Kostky životů 1d10 za úroveň

Odbornosti

CON , CHA

Evolutionist

Úroveň Bonus odbornosti Vlastnosti Upgrades Developed Active Upgrades
1 + 2 Evolutionary Method Augmentations 0 0
2 + 2 Evolutionary Method Augmentations 2 1
3 + 2 Evolutionary Method Augmentations 4 2
4 + 2 Evolutionary Method Augmentations 4 2
5 + 3 Evolutionary Method Augmentations 4 2
6 + 3 Evolutionary Method Augmentations 6 3
7 + 3 Evolutionary Method Augmentations 6 3
8 + 3 Evolutionary Method Augmentations 6 3
9 + 4 Evolutionary Method Augmentations 6 3
10 + 4 Evolutionary Method Augmentations 8 4
11 + 4 Evolutionary Method Augmentations 8 4
12 + 4 Evolutionary Method Augmentations 8 4
13 + 5 Evolutionary Method Augmentations 8 4
14 + 5 Evolutionary Method Augmentations 10 5
15 + 5 Evolutionary Method Augmentations 10 5
16 + 5 Evolutionary Method Augmentations 10 5
17 + 6 Evolutionary Method Augmentations 10 5
18 + 6 Evolutionary Method Augmentations 12 6
19 + 6 Evolutionary Method Augmentations 12 6
20 + 6 Evolutionary Method Augmentations 12 6

Vlastnosti třídy

Úroveň 1

Evolutionary Method
Augmentations

Úroveň 11

Unyielding Strikes

Úroveň 12

Ability Score Improvement

Úroveň 13

Evolutionary Method feature

Úroveň 14

Immortality

Úroveň 15

Wounded Ambition

Úroveň 16

Ability Score Improvement

Úroveň 17

Evolutionary Method feature

Úroveň 19

Ability Score Improvement

Úroveň 2

Upgrades
Reconstruction

Úroveň 20

Final Form
Immortality Improvement

Úroveň 3

Metabolic Ignition
Undying

Úroveň 4

Ability Score Improvement

Úroveň 5

Extra Attack

Úroveň 6

Relentless Ignition
Augmentation

Úroveň 7

Evolutionary Method feature

Úroveň 8

Ability Score Improvement

Úroveň 9

Hardened Mind

Odbornosti

Armor

light

medium

shield

Weapons

simple

Skills

Počáteční vybavení

(a) a spear or (b) any martial weapon (if proficient)
Alternativně můžete začít s: 3d4 × 10|3d4 × 10|Starting Gold

Vlastnosti třídy

Evolutionary Method (Level 1)

An evolutionist's method is fundamental to their being—it is the vital gateway that allows them to modify their body and the path which sets them apart from others of their kind. An evolutionist's method is a defining factor in their appearance, the source of their power, and a thorough representation of their identity. Without an evolutionary method, one would not be an evolutionist.

Choose an evolutionary method, which determines how you approach upgrading your own body. Your choice grants you features at 1st level, and again at 7th, 13th, and 17th levels.

Augmentations (Level 1)

Each evolutionist begins with augmentations, which are the foundations used for further enhancements. Choose two of the following options to modify your body with. You can choose another one at 6th level.

Arm Augmentation

You gain proficiency in all martial weapons. Also, you can use either of your free hands as evolutionary weapons.

Core Augmentation

Your hit point maximum increases by an amount equal to your evolutionist level and it increases by 1 again each time you gain a level in this class.

Exterior Augmentation

While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Growth Augmentation

You gain up to four new bodily features which can be used as evolutionary weapons. These new features can't use items or wield weapons or shields.

Head Augmentation

You gain proficiency in the Perception skill and one other skill of your choice.

Leg Augmentation

Your walking speed increases by 10 feet.

Your Augmentations

Arm Augmentation. You can implement the Arm Augmentation into one or both of your arms, possibly by tinkering with the muscle fibers within them or by encasing them to enhance their power. You could also mutilate them instead, replacing them entirely to gain the power you seek.

Core Augmentation. The Core Augmentation is a modification to the torso of the body, most often by augmenting the area in and around the heart to increase survivability. You might even replace your heart or other organs entirely to do so.

Exterior Augmentation. Your defense is bolstered when you gain the Exterior Augmentation, which could be gained by implementing a protective layer under your skin, covering your entire body in a durable overcoat, or by gaining a full exoskeleton.

Growth Augmentation. There are many ways to implement the Growth Augmentation, but it always involves gaining new parts that depart your body from its original form. These new bodily features can take any form, such as hooves, a tail, extra arms, claws, fangs, spines, horns, or tentacles.

Head Augmentation. Improving your senses is your main goal when implementing the Head Augmentation. You can do so by replacing parts of your head, by morphing its entire structure, or enhancing individual facial features.

Leg Augmentation. Speed is the key for the Leg Augmentation, which affects one or both of your legs. You could cover your legs with a strong frame, or change their structure entirely. You can also mutilate them, replacing them with stronger legs, or some entirely new type of appendage.

Evolutionary Weapons

Some augmentations and upgrades from this class grant you access to evolutionary weapons, which are enhancements attached to your body that can be used as weapons. They have the following properties:

  • You are proficient in them.

  • They deal 1d10 bludgeoning, piercing, or slashing damage, as appropriate, plus your ability modifier.

  • They have the finesse property.

  • They don't require a free hand to wield (except for the one granted by the Arm Augmentation).

  • If you have at least one evolutionary weapon, you gain a +1 bonus to AC so long as you haven't wielded a weapon or shield since the start of your last turn.

  • They can't be used while wielding a shield, and you can't engage in two-weapon fighting with them.

Starting at 6th level, your evolutionary weapons are considered magical for the purpose of overcoming resistances and immunities.

Upgrades (Level 2)

At 2nd level, you begin to enhance your body with a vast set of unique modifications. When you first gain this feature, pick two upgrades to develop. A list of the available options can be found on the Optional Features page. You can develop additional upgrades of your choice when you reach certain levels in this class, as shown on the Upgrades Developed column of the Evolutionist table.

Whenever you gain a level in this class, you can replace one of your developed upgrades with a new one. Whenever you finish a short or long rest, you choose a number of your developed upgrades to activate, as shown on the Active Upgrades column of the Evolutionist Table. These remain activated until you use this feature again. While an upgrade is activated, you gain its benefits.

Some Upgrades require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Upgrade

Reconstruction (Level 2)

Starting at 2nd level, your body is fit to repair damage. You gain the following benefits:

  • Whenever you spend hit dice to regain hit points at the end of a short rest, you use the highest number possible for each die, instead of rolling.

  • When you finish a long rest, you can replace any lost body parts, such as legs, arms, or eyes, with replacement parts. If the part had enhancements, such as augmentations or upgrades, you also regain them.

Metabolic Ignition (Level 3)

At 3rd level, your modifications allow you to exceed your limitations by using your own body as a fuel source. On your turn, you can enter a state of metabolic ignition as a bonus action. When you do, choose one of your augmentations to ignite, gaining benefits based on your choice while you remain ignited, as detailed below. You can only have one augmentation ignited at a given time.

When you first ignite, your current hit points are reduced by an amount equal to 2 + your proficiency bonus. At the start of each of your turns thereafter, you can choose to end your metabolic ignition, or reduce your current hit points by the same amount again to continue it (no action required from you in either case). This hit point reduction does not count as damage or affect your concentration.

Ignition Benefits

These are the benefits you gain when you ignite each augmentation.

Arm. The first time on each of your turns that you hit an attack with a martial weapon or your arm evolutionary weapon, double the base damage dice of the weapon and double your ability modifier when determining how much damage it deals.

Core. You ignore all of the effects of one spell or condition, of your choice, that is currently affecting you. If you are unable to take actions on your turn and have at least 1 hit point, you can ignite this augmentation when you start your turn, without having to use your bonus action (no action required).

Exterior. While you are not wearing any armor, you have resistance to all damage except psychic damage.

Growth. When you take the Attack action on your turn, you can make one additional attack with an evolutionary weapon as a part of the same action.

Head. You have advantage on attack rolls, unless disadvantage would normally apply to the roll.

Leg. When you first ignite this augmentation and at the start of each of your turns thereafter, you gain the benefits of one of the following actions of your choice: Dash, Disengage, or Dodge.

Undying (Level 3)

Also starting at 3rd level, your ambition triumphs over death. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you are ignited, you have advantage on this roll. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Undying and Multiclassing

If you have both the Undying feature and the Relentless Rage feature and the DC changes for one of them, it also changes to the same value for the other feature.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack (Level 5)

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Relentless Ignition (Level 6)

Starting at 6th level, when you enter your metabolic ignition, you can choose to ignite two augmentations instead of one. If you do, you lose twice the amount of hit points when you first ignite and for the duration of the ignition whenever you choose to continue it.

Augmentation (Level 6)

At 6th level, you develop another augmentation.

Evolutionary Method feature (Level 7)

At 7th level, you gain a feature granted by your Evolutionary Method.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Hardened Mind (Level 9)

By 9th level, the amount of enhancements in your body have taken a toll on your mind, making other attempts to manipulate it futile. You gain proficiency in Wisdom saving throws, or if you are already proficient, one other saving throw of your choice.

Unyielding Strikes (Level 11)

At 11th level, when you take the Attack action while ignited or while you are below half your hit point maximum, you can make one additional attack as a part of the same action.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Evolutionary Method feature (Level 13)

At 13th level, you gain a feature granted by your Evolutionary Method.

Immortality (Level 14)

At 14th level, for every 10 years that pass, your body ages only 1 year and you are immune to being magically aged. Also, you no longer need to sleep, eat food, or drink water to survive.

Wounded Ambition (Level 15)

Starting at 15th level, while you are ignited or below half your hit point maximum, you can't be frightened and your weapon attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Evolutionary Method feature (Level 17)

At 17th level, you gain a feature granted by your Evolutionary Method.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Final Form (Level 20)

At 20th level, you reach your final form. Choose one of your augmentations. You permanently gain its ignition benefits.

Immortality Improvement (Level 20)

At 20th level, you are immortal. You no longer age.

Multitřídy

Požadavky multitříd

  • CON: 13 nebo STR: 13

Získané odbornosti

Armor light
Weapons simple

Podtřídy

Method of Infusion
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Method of Innovation
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Method of Mutation
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Vlastnosti podtřídy

Method of Infusion

Method of Infusion (Level 1)

Your form is intensely magical—infused within you is the power of pure arcana. You weave this power to shape magical, iridescent enhancements— translucent limbs, lustrous, glowing eyes, or even tattoo-like augmentations that wrap around your body. You could have received this power at birth, or it might have been imbued within you at some point in your life. Perhaps a higher being granted you such power. No matter its origin, its your process that allows for your enhancements—as you weave your body in the same way that a mage weaves their spells.

Spellcasting

At 1st level, your arcane form grants you the ability to cast spells.

Cantrips. You learn one cantrip of your choice from the sorcerer spell list. You learn an additional cantrip of your choice at 3rd level and another at 10th level.

Spell Slots. The Infusion Spellcasting table shows how 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 of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. When you choose this method, you know two 1st-level sorcerer spells of your choice.

The Spells Known column of the Infusion Spellcasting table shows when you learn more sorcerer spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your arcane power comes from within you. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell

Spell

Augmented Focus. You can use any modified part of your body as a spellcasting focus for your sorcerer spells.

Arcane Sense

Starting at 1st level, you are innately connected to the magic around you. You learn the identify and detect magic spells and they don't count against the number of sorcerer spells you know. You can cast either of them without expending a spell slot a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Spell Form (Level 7)

Starting at 7th level when you first ignite, you can choose to transform your body into pure magic for the duration of your ignition. While in this form, you gain the following benefits:

  • After you cast a spell, you can teleport to an unoccupied space within 5 feet of one of the spell's targets or a point within its area of effect, so long as you can see the target location.

  • All spells you cast during the ignition are cast at one level higher than the spell slot used to cast them.

Once you use this feature, you must finish a short or long rest before you can use it again.

Arcane Body (Level 13)

At 13th level, you take no damage and are unaffected by any other detrimental effects from spells you cast. If you would take damage from a sorcerer spell of 1st-level or higher that you cast, you instead regain 2d6 hit points. A spell can only cause you to regain hit points this way once.

Spell Strike (Level 17)

At 17th level when you take the Attack action, you can replace one of the attacks with a spell that has a casting time of 1 action, which you cast as a part of the same action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Method of Innovation

Method of Innovation (Level 1)

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 (Level 7)

At 7th level, you innovate new enhancements. Choose two additional upgrades 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 (Level 13)

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 (Level 17)

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.

Method of Mutation

Method of Mutation (Level 1)

Your body is greatly mutated: flesh morphed, resized, and reconfigured. Parts grown, and possibly changed in color. These mutations could be included through a vile practice of alchemy, a powerful curse, or a symbiotic relationship with a parasitic creature. No matter the method, these evolutionists live on the edge—constantly pushing their body to its limit. When they modify themselves, their bodies undergo chaotic, potent transformations that push the boundaries of their psyche.

Alchemist

When you choose this method at 1st level, you gain proficiency with alchemist's supplies and the poisoner's kit if you don't already have them.

Mutant Reflexes

Starting at 1st level, your mutated form heightens your reflexes. You can give yourself a bonus to your initiative rolls equal to your Constitution modifier.

Additionally, when you take the Attack action on your turn and miss an attack, you can make one weapon attack as a bonus action that turn. You can do so a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Berserk Mutation (Level 7)

Starting at 7th level when you ignite a single augmentation, you can choose to enter a berserk state for the duration of your ignition. If you do, you instead ignite a random one of your augmentations and switch to a new random augmentation at the start of each of your turns while you remain ignited, determined by rolling 1d3.

Your size increases by one category for the duration—from Medium to Large, for example, causing your weapon attacks to deal 1d4 extra damage on a hit. Also, when a creature deals damage to you or ends their turn within your range while you are in this berserk state, you can make one weapon attack against them as a reaction.

Once you enter this berserk state, you must finish a long rest before you can do so again.

Chaotic Mutation (Level 13)

At 13th level, you can invoke a chaotic mutation within yourself. As a bonus action, you can gain a random augmentation out of those you lack, determined by rolling 1d3. Then, you gain a random Upgrade from that augmentation's category, determined by rolling 1d6.

You gain the benefits of the augmentation and upgrade for the next hour, or until you use this feature again. If either offers you a choice, you make that choice when you gain the augmentation or upgrade through this feature.

You can ignite this new augmentation, and you can enter your Metabolic Ignition as a part of the same bonus action used to gain it, provided you ignite the new augmentation as a part of it or use your Berserk Mutation feature when you ignite. If you use your Berserk Mutation feature with this extra augmentation, roll 1d4 each turn to determine the random augmentation that is ignited.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Wrathful Surge (Level 17)

Starting at 17th level you can push your body to extreme limits. If you start your turn ignited and choose to remain ignited, you can take an additional turn in combat directly after this one. During this turn, you must move directly towards the closest creature until you are within range to attack. Then, you must use the Attack action against them, using all your possible attacks, moving to attack the next creature if you fell your current target.

Once you use this feature, you must finish a long rest before you can use it again.