Fighter
Base Class: Fighter

 

I’ll write a description later 

Changeable Form

Beginning when you choose this archetype at 3rd level, you gain the ability to take on aspects of different beasts. Your ability to transform is measured with a resource called evolution points which you spend. You gain a number of evolution points equal to your fighter level plus either your strength or dexterity modifier (whichever is higher) you regain all spent evolution points whenever you take a short or long rest. The abilities you spend evolution points on are called mutations. 

As an action you may adopt one or more mutations from the list below by expending the associated number of evolution points. When doing so, for each mutation beyond the first one you must spend an additional point for each one. For example if you spend an action to take a mutation worth 2pts and one worth 1pt, then you must spend 4 total mutation points.

Mutations last until you take a short or long rest, unless you chose to end one during your turn (No action cost). If a mutation has a level prerequisite, then you can’t use it until you have at least that many levels in this class. Some mutations require saving throws, your saving throw DC uses either your Strength or Dexterity (whichever is higher) and is calculated as DC=(8+ proficiency bonus + strength/dexterity)

Mutations

3rd Level, 1 Evolution Point-

Amphibious- You can breath both air and water.

Night Eyes- You gain dark vision out to 60ft.

Porcupine Quills- Your arms are covered in quills that can be plucked by you and used as ammunition with a bow or crossbow you're wielding. Whenever you hit a creature with these quills, they stay stuck inside them. For every 2 quills a creature has stuck inside them, they suffer a -5ft to their movement speed. As an action a creature within 5ft can attempt to make a medicine check as an action to remove a number of quills. A creature can remove 1 quill plus an additional quill for every 5 beyond 0 you rolled on the medicine check (1 quill of a 0, 2 quills for 5, 3 quills for 10, ect.).

Standing Leap- Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Natural Weapons- You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes are considered magical and deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with these unarmed strikes. 

Stalker- You gain proficiency in survival and stealth

Animalistic Speed- Your walking speed is increased by 10ft

Climbing- You gain a climbing speed equal to your walking speed

Ant's Strength- Your carrying, pushing, pulling, and lifting capacity is doubled.

Pain Resistance- You gain temporary hit points equal to twice your fighter level.

 

Prerequisite 6th level, 2 Evolution Points-

The Spiders Web- You gain these benefits. While in contact with any web, the you knows the exact location of any other creature in contact with the same we. You ignores movement restrictions caused by webbing. And once per turn you may as an attack make a ranged weapon attack, range 30/60ft. On a hit the target is restrained by webbing. As an action, the restrained target can make a Strength check against your evolution DC, destroying the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Mimicry. You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom Insight check against your evolution DC.

Halted Metabolism- You don't require food, water, or air to live.

Beast's Size- When you choose this mutation you either grow or shrink 1 creature size. This is treated the same as the enlarge/reduce spell, but without concentration, components, or duration.

Survival Instincts- You again advantage on initiative rolls and Dexterity saving throws.

Natural Armor- As long as you aren't wearing heavy armor you get +1 to your AC, if you aren't wearing and armor you get +2 to your AC.

Eel's Shock- As an action you crackle with electricity, shocking those nearby you. Everybody in a 5ft radius (or 15ft if you and the targets are both underwater) must make a Constitution saving throw or be stunned until the beginning of your next turn. You may use this ability twice after which this mutation ends early.

Sea Creature- You gain a swimming speed of 60ft.

Keen Senses- You gain advantage on perception checks that rely on sight, smell, and hearing.

Ink Cloud- As an action you can create a 20-foot-radius sphere of ink centered on yourself. The sphere spreads around corners, and its area is heavy obscured. It lingers suspended in the air/water for 1 minute or until a wind/current of moderate speed (10 miles per hour or greater) disperse it. After releasing the ink you can use the Dash action as a bonus action. You may use this ability 3 times before the mutation ends itself.

 

Prerequisite 9th level, 3 Evolution Points-

Prey's Flight- You can take the disengage action as a bonus action on your turn.

Tigers Pounce- If you move at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one melee attack against it as a bonus action.

Flight- You gain a flying speed of 60ft.

Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Primal Roar- As an action you release a primal roar causing all enemies within 30ft to make a Wisdom saving throw or become frightened of you for 1 minute. Any creature that fails this saving throw can repeat it at the end of each of their turns.

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Echolocation. You have blindsight out to a range of 60ft, but can't use it while deafened.

Insect Appendages- You grow 2 additional arms which function identically to normal ones.

Tremor Sense- You gain tremor sense out to a range of 60 ft.

 

Prerequisite 12th Level, 4 Evolution Points-

Burrow- You gain a burrow speed of 30ft.

Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to one piercing weapon attack per turn, though when you hit the poison reacts differently. The target must succeed on a Constitution saving throw or take 2d4 poison damage.

Cheeta's Speed Burst- Once per combat at the start of your turn you can chose to become under the effects of the haste spell until the end of your turn. At the end of combat you immediately gain one level of exhaustion. 

Regeneration- You regain 1hp every minute as long as you have at least 1hp the entire minute.

Elephant's Strength- You gain +2 to your Strength, and advantage on Strength saving throws.

Cockroach's Resilience- You gain +2 to your Constitution, and advantage on Constitution saving throws.

Snake's Speed- You gain +2 to your Dexterity, and advantage on Dexterity saving throws.

 

Minor Adaptations

Starting at 7th level, your affinity for change has granted you the ability to bestow minor enhancements upone yourself and other creatures. You gain the ability to cast the Guidance Cantrip, you also can cast the Enhance Ability spell a number of times equal to your proficiency bonus every long rest, when doing so you may expend a number of additional uses to upcast the spell an equal number of levels.

Shared Evolution

At 10th level, you learn how to share your adaptations with your allies. As an action you may touch a willing creature and expend mutation points to grant them adaptations following the same rules you use. 

Additionaly whenever you mutate yourself or another creature you may share those adaptations with other willing creatures within 10ft of you. When doing so you must spend one point for every mutation for each extra person your granting the mutations to, regardless of the mutations cost. For example if your giving yourself a mutation worth 1pt and another worth 2pts and wish to share both of them with 2 other allies it would cost a total of 8pts.

You also gain an extra pool of mutation points which can only be used on other people, otherwise these points function exactly the same as your other mutation points. This pool has a number of points equal to your proficiency bonus. 

Momentary Resistance

Starting at 15th level, whenever you take damage from a source you may spend your reaction and a mutation point to chose one of the damage types from that source. You gain resistance to that damage type for that source, and until the start of your next turn. 

Evolution Incarnate

At 18th level, you gain perfect control over your own body. Your body experiences any effects from aging, however you can still die of old age. You also can cast alter self at will, and gain advantage on any saving throw which would try to alter or change your form against you will. Additionally all mutations cost only one point when applying them to yourself and you don’t have to pay extra when giving yourself more then one in a single actions, though when targeting another creature the cost is the same.

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