Base Class: Artificer
To an Evolutionist, the body is a framework to be perfected. Through surgical enhancements, bio-alchemical injections, and forced genetic shifts, these artificers rewrite the boundaries of flesh and bone, adapting both themselves and others for survival, strength, and power. They are living experiments, their own bodies enhanced beyond mortal limits with permanent augmentations, while their enemies and allies alike are injected with mutagen formulas—unstable, but potent bio-alchemical serums that bestow powerful advantages at a cost. Some seek to create the ultimate lifeform. Others believe adaptation is the key to survival. But all Evolutionists share one belief: to stagnate is to wither and die.
Level 3: Evolutionist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Evolutionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Evolutionist Spells
| Artificer Level | Spell |
|---|---|
| 3rd | False Life, Inflict Wounds |
| 5th | Barkskin, Enhance Ability |
| 9th | Animate Dead, Plant Growth |
| 13th | Greater Invisibility, Polymorph |
| 17th | Contagion, Reincarnate |
Level 3: Mutagenic Alchemy
You can create and inject mutagen formulas, experimental bio-alchemical serums that temporarily alter a creature’s physiology.
Mutagen Formulas. You learn three formulas from the Mutagen List (see below). You learn an additional formula at 5th, 9th, 13th, and 17th level.
Preparing Mutagens. At the end of a long rest, you can prepare a number of mutagen formulas equal to your proficiency bonus. You can prepare multiple copies of the same formula if you choose.
Injecting Mutagens. As a bonus action, you can inject yourself or a willing creature within 5 feet with a mutagen formula. The effects last for 1 hour or until the target uses an action to purge the effects.
Forcing Mutations. As an action, you can attempt to forcefully inject a mutagen into an unwilling creature within 5 feet. The target must make a Constitution saving throw against your spell save DC. On a failure, the mutagen takes effect for its full duration.
Level 3: Adaptive Physiology
You have permanently altered your own biology, granting you a biological augmentation.Choose one augmentation from the Augmentation List (see below).
You gain an additional augmentation at 5th, 9th, and 13th level. At 15th and 18th level, you can replace one augmentation with a Greater Augmentation.
Level 5: Forced Evolution
You can now override a creature’s mutagenic reaction, refining or sabotaging their adaptation. As a bonus action, you can suppress either the benefit or the drawback of a mutagen formula affecting yourself or a creature within 30 feet for 1 minute. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Level 9: Reactive Mutation
Your understanding of adaptive biology allows you to rapidly shift mutations. When you take damage, you can use your reaction to change your active mutagen formula for another one you have prepared. You can use this feature once per Short Rest.
Level 15: Apex Evolution
Your ability to rewrite biology reaches its peak, granting access to Greater Augmentations.You may choose one Greater Augmentation from the Greater Augmentations list. You gain
another Greater Augmentation at 18th level.
Greater Augmentations
Apex Vision. Your eyes become sensitive to arcane disturbances, giving you Truesight with a range of 30 ft.
Cellular Synchronization. Your body begins to integrate itself with high precision, increasing your Strength, Dexterity, or Constitution score by 2 (max 22).
Deadly Reflexes. Your body reacts a fraction of a second ahead of reality, as if foreseeing attacks before they land. Once per turn, when a creature hits you with an attack, you can immediately move up to 10 feet without provoking opportunity attacks.
Elemental Adaptation. Your infuse your being with elemental energy, gaining resistance to two of the following damage types: Acid, Cold, Fire, Lightning, Poison, Thunder.
Parasitic Regeneration. Your cells can rapidly mend wounds by drawing life force from enemies. When you reduce a creature to 0 hit points, you regain hit points equal to 1d6 + your Intelligence modifier.
Perfected Metabolism. Your immune system is greatly improved, granting immunity to poison damage, disease, and the poisoned condition.
Titanic Resilience. Your body regenerates rapidly, increasing your maximum HP by 2 times your artificer level.
Vestigial Reintegration. You develop large, functional wings, granting a flying speed of 40 feet.
Mutagen Formulas
Aegis. You have resistance to piercing damage, but vulnerability to slashing damage.
Bastion. You have resistance to bludgeoning damage, but vulnerability to piercing damage.
Brute. You have advantage on Strength checks, but disadvantage on Charisma checks.
Exoskin. You gain a +2 bonus to AC, but your movement speed is halved.
Fleet. Your speed increases by 10 feet, but you have disadvantage on Intelligence saving throws.
Focus (Prerequisite: 7th level). You have advantage on Constitution saving throws, but you lose your reaction each turn.
Havoc (Prerequisite: 11th level). Your weapon attacks score a critical hit on a roll of 19 or 20, but you have disadvantage on Dexterity saving throws.
Nocturne. You gain darkvision (60 feet) or extend existing darkvision by 60 feet, but you have disadvantage on attack rolls in bright light.
Null (Prerequisite: 11th level). You have resistance to force damage, but vulnerability to psychic damage.
Pulse. You have advantage on Initiative rolls, but disadvantage on Perception checks.
Rampage (Prerequisite: 11th level). When you take the Attack action, you can make one additional attack as a bonus action, but you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Renew (Prerequisite: 7th level). If you have more than half your hit point maximum, you regain 5 hit points at the start of each turn, but your speed is reduced by 10 feet.
Sonar (Prerequisite: 11th level). You gain tremorsense (60 feet), but you are deafened.
Specter (Prerequisite: 15th level). You have resistance to non-magical Bludgeoning, Slashing, and Piercing damage, but vulnerability to Radiant, Necrotic, and Pyschic damage.
Surge. You have advantage on Dexterity saving throws, but disadvantage on Strength saving throws.
Titan. You have advantage on grapple and shove attempts, but reduce your Armor Clas by 2
Vitalis (Prerequisite: 7th level). You gain temporary hit points equal to your level, but you have disadvantage on death saving throws.
Zephyr (Prerequisite: 11th level). You gain a flying speed of 20 feet, but you have disadvantage on Strength and Dexterity checks.
Augmentations List
Adaptive Camouflage. Your skin can shift in hue and texture to match your surroundings. You can take the Hide action as a bonus action, and you have advantage on Dexterity (Stealth) checks while in dim light or obscured terrain.
Adrenal Surge. Your endocrine system has been enhanced to trigger bursts of adrenaline at will. You have advantage on Initiative rolls.
Chitinous Armor. Your skin has hardened into a protective carapace, resembling that of an insect or reptilian predator. Your Armor Class is equal to 13 + your Dexterity modifier when you aren't wearing armor.
Clawed Predator. Your fingers have elongated into razor-sharp claws, allowing you to fight with natural weapons. Your unarmed strikes deal 1d8 slashing damage and count as magical for overcoming resistance and immunity.
Echolocation. You have developed specialized vocal structures that allow you to emit and perceive high-frequency sound waves. You gain blindsight (10 feet), allowing you to perceive surroundings even in complete darkness or against invisible foes.
Elastic Limbs. Your bones and muscles have become unnaturally flexible and extendable. Your reach increases by 5 feet.
Enhanced Musculature. Your muscle fibers have been reinforced with arcane bioengineering, vastly increasing your physical strength. Your carrying capacity doubles, and your Grapple and Shove DC increases by 3.
Hydrodynamic Lungs. Your respiratory system has adapted to function in aquatic environments. You gain a swim speed equal to your walking speed and can breathe underwater indefinitely.
Self-Healing. Your body has developed a rapid cell-regeneration process that aids in recovery. You regain hit points equal to your artificer level whenever you take a short rest, regardless of whether your expend hit dice or not.
Reflex Amplification. Your nervous system has been overclocked, drastically improving your reaction time. You gain proficiency in Dexterity saving throws.
Redundant Organ Systems. You have developed additional or enhanced internal organs, improving your resilience against internal damage. You gain advantage on Constitution saving throws.
Reinforced Tendons. Your joints and connective tissue have been enhanced for explosive movement. Your jump distance is doubled, and when you fall 20 feet or less, you take no damage if you aren’t incapacitated.
Wall-Crawler. Your hands and feet have developed microscopic gripping structures, similar to those of arachnids or reptiles. You gain a climb speed equal to your walking speed, and you can move across vertical surfaces and ceilings.
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