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JNAProductions
2021-12-23, 08:41 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons
Tools: Alchemy Supplies

Saving Throws: Constitution and Intelligence
Skills: Choose any two skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient with, with two copies (if thrown) or twenty pieces of ammo (if ammo is used)
-Any one simple weapon
-Leather armor
-Any one pack

Evolutionary


Level
Proficiency Bonus
Features
Mutations
Tetramorphs


1st
+2
Mutations
4
-


2nd
+2
Tetramorph
6
1


3rd
+2
Archetype
8
1


4th
+2
Ability Score Improvement
10
1


5th
+3
Thousand Forms
11
2


6th
+3
Ability Score Improvement
12
2


7th
+3
Archetype Feature
13
2


8th
+3
Ability Score Improvement
14
3


9th
+4
Million Forms
15
3


10th
+4
Ability Score Improvement
16
3


11th
+4
Archetype Feature
17
4


12th
+4
Ability Score Improvement
18
4


13th
+5
Unrivaled Form
19
4


14th
+5
Ability Score Improvement
20
5


15th
+5
Archetype Feature
21
5


16th
+5
Ability Score Improvement
22
5


17th
+6
Legendary Durability
23
6


18th
+6
Mutant Perfection
24
6


19th
+6
Ability Score Improvement
25
6


20th
+6
Archetype Feature
26
7


Mutations
At level one, you gain four Mutations, chosen from the options below. You gain an additional two Mutations at second, third, and fourth level, and thereafter one new Mutation every level of this class. Mutations are malleable-a singular Mutation may be changed for another Mutation you could've taken when you picked the original after any long rest. You may not take the same Mutation multiple times in the same level.

Tetramorph
A more overpowering mutation, Tetramorphs represent a less subtle and more extreme alteration of physical form. You gain your first at level two, your second three levels later at level five, and every three levels thereafter. Unlike Mutations, they are far less mutable, unchangeable once picked.

Archetype
At level three, choose whether you are a Monster Sage or a True Mutant. This grants you abilities at levels three, seven, eleven, fifteen, and twenty.

Ability Score Improvement
At levels four, six, eight, ten, twelve, fourteen, sixteen, and nineteen, you may increase any two ability scores by one, or any one by two. You may not raise your score above its normal maximum with these.

Thousand Forms
At level five, you may cast Alter Self at-will.

Million Forms
At level nine, you are under the effects of Alter Self permanently.

Unrivaled Form
At level thirteen, your Constitution increases its current and maximum by two, to a maximum of thirty.

Legendary Durability
At level seventeen, you may expend HP to pass saves. If you fail a save, as a reaction, you may expend any amount of HP. For every five HP spent, you increase your save by one point. You can drop yourself to zero HP or even kill yourself with this ability.

Mutant Perfection
At level eighteen, you gain finer control over your body. You may change any single Mutation (following the normal rules for changing them) over a short rest, and may change up to six over a long rest.
Sage
At level three, you gain proficiency in any one Intelligence-based skill, and Expertise in any one Intelligence-based skill you have proficiency in.

Knowledge Is Power
At level seven, you learn how to quickly and accurately identify weakness and strengths in even strange foes. As a bonus action, you may make an Intelligence check against a creature's CR. On a success, you learn all their damage resistances, vulnerabilities, and immunities. On a failure, you may not try again until you complete a rest.

Alchemical Mutations
At level eleven, you may spend a long rest concocting a brew that can grant Mutations to others. Until you brew the concoction again, a number of creatures equal to your proficiency bonus who consume part of it gain two Mutations.

Improved Alchemical Mutations
At level fifteen, anyone who drinks of your brew may now take up to four Mutations.

Alchemical Tetramorph
At level twenty, anyone who drinks of your brew may now also take a single Tetramorph.Feature
At level three,

Feature
At level seven,

Feature
At level eleven,

Feature
At level fifteen,

Feature
At level twenty,

Dire Body
Fierce and hardy, this Tetramorph grants a damage threshold equal to your proficiency bonus, as well as letting you add your Intelligence modifier to melee damage rolls you make.

Alacritous Body
Quick and lithe, this Tetramorph increases your base land speed by 10', as well as letting you add your Intelligence modifier to any checks made to move (such as climbing, swimming, or similar feats).

Tough Body
This Tetramorph increases your sheer durability. Increase your hit dice in this class to 1d12. (This does apply retroactively.)

Extra Mutations
This basic Tetramorph simply grants you an extra two mutations. This may be taken more than once.

Extra Attack
Requires Level Five
The Evolutionist enhances their aptitude for combat, allowing them to strike twice when normally they'd only be able to strike once.

Amorphous
Requires Level Five
Losing solidity, this Tetramorph allows the user to treat their size as one step smaller or larger than it actually is (though not both at the same time).

Blindsight
Requires Level Five
This Tetramorph grants the user Blindsight out to 5' times their proficiency bonus.

Dire Body II
Requires Level Eight and Dire Body
When improved, Dire Body increases your damage threshold to twice your proficiency bonus, as well as letting you add your Intelligence modifier to all damage rolls.

Alacritous Body II
Requires Level Eight and Alacritous Body
When improved, Alacritous Body increases your land speed by a further 10'. It additionally grants you a swim speed and a climb speed equal to your land speed.

Tough Body II
Requires Level Eight and Tough Body
Increase your hit dice in this class to 1d12+2.

Amorphous II
Requires Level Eight and Amorphous
Your body is now almost impossible to accurately fight. Critical hits no longer deal additional damage to you.

Flight
Requires Level Eleven and Alacritous Body
This Tetramorph grants you a flight speed equal to your land speed.

Regeneration
Requires Level Eleven and Tough Body
This Tetramorph allows you to regain HP equal to your proficiency bonus at the start of your turn, provided you have less than half your maximum HP at that time.

Dire Body III
Requires Level Fourteen and Dire Body II
You may now add half your Intelligence modifier (rounded down) to your attack rolls.

Alacritous Body III
Requires Level Fourteen and Alacritous Body II
Your land speed increases by 20', and you may act as if under the effects of a Haste spell for a total of ten rounds, divided as you wish. When under the effects of Haste in this manner, its duration remains Concentration, but you are not Stunned when the effect ends. You regain the ability to do this after completing a long rest.

Tough Body III
Requires Level Fourteen and Tough Body II
Your hit dice are now 1d12+4.

Regeneration II
Requires Level Seventeen and Regeneration
You may now regain HP up to your maximum, and may cast Regeneration on yourself once. You regain the ability to do so after completing a long rest.

Burrow
Requires Level Seventeen
You gain a burrow sped equal to your land speed. You may move through materials as hard as stone without requiring a check, and may choose to leave a tunnel or not as you wish.

Extra Attack II
Requires Level Seventeen and Extra Attack
Gain Extra Attack II.

Dire Body IV
Requires Level Twenty and Dire Body III
Your damage threshold is now twenty.

Alacritous Body IV
Requires Level Twenty and Alacritous Body III
Your land speed increases by 30', and you regain your Haste rounds after completing a short rest or a long rest.

Tough Body IV
Requires Level Twenty and Tough Body III
Your hit dice are now 1d20+4.
Note-when a Mutation says "You may only take this Mutation once for every X levels you have in this class," you round down.

Skilled
You gain proficiency in any one skill of your choice. You may only select this Mutation once for every five levels you have in this class.

Expert
Requires Skilled
You gain Expertise in any one skill of your choice. You may only take this Mutation once for every instance of the Skilled Mutation you have.

Tough
You gain an additional five HP.

Resilient
Requires Level Six
You gain proficiency in any one save of your choice. You may only take this Mutation once for every ten levels you have in this class.

Adherent Hands
You gain advantage on checks made to grapple another creature, grab something with your hands, or climb with your hands.

Aquatic Adaptation
You gain the ability to breathe underwater. If selected twice, you also gain a swim speed equal to your land speed.

Extend Reach
You may increase the reach of any melee weapon you use by 5'. You may only take this Mutation once for every ten levels you have in this class.

Darkvision
You gain Darkvision out to 60'. For each additional time taken or if you have racial Darkvision, increase the range of your Darkvision by 30'.

Natural Armor
Your AC may equal 10+your Dexterity modifier+your Constitution modifier. For each additional time taken, increase your AC by 1 when using this formula. You may only take this Mutation once for every seven levels you have in this class.

Natural Weapons
You gain one set of natural weapons of your choice.
Bite-Your mouth is a fearsome maw, dealing 1d10 piercing damage on a hit.
Claws-You gain two claws, dealing 1d6 slashing damage on a hit. If you take the Attack action and use a natural weapon, you may make a single additional attack with a claw as part of that action.
Tail-You gain a long, lashing tail, dealing 1d8 bludgeoning damage on a hit and that has the reach property.
You may apply this Mutation to a natural weapon you already posses to increase its damage die to one step higher than its normal value.

Resistant
You gain resistance to any one damage type of your choice, except for Bludgeoning, Piercing, or Slashing. You may take this Mutation once for every three levels you have in this class.

Immune
Requires Level Eleven
You gain immunity to any one type of damage you have resistance to. You may only take this Mutation once.

Semi-WIP. Should be able to be played, but DEFITELY needs more Mutations!

I will also be reserving the next post just in case this gets really big, so please don't post till I've reserved it!

JNAProductions
2021-12-23, 08:41 PM
Reserved Post, just in case.

Amechra
2021-12-23, 09:20 PM
So... what's a damage threshold?

JNAProductions
2021-12-23, 09:23 PM
So... what's a damage threshold?

It's usually reserved for objects, but it's in the DMG.

Basically, if you take a single instance of damage less than your threshold, it's ignored. If it's equal to or higher than it, you take the damage as normal. So if you had a damage threshold of 5, and someone struck you with a d8 damage weapon that had no bonuses, you'd take 0 damage half the time, and 5-8 damage the other half.

BerzerkerUnit
2021-12-23, 09:31 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons
Tools: Alchemy Supplies

Saving Throws: Constitution and Intelligence
Skills: Choose any two skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient with, with two copies (if thrown) or twenty pieces of ammo (if ammo is used)
-Any one simple weapon
-Leather armor
-Any one pack

Evolutionary


Level
Proficiency Bonus
Features
Mutations
Tetramorphs


1st
+2
Mutations
4
-


2nd
+2
Tetramorph
6
1


3rd
+2
Archetype
8
1


4th
+2
Ability Score Improvement
10
1


5th
+3
Thousand Forms
11
2


6th
+3
Ability Score Improvement
12
2


7th
+3
Archetype Feature
13
2


8th
+3
Ability Score Improvement
14
3


9th
+4
Million Forms
15
3


10th
+4
Ability Score Improvement
16
3


11th
+4
Archetype Feature
17
4


12th
+4
Ability Score Improvement
18
4


13th
+5
Unrivaled Form
19
4


14th
+5
Ability Score Improvement
20
5


15th
+5
Archetype Feature
21
5


16th
+5
Ability Score Improvement
22
5


17th
+6
Legendary Durability
23
6


18th
+6
Mutant Perfection
24
6


19th
+6
Ability Score Improvement
25
6


20th
+6
Archetype Feature
26
7


Mutations
At level one, you gain four Mutations, chosen from the options below. You gain an additional two Mutations at second, third, and fourth level, and thereafter one new Mutation every level of this class. Mutations are malleable-a singular Mutation may be changed for another Mutation you could've taken when you picked the original after any long rest. You may not take the same Mutation multiple times in the same level.

Tetramorph
A more overpowering mutation, Tetramorphs represent a less subtle and more extreme alteration of physical form. You gain your first at level two, your second three levels later at level five, and every three levels thereafter. Unlike Mutations, they are far less mutable, unchangeable once picked.

Archetype
At level three, choose whether you are a Monster Sage or a True Mutant. This grants you abilities at levels three, seven, eleven, fifteen, and twenty.

Ability Score Improvement
At levels four, six, eight, ten, twelve, fourteen, sixteen, and nineteen, you may increase any two ability scores by one, or any one by two. You may not raise your score above its normal maximum with these.

Thousand Forms
At level five, you may cast Alter Self at-will.

Million Forms
At level nine, you are under the effects of Alter Self permanently.

Unrivaled Form
At level thirteen, your Constitution increases its current and maximum by two, to a maximum of thirty.

Legendary Durability
At level seventeen, you may expend HP to pass saves. If you fail a save, as a reaction, you may expend any amount of HP. For every five HP spent, you increase your save by one point. You can drop yourself to zero HP or even kill yourself with this ability.

Mutant Perfection
At level eighteen, you gain finer control over your body. You may change any single Mutation (following the normal rules for changing them) over a short rest, and may change up to six over a long rest.
Sage
At level three, you gain proficiency in any one Intelligence-based skill, and Expertise in any one Intelligence-based skill you have proficiency in.

Knowledge Is Power
At level seven, you learn how to quickly and accurately identify weakness and strengths in even strange foes. As a bonus action, you may make an Intelligence check against a creature's CR. On a success, you learn all their damage resistances, vulnerabilities, and immunities. On a failure, you may not try again until you complete a rest.

Alchemical Mutations
At level eleven, you may spend a long rest concocting a brew that can grant Mutations to others. Until you brew the concoction again, a number of creatures equal to your proficiency bonus who consume part of it gain two Mutations.

Improved Alchemical Mutations
At level fifteen, anyone who drinks of your brew may now take up to four Mutations.

Alchemical Tetramorph
At level twenty, anyone who drinks of your brew may now also take a single Tetramorph.Feature
At level three,

Feature
At level seven,

Feature
At level eleven,

Feature
At level fifteen,

Feature
At level twenty,

Dire Body
Fierce and hardy, this Tetramorph grants a damage threshold equal to your proficiency bonus, as well as letting you add your Intelligence modifier to melee damage rolls you make.

Alacritous Body
Quick and lithe, this Tetramorph increases your base land speed by 10', as well as letting you add your Intelligence modifier to any checks made to move (such as climbing, swimming, or similar feats).

Tough Body
This Tetramorph increases your sheer durability. Increase your hit dice in this class to 1d12. (This does apply retroactively.)

Extra Mutations
This basic Tetramorph simply grants you an extra two mutations. This may be taken more than once.

Extra Attack
Requires Level Five
The Evolutionist enhances their aptitude for combat, allowing them to strike twice when normally they'd only be able to strike once.

Amorphous
Requires Level Five
Losing solidity, this Tetramorph allows the user to treat their size as one step smaller or larger than it actually is (though not both at the same time).

Blindsight
Requires Level Five
This Tetramorph grants the user Blindsight out to 5' times their proficiency bonus.

Dire Body II
Requires Level Eight and Dire Body
When improved, Dire Body increases your damage threshold to twice your proficiency bonus, as well as letting you add your Intelligence modifier to all damage rolls.

Alacritous Body II
Requires Level Eight and Alacritous Body
When improved, Alacritous Body increases your land speed by a further 10'. It additionally grants you a swim speed and a climb speed equal to your land speed.

Tough Body II
Requires Level Eight and Tough Body
Increase your hit dice in this class to 1d12+2.

Amorphous II
Requires Level Eight and Amorphous
Your body is now almost impossible to accurately fight. Critical hits no longer deal additional damage to you.

Flight
Requires Level Eleven and Alacritous Body
This Tetramorph grants you a flight speed equal to your land speed.

Regeneration
Requires Level Eleven and Tough Body
This Tetramorph allows you to regain HP equal to your proficiency bonus at the start of your turn, provided you have less than half your maximum HP at that time.

Dire Body III
Requires Level Fourteen and Dire Body II
You may now add half your Intelligence modifier (rounded down) to your attack rolls.

Alacritous Body III
Requires Level Fourteen and Alacritous Body II
Your land speed increases by 20', and you may act as if under the effects of a Haste spell for a total of ten rounds, divided as you wish. When under the effects of Haste in this manner, its duration remains Concentration, but you are not Stunned when the effect ends. You regain the ability to do this after completing a long rest.

Tough Body III
Requires Level Fourteen and Tough Body II
Your hit dice are now 1d12+4.

Regeneration II
Requires Level Seventeen and Regeneration
You may now regain HP up to your maximum, and may cast Regeneration on yourself once. You regain the ability to do so after completing a long rest.

Burrow
Requires Level Seventeen
You gain a burrow sped equal to your land speed. You may move through materials as hard as stone without requiring a check, and may choose to leave a tunnel or not as you wish.

Extra Attack II
Requires Level Seventeen and Extra Attack
Gain Extra Attack II.

Dire Body IV
Requires Level Twenty and Dire Body III
Your damage threshold is now twenty.

Alacritous Body IV
Requires Level Twenty and Alacritous Body III
Your land speed increases by 30', and you regain your Haste rounds after completing a short rest or a long rest.

Tough Body IV
Requires Level Twenty and Tough Body III
Your hit dice are now 1d20+4.
Note-when a Mutation says "You may only take this Mutation once for every X levels you have in this class," you round down.

Skilled
You gain proficiency in any one skill of your choice. You may only select this Mutation once for every five levels you have in this class.

Expert
Requires Skilled
You gain Expertise in any one skill of your choice. You may only take this Mutation once for every instance of the Skilled Mutation you have.

Tough
You gain an additional five HP.

Resilient
Requires Level Six
You gain proficiency in any one save of your choice. You may only take this Mutation once for every ten levels you have in this class.

Adherent Hands
You gain advantage on checks made to grapple another creature, grab something with your hands, or climb with your hands.

Aquatic Adaptation
You gain the ability to breathe underwater. If selected twice, you also gain a swim speed equal to your land speed.

Extend Reach
You may increase the reach of any melee weapon you use by 5'. You may only take this Mutation once for every ten levels you have in this class.

Darkvision
You gain Darkvision out to 60'. For each additional time taken or if you have racial Darkvision, increase the range of your Darkvision by 30'.

Natural Armor
Your AC may equal 10+your Dexterity modifier+your Constitution modifier. For each additional time taken, increase your AC by 1 when using this formula. You may only take this Mutation once for every seven levels you have in this class.

Natural Weapons
You gain one set of natural weapons of your choice.
Bite-Your mouth is a fearsome maw, dealing 1d10 piercing damage on a hit.
Claws-You gain two claws, dealing 1d6 slashing damage on a hit. If you take the Attack action and use a natural weapon, you may make a single additional attack with a claw as part of that action.
Tail-You gain a long, lashing tail, dealing 1d8 bludgeoning damage on a hit and that has the reach property.
You may apply this Mutation to a natural weapon you already posses to increase its damage die to one step higher than its normal value.

Resistant
You gain resistance to any one damage type of your choice, except for Bludgeoning, Piercing, or Slashing. You may take this Mutation once for every three levels you have in this class.

Immune
Requires Level Eleven
You gain immunity to any one type of damage you have resistance to. You may only take this Mutation once.

Semi-WIP. Should be able to be played, but DEFITELY needs more Mutations!

I will also be reserving the next post just in case this gets really big, so please don't post till I've reserved it!

Here's a link to a thing (https://drive.google.com/file/d/1o_0nDYI2C0V37tX0lvckxgKBpAG0SSBy/view?usp=sharing), feel free to lift whatever you can for your mutations.

LecternOfJasper
2021-12-26, 05:30 PM
Ah, I love the holidays :smallbiggrin:

Good luck, and may all the great and terrible things of the 3.5e days get a 5e reboot as well.

sandmote
2021-12-28, 11:14 PM
If you can take the Resilient mutation at 6th level, aren't you taking it more than once for every ten levels you have? that would be 6/10s rounded down, right?

For the Monster Sage's Alchemical Mutations feature, how and when do you determine which mutations are granted? By the Evolutionist or by the drinker? When its made or when its drunk?

I would also have Adherent Hands grant you a climb speed the first time you take it, advantage on grappling the second time, and spider climb the third time.

Idea for an extra mutation: a new appearance, which you can end or assume at will. Stops being useful at 9th, but allows Dr. Jyckle and Mr. Hyde PC at a much lower level.

JNAProductions
2021-12-29, 05:21 PM
If you can take the Resilient mutation at 6th level, aren't you taking it more than once for every ten levels you have? that would be 6/10s rounded down, right?

For the Monster Sage's Alchemical Mutations feature, how and when do you determine which mutations are granted? By the Evolutionist or by the drinker? When its made or when its drunk?

I would also have Adherent Hands grant you a climb speed the first time you take it, advantage on grappling the second time, and spider climb the third time.

Idea for an extra mutation: a new appearance, which you can end or assume at will. Stops being useful at 9th, but allows Dr. Jyckle and Mr. Hyde PC at a much lower level.

I phrased it poorly. Or perhaps just outright wrong.

1-10 you can take it once. 11-20 you could take it twice. How do I phrase that right?

By the drinker, and at the time of drinking.

Good ideas. Will edit soon. :)

Edge
2021-12-31, 04:00 PM
1-10 you can take it once. 11-20 you could take it twice. How do I phrase that right?

"Once you reach 11th level in this class, you can take this mutation a second time, selecting a different save to apply its benefits to."

An ambitious project to try and convert this class to 5e for sure. I'll be watching with interest!