Evolutionist

An elf, covered from head to toe with a robe torn in a few places strolls into a tavern and orders some ale. She sits at a table and begins to drink as the entire tavern stares in bewilderment as a monstrous manifestation resembling an arm extends from her shoulder and grasps the cup.

Illuminated by a dim candlelight, a dwarf stares into a mirror, carefully slotting a strange metallic device inside of the cavity where his eye once was. A small click echoes throughout the small stone chamber, as the dwarf blinks and gazes around the room, adjusting his new optical equipment.

Sweat drops from the chin of a tiefling who kneels within a circle made of blood. He pants and repeats an innovation in an otherworldly language, over and over again, until suddenly, skeletal wings tear their way through the flesh on his back. He breathes heavily, as a maniacal grin appears on his face.

Evolutionists are fierce warriors who seek to improve themselves by enhancing and upgrading their body. Some achieve this through technology, and others with alchemy, magic, or even pacts with otherworldly beings. Each evolutionist has a different method to their madness, and each one has unique and different origins to how they began to enhance their bodies.

## Continual Improvement

An evolutionist is defined by their yearning to improve their bodies. Detached from the thought that one should be happy with what they are given, these oddities jump at the opportunity to enhance their body though more effective and potent methods other than regular training, even if they have side effects. Different evolutionists focus on various different martial combat styles, determined by their upgrades. Each evolutionist has a unique story which influences how they fight.

Evolutionists live a life of continual growth, using the abilities they gain to travel and enhance their bodies further. They seek challenges to prove themselves and are determined to be the best at everything that they do. An evolutionist is steadfast with their beliefs, but due to the nature of their practice, they often succumb to evil; predominately to those who promise to improve their abilities.

## Freaks and Oddities

Evolutionists look strange. Modifications to their body often make them outsiders in many communities, and they are often met with disgust and fear. Many treat them differently not simply because of their appearance, but the implications that their appearance has on their mental state.

Some evolutionists reply to this with confidence, some with aggression, and others by keeping their distance. To some evolutionists, improvements are simply additions to their bodies, but to others, the things they change become who they are, defining their identity and influencing how they treat others, as well as how others treat them.

## Creating an Evolutionist

As you create your evolutionist character, you should consider how your character improves their body. Some evolutionists improve their body with technology, and others use alchemical formula and mutagens. Some gain blessings from deities and patrons, and others infuse themselves with magic. Others have only little control over how their body changes and their upgrades are simply brought about by significant events which occurred in their past. Your choice in how your character changes their body is integral to their appearance, as well as how others treat them. Each upgrade your character attains will change their appearance; and this change defines you as an evolutionist.

Secondly, you should consider why they decided to adjust and enhance their body. Was it simply a lust for power, or did they do it because of a larger goal? Each evolutionist has a reason for why they continually improve themselves, often some goal they seek to achieve, or something they need to overcome. Furthermore, you should consider how your character was led to enhancing their body. Were they introduced to the practice by another, or did it begin with a major chaotic event? Did your character choose this path, or was it thrust upon them? An evolutionist's origins define what they do and, most importantly, who they are.

### Quick Build

You can make an evolutionist quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons and unarmed strikes or archery and finesse weapons. Choose your second highest ability score based on your Upgrade Ability. Lastly, choose the criminal or folk hero background.

### Endeavour

One does not simply begin changing altering their body without a firm goal in mind. The act is rarely done by someone who does not intend to use their upgrades for some benefit to themselves. Due to the mental and social downsides, becoming an evolutionist is a sacrifice that only the most ambitious take.

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### Mistake

Mistakes when changing the body happen to inexperienced evolutionist alike. Sometimes, people become evolutionists because of a mistake they made in their past. These missteps are a part of being an evolutionist, and almost all fix these mistakes through upgrades. However, in doing so, many suffer physical deformities, such as an unnatural arm, or one eye that differs from the other.

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### Abnormality

Like their abnormal appearance, evolutionists usually have some sort of irregular personality trait. These abnormalities are often drawn from the intense mental pressure that upgrading your body brings, but they can also be caused by the enhancements themselves, altering an evolutionists thoughts and actions.

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### **Characters with missing body parts**

Interesting characters can be created by using lost body parts, such as losing an arm or an eye in their backstory.

If your character which has a missing body part becomes an evolutionist (either by multiclass or by starting class), you may repair any lost body parts at no cost. However, when you do so in this way, you can only regain what you have lost, and not anything else. For example, if your character lost an eye, you can regain that eye by becoming an evolutionist, but if you wish to gain blindsight instead, you will have to try to get it through your upgrade feature. Additionally, if you are an evolutionist and you lose a body part on your adventures, you can regain the body part over five days of work (eight hours work each day) by using 200gp worth of resources.

Whenever an evolutionist regains a body part, it almost always is noticeably different from their body. While these replacements often look odd, evolutionists are defined by their odd appearance. It becomes who they are.

# Class Features

As an evolutionist, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per evolutionist level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per evolutionist level after 1st

### Proficiencies

**Armor:** Light armor, medium armor, shields
**Weapons:** Simple weapons, martial weapons
**Tools:** None
**Saving Throws:** Constitution, Charisma
**Skills:** Choose two from Acrobatics, Athletics, History, Intimidation, Perception, Stealth, and Survival

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a martial weapon and a shield or (b) two scimitars
* (a) studded leather armor or (b) scale mail armor
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a burglar or (b) an explorer's pack

You can also ignore the equipment from your class and background and start with 5d4 x 10 gp instead.

## Evolutionary Method

At 1st level, you choose one of the evolutionary methods below, each of which is detailed at the end of the class description. Your method determines how you alter and upgrade your body, as well as the appearance of those upgrades. Your choice grants you features when you choose it at 1st level, an additional way to use your Visceral Surge when you gain it at 3rd level, and additional benefits at 6th and 14th level.

**Evolutionary Methods**

* Method of Assimilation
* Method of Infusion
* Method of Mutation
* Method of the Cultist
* Method of the Cyborg

## Upgrades

Your evolutionary method allows you to upgrade your body, enhancing it in unique and wonderful ways to aid you inside and outside of combat.

Starting at 1st level, you develop an enhancement frame, which is a foundation for you to build upgrades upon. Choose one enhancement frame from the list in the upgrade section at the end of this class. Also starting at 1st level, you gain two upgrades from those listed in your chosen enhancement frames.

Each level thereafter you gain additional enhancement frames and upgrades, as seen on the evolutionist class table. At 1st level, Your method also allows you to choose additional enhancement frame from a small list. Rules referring to enhancement frames and choosing upgrades are detailed in the upgrade section at the end of this class.

Additionally, whenever you gain a level in this class, you can choose one of your upgrades and replace it with another upgrade that you can attain at that level. If an upgrade is removed from your body, you can regain the same upgrade over five days of work (eight hours work each day) by using 200gp worth of resources.

Whenever an upgrade requires an ability modifier, attack roll or saving throw, use your upgrade Ability.

### Upgrade Ability

Your evolutionary method determines how you create your upgrades, and as such what ability score you use when determining the power of those upgrades.

Upgrade Ability Score
 Intelligence
 Wisdom
 Charisma

**Upgrade save DC** = 8 + your proficiency bonus + upgrade ability modifier.
**Upgrade Attack modifier** = Your proficiency bonus + upgrade ability modifier.
### The Appearance of your Upgrades

While each Evolutionary Method describes the general appearance of their upgrades, their final appearance is up to you. Think about your Evolutionary Method in conjunction how your character would upgrade their body. Are they methodical? Or would they rather upgrade their body as fast as possible? Each upgrade gives you some general guidelines to their appearance, but feel free to be creative with how your upgrades manifest. For example, to gain the Natural Strikes upgrade, you could replace your entire arm, grow claws, or sprout a tail. The appearance of the upgrade would be determined by your evolutionary method; for example, it could be a mechanical arm, a mutated claw, or an ethereal tail, based on your method.

## Ambitious Sacrifice

An evolutionist must make sacrifices. In order to properly enhance their body and upgrade their combat abilities, parts of their body or mind need to be forfeited. When evolutionists are determined to enhance their combat potential past their limits, they create a special upgrade. This upgrade is significant and influential to how you they fight and as such requires them to sacrifice a part of themselves to obtain it.

Starting at 2nd level, you create an upgrade or special set of upgrades honed into a specific style of fighting. Choose one of the following sacrifice options. You cannot choose a sacrifice if you have previously chosen a Fighting Style, and after you gain a sacrifice, you can no longer gain a Fighting Style, even if you later get to choose one.

At 18th level you can choose another sacrifice option, regardless of whether you have a Fighting Style or not.

### Sacrifice of Envy

The grass is always greener on the other side. You adapt your body to take from others, allowing you to temporary steal power from creatures you fight. However, you must make your body weaker in order to make space for the things that you steal.

After you hit a creature with a melee weapon attack, you can steal some of their power. Choose one of the following effects: You either steal 1 point of their AC, steal 10ft of their movement speed, or gain temporary hit points equal to the half of the damage dealt by the attack. These benefits last until the start of your next turn, at which point any stolen power returns to the creature.

*Sacrifice:* Your maximum hit points are reduced an amount equal to your total character level, and they are reduced by 1 again each time you gain a level in any class.
### Sacrifice of Gluttony

Revitalization and endurance are paramount. You adapt your body to increase your chances of survival, allowing you to regenerate; but in doing so you make it much harder to restore yourself to your maximum capability.

As a bonus action, you can gain regain hit points equal to your proficiency bonus.

*Sacrifice*: While you have more than half of your maximum hit points left, including temporary hit points, you cannot receive healing other than through long rests. If healing would restore your hit points above this limit, it restores it to the limit instead.
### Sacrifice of Greed

A greater chance of the best outcome is always worth it. You adapt your body to make your strikes stronger and more likely to hit your targets weak points. However, you expose yourself more often while trying to get bigger hits, potentially causing you to stagger and fall.

Your weapon attacks score a critical hit on a roll of 19 or 20, and whenever you hit a critical hit with a weapon attack, you can reroll use either total.

*Sacrifice*: After you roll a 1 or 2 on a weapon attack roll, you fall prone and your movement speed becomes 0 until the start of your next turn.
### Sacrifice of Lust

Power, money, and desires, why would you not want it all? You adapt your body to increase your focus or eyesight, allowing you to aim your sights at what you want most. However, in doing so, you become less aware of your surroundings and more prone to harmful effects.

As a bonus action on your turn, you can target a creature you can see, focusing on it and it s movements. You have a +2 bonus on weapon attack rolls against it for 1 minute or until you use this feature again. Additionally, if the creature isn't hostile towards you, you gain a +2 bonus to Charisma checks directed at it.

*Sacrifice*: You have a -1 penalty to all saving throws. While you are focusing on a creature with this feature, you don't receive this penalty against effects created by them, but your saving throw penalty against effects created by other sources becomes -2 instead.
### Sacrifice of Pride

Confidence is of utmost importance in and out of the battlefield. You adapt your body to enhance your reflexes, allowing you to always be on guard as well as allowing you to make the first move in a fight. However, you become focused on yourself and your goals, reducing your defences at the start of a fight.

You have advantage on initiative rolls, and after you roll initiative, the first weapon attack roll you make within 1 minute has advantage.

*Sacrifice*: After you roll initiative, attack rolls have advantage against you until you are hit by one or until 1 minute passes.
### Sacrifice of Sloth

Sometimes it's alright to be a little slow to start. You adapt your body to empower your defences, allowing you to tank hits without exerting much energy. However, your reflexes and speed are impaired in doing so. Whenever you roll initiative, you can gain temporary hit points equal to 1d8 + your evolutionist level, which last for 1 minute.

*Sacrifice*: You have disadvantage on initiative rolls.
### Sacrifice of Sorrow

It is often easier to believe in others than to believe in yourself. You adapt your body to stagger creatures with your attacks, giving your allies an opening to strike. However, in doing so you forfeit some of your offensive capabilities; sacrificing your power to aid your allies.

Once per turn after you hit a weapon attack against a creature, you can stagger them. If you do, the next attack roll that one of your allies makes against the creature before the start of your next turn has advantage.

*Sacrifice*: You have a -1 penalty to the damage rolls of your weapon attacks This cannot reduce the damage you deal with a weapon attack below 1.
### Sacrifice of Wrath

Anger is a powerful resource that should be utilized. You upgrade your body to tap into the well of fury within you, giving your strikes incredible power. However, in doing so, you become more prone to being consumed by anger, possibly harming your allies.

Your melee weapon attacks deal extra damage equal to 1 + half your proficiency bonus (rounded up).

*Sacrifice*: Whenever a hostile creature damages you, you must make saving throw with your Upgrade ability. The DC equals 10, or half of the damage you took, whichever number is higher. On a failure, you go berserk until the end of your next turn. While berserk, at the start of each of your turns you must move directly towards the nearest creature to you and use the Attack action against that creature. If you can make extra attacks as part of the Attack action, you use those extra attacks. If there is more than one possible target, you attack one at random. You then regain control for the remainder of your turn.
## Visceral Surge

At 3rd level, you gain the ability to unleash a surge of your inner power. Delving into the reaches of your being, you draw power from your body and your emotions to fuel temporary enhancements and push yourself past your limits. Your evolutionary method provides you with an option use your Visceral Surge and some upgrades also give you additional ways to use your Visceral Surge. Each option provided explains how to use it.

When you use your Visceral Surge, you choose which effect to use. You must then finish a short or long rest to use your Visceral Surge again. Some Visceral Surges require saving throws. When you use such a surge, the DC equals your Upgrade save DC. Beginning at 7th level, you can use your Visceral Surge twice between rests. Once you reach 11th and 15th level, you can use it three and four times between rests instead.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

## Extra Attack

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

## Freakish Reconstruction

Starting at 10th level, you can the ability to reconstruct your body as you adapt it to new situations. When you attain the benefits of a new upgrade, you can regain hit points equal to twice your evolutionist level. Once you use this feature, you must finish a short or long rest before you can use it again.

## Perfect Form

At 20th level, you upgrade your body to its final form, allowing to you temporarily push your abilities past their limit as you unleash your Visceral Surge. Whenever you use a charge of your Visceral Surge, immediately before or after the effects of your Visceral Surge occur, you can choose one of your ability scores, enhancing it past your limit. That ability score increases by 2, and your maximum for that ability score becomes 22. These effects last for 1 minute or until you use your Visceral Surge again.

Lastly, whenever you roll for initiative and have no charges of your Visceral Surge left, you regain 1 charge of your Visceral Surge.

# Evolutionary Method

Each evolutionist is unique, but they all have one thing in common an evolutionary method. It defines who they are, how they modify their body, and how they look. Each evolutionary method has its own way of enhancing the body. While, evolutionists rely most on their combat abilities, each evolutionary method also requires a different aspect from the wielder to be used effectively, such as a cyborg needing great intelligence while a cultist relies more on their wisdom. Your choice in evolutionary method defines your character and how they will grow for the rest of their lives.

## Method of Assimilation

Those who practice the Method of Assimilation are vile evolutionists who have been driven to insanity. They are often serial killers, criminals, and crime lords who have hideous and monstrous upgrades.

Assimilation evolutionists take parts of dead creatures and stich them to their own bodies; forcing those parts to work with their anatomy. As their blood flows within these parts and combines with the residual tissue, they are able to control them like they are their own. The often cut of their own limbs or other parts of their body, replacing them with superior parts from other creatures, such as taking the legs of a thri-kreen; or the arms of a chull. When they are finished, they often look like Frankenstein-esque monstrosities, shambling about, looking for more parts to steal.

### Transformative Approach

At 1st level when you choose this method, you are well versed in upgrading your body using dead body parts.

**Proficiencies.** You gain proficiency in leatherworker's tools. Also, you gain a set of leatherworker's tools for free.
**Bonus Enhancement Frame.** At 1st level, you develop an additional enhancement frame of your choice. When you do, choose one of the following frames: *Upgrade Body*, *Upgrade Skin*.
### Stitch

Starting at 1st level, you gain the ability to quickly stitch parts of corpses to your body, temporarily increasing your strength. As a bonus action on your turn, you can take a dead creature's body part you are carrying or from a corpse within 5ft of you and fuse it with your body. When you do so, you gain temporary hit points equal to twice your evolutionist level and you can choose an upgrade you can attain, ignoring the restriction that you can only choose one upgrade per row on an Enhancement Frame; you gain its benefits. These benefits last for 1 minute or until you lose all of the temporary hit points, after which the body part shrivels up and disappears.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

At 6th level, you can use your Stitch feature a second time while you are already gaining its benefits; adding the temporary hit points gained to your current temporary hit point pool. Starting at 14th level you can use it three times simultaneously, rather than two.

### Visceral Surge: Horrid Plunder

Starting at 3rd level, you can use your Visceral Surge to frighten creatures.

When you use your Stich feature on a corpse that died within the last minute, you can cause fear in those who fought alongside it. Each creature that was allied with the corpse before it died that you can see you must make a Wisdom saving throw. On a failure, they become Frightened of you for one minute. The Frightened creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

### Supernatural Fortitude

At 6th level, you now regain all expended uses of your Stitch feature when you finish a short or long rest.

### Dreadful Consumption

Starting at 14th level, when you use your Stitch feature, instead of targeting a corpse, you can target a living creature that is as at most one size larger than you. Make an ability check with your Constitution ability modifier, with the DC equalling half of the creature's remaining hit points. On a success, you consume and kill the creature; regaining hit points equal to its hit points before you consumed it. If you use your Visceral Surge to use Horrid Plunder after doing so, creatures you effect have disadvantage on their saving throws against the effect. Once succeeding using this feature, you can't use it again until you finish a short or long rest.

## Method of Infusion

Those who practice the Method of Infusion are spellcasters who weave their attacks and spells together. Magic flows through their body, and the arcane is a part of them.

Infusion evolutionists upgrade their body by infusing themselves with magic magical items, arcane artefacts, or ancient powerful gems. This places magic deep into their body, allowing them to mutate their body in extraordinary ways. Some were wizards who have gone insane and others are simple commonfolk who stumbled onto a magical artefact which changed them forever. Some are similar to anti-druids, using the power of nature to enhance and evolve their body. Regardless of their origins, those who practice this method manifest ethereal upgrades, forming parts of pure magic or magically enhancing their body.

### Transformative Approach

At 1st level when you choose this method, you are well versed in magically upgrading your body.

**Arcane Focus.** Your body is thoroughly infused with magical energy. You can use any part of your body as a spellcasting focus for your Infusion spells.
**Bonus Enhancement Frame.** At 1st level, you develop an additional enhancement frame of your choice. When you do, choose one of the following frames: *Evolve Weapon Alterations*, *Evolve Body*.

### Spellcasting

Starting at 1st level, your magical upgrades give you access to spellcasting. Choose one of the following classes: Sorcerer, Druid, or Ranger. Whenever you gain a spell from this subclass, you choose spells from your chosen classes spell list.

**Cantrips:** You learn two cantrips of your choice from your chosen classes spell list. You learn an additional cantrip of your choice at 10th level.

**Spell Slots.** The Method of Infusion Spellcasting table shows how many spell slots you have to cast your spells of 1st level and 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.

For example, if you know the 1st-level spell fog cloud and you have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.
**Spells Known of 1st-Level and Higher.** You know two 1st-level spells from your chosen class. The spells known column of the Method of Infusion table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your chosen classes' spell list, which must also be of a level for which you have spell slots.

**Spellcasting Ability.** Charisma is your spellcasting ability for your spells, since you extract the force of the magic deep within you to cast spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Method of Infusion spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + Charisma modifier.
**Spell attack modifier** = Your proficiency bonus + Charisma modifier.
**Spellcasting Focus.** You can use an arcane focus as a spellcasting focus for your Magus spells.

### Visceral Surge

Starting at 3rd level, you can use your Visceral Surge to convert the arcane energy in your body into different forms. As a bonus action, you can do one of the following:

**Infuse Upgrade.** Expend your highest-level spell slot, then choose an upgrade you can attain, ignoring the restriction that you can only choose one upgrade per row on an Enhancement Frame. You gain its benefits until you finish a short or long rest or until you use this feature again.
**Diffuse Upgrade.** Choose one of your upgrades that is not allowing you to gain any other upgrades. You regain your highest-level expended spell slot and no longer gain the benefits of the Upgrade until you finish a short or long rest.
### Arcane Shield

Starting at 6th level, you can alter the magic which runs throughout your body to form a shield or recover your health. After you cast an Infusion spell of 1st-level or higher, you can do one of the following:

* Convert any amount of your hit points, up to 10 times the Spell's level into temporary hit points. You cannot convert your last hit point. While you have these temporary hit points, you have a bonus to your AC equal to half your proficiency bonus (rounded down).
* Regain hit points equal to the spell's level times your Charisma modifier.

### Primordial Body

Starting at 14th level, at the end of a short rest, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. While you have temporary hit points gained from your Arcane Shield feature, you gain the following benefits:

* You gain resistance to the chosen damage type
* When you hit a weapon attack, you can convert all of its damage into the chosen damage type.
* Whenever you cast a spell of 1st-level or higher that deals damage, you can change the damage type of that spell to your chosen damage type.

## Method of Mutation

Those who practice the Method of Mutation intelligent warriors who enhance their body through their own alchemical concoctions. They are alchemists whose studies took them on a dark path; a path to changing their bodies into a monster.

Mutation evolutionists upgrade their body through mutagens, potions, or intense magical formulas. They are often monster hunters, combining materials they find while slaying evil to enhance their own bodies. They often work best within a group, allowing others gain the powers of their upgrades.

### Transformative Approach

At 1st level when you choose this method, you are well versed in alchemically upgrading your body.
**Proficiencies.** You gain proficiency in alchemist's supplies. Also you gain a set of Alchemist's supplies for free.
**Bonus Enhancement Frame.** At 1st level, you develop an additional enhancement frame of your choice. When you do, choose one of the following frames:  *Upgrade Head*, *Upgrade Mind*.

### Upgrade Flask

At the end of a long rest, choose two Upgrades that you have or can attain, ignoring the restriction that you can only choose one upgrade per row on an Enhancement Frame. You can choose the same upgrade multiple times, but you cannot choose upgrades that require you to use a charge of your Visceral Surge.

You create two upgrade flasks that store your chosen upgrades, which retain their potency until you use this feature again. A creature can drink one of or feed one to an ally within 5ft. as an action. If the creature meets the level prerequisite for the upgrade and doesn't already have it, they immediately take damage equal to their level, then they gain the benefits of the upgrade for the next 8 hours. If the upgrade requires an ability or saving throw, use your Upgrade ability. After a creature other than you has used an upgrade flask, additional upgrade flasks they use before their next long rest have no effect. If a creature without a level uses an upgrade flask, treat their level as their maximum amount of hit dice.

At 6th and 14th level the amount of Upgrade Flasks you can make when you use this feature increase by one.

### Visceral Surge: Mutagenic Burst

Starting at 3rd level, you can use your Visceral Surge to ingest a special mutagen or potion which gives you great combat prowess.

As a bonus action, you can choose one of the sacrifice options listed in the Ambitious Sacrifice feature. You gain it for the next 10 minutes or until you use this feature again.

### Painless Potions

At 6th level, the damage dealt to creatures who use your Upgrade Flasks is reduced by an amount equal to your Intelligence modifier.

Additionally, you adapt to poisons. You gain immunity to poison damage and the poisoned condition.

### Purifying Potions

At 14th level, whenever a creature uses an Upgrade Flask, they can immediately make a saving throw against one of the following conditions affecting them: Blinded, Deafened, Poisoned, Paralyzed, or Stunned.

## Method of the Cultist

Those who practice the Method of the Cultist are either vile or holy evolutionists who are devout followers of a patron or deity. They are extreme with their methods, regardless if they are good-willed or evil.

Cultist evolutionists have deity or patron who allows them to alter their body in various ways. A cultist's power is drawn from their connection to their patron or deity, and they gain upgrades from their master through rituals. Upgrades for cultists vary, but most resemble an aspect of their deity or patron; and as such appear eldritch or holy, depending on the cultist.

### Transformative Approach

At 1st level when you choose this method, you are well versed in using another to upgrade your body.

**Holy Symbol.** You have an intense connection to the one you follow. You gain a holy symbol for free, which you can use a spellcasting focus for your Cultist spells.
**Bonus Enhancement Frame.** At 1st level, you develop an additional enhancement frame of your choice. When you do, choose one of the following frames: *Evolve Body*, *Evolve Wings*.
### Pact Magic

Starting at first level, your patron or deity gives you access to spellcasting. Choose one of the following classes: Cleric, Warlock, or Paladin. Whenever you gain a spell from this subclass, you choose spells from your chosen classes spell list.
**Limited Spell List.** You cannot learn the following spells through this class: Animate Dead, Create Food and Water, Divination.

**Cantrips:** You learn two cantrips of your choice from your chosen classes spell list. You learn an additional cantrip of your choice at 10th level.

**Spell Slots.** The Method of the Cultist Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.

To cast one of your Cultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 6th level, you have two 2nd level spell slots. To cast the 1st-level spell protection from evil and good, you must spend one of those slots, and you cast it as a 2nd-level spell.

**Spells Known of 1st-Level and Higher.** You know two 1st-level spells from your chosen class. The spells known column of the Method of the Cultist table shows when you learn more spells of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot level column for your level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your chosen classes' spell list, which must also be of a level for which you have spell slots.

**Spellcasting Ability.** Wisdom is your spellcasting ability for your Cultist spells, as you gain your spells from have a connection to another being. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cultist spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + Wisdom modifier.
**Spell attack modifier** = Your proficiency bonus + Wisdom modifier.
**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your Cultist spells.

### Visceral Surge: Horrid Manifestation

Starting at 3rd level, your deity or patron allows you to sacrifice some of your life force to gain a temporary upgrade.

As a bonus action, choose an upgrade you can attain, ignoring the restriction that you can only choose one upgrade per row on an Enhancement Frame. You gain the benefits of the upgrade, but your current and maximum hit points are reduced by an amount equal to your character level. These effects last until you complete a long rest, remove the upgrade as a bonus action, or use this feature again, after which the hit point maximum reduction fades.

### Faithful Sacrifice

Starting at 6th level, you can sacrifice some of your life force to your patron or deity to empower your spells. When you cast a cultist spell, you can expend one of your hit dice to increase the spell's level by one. When you start casting the spell, roll the Hit Die. You take damage equal to the number rolled. If the spell reduces a hostile creature to 0 hit points or restores another's creature's hit points to their maximum, you gain temporary hit points equal to twice the result rolled.

### Influence of the Otherworldly

Starting at 14th level, your deity or patron can bend destiny to be more favorable to you; but in turn you must sacrifice something for it. After you or a creature within 30ft of you fails a saving throw or misses with an attack roll, you can expend and roll one of your hit die, adding it to the total, possibly changing the outcome. You then take damage equal to the result. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## Method of the Cyborg

Those who practice the Method of the Cyborg are intelligent and hardy evolutionists who use their knowledge of technology to upgrade their body.

Cyborg evolutionists combine their humanoid aspects with mechanical upgrades, such as dwarven technology, magical parts, and their own inventions. Often replacing entire body parts with mechanical augments, cyborgs tend to look a lot more like a construct than a regular humanoid. Some might even confuse them for warforged.

### Transformative Approach

At 1st level when you choose this method, you are well versed in mechanically upgrading your body.

**Proficiencies.** You gain proficiency in tinker's tools. Also, you gain a set of tinker's tools for free.
In addition, whenever you or another creature would make a Wisdom (Medicine) check on your body, they can make the check with a set of tinker's tools instead.
**Bonus Enhancement Frame.** At 1st level, you develop an additional enhancement frame of your choice. When you do, choose one of the following frames: *Upgrade Arms*, *Upgrade Unarmed Strike*.
### Multipurpose upgrade

At the end of a short or long rest, you can choose one of your upgrades and switch it with one of the Upgrades on the same row of its enhancement frame.

At 6th level, you can use this feature as an action instead. When you reach 14th level, you can use this feature as a bonus action. Once you reach 6th level, you can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

### Integrated Weapon

Starting at 1st level, at the end of a short or long rest, you can choose one weapon you are proficient with or your unarmed strike. You integrate it into one or multiple off your arms. How well you do so now determines its combat effectiveness. You adapt the weapon using your intellect, and this now drives the weapon, rather than how well you can use it. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, while you are wielding the weapon, it cannot leave your grasp unless you allow it to. These benefits last until you use this feature again.

### Visceral Surge: Automatic Defence

Starting at 3rd level, you enhance your body to be able to use your Visceral Surge to automatically deflect attacks.

When a creature hits you or another creature within 5ft of you with an attack, you can use your reaction to engage an automatic defence mechanism, defending against attacks. Until the start of your next turn or until the creature moves more than 5ft. away from you, their AC is increased by an amount equal to 1 + your Intelligence modifier. This includes the triggering attack.

### Electrified Weapon

Starting at 6th level, you can imbue electrical energy into your integrated weapon as a bonus action. For the next minute, the first time each turn you hit a creature with a weapon attack with that weapon, it deals an extra 1d6 lightning damage. This damage increases to 2d6 when you reach 14th level in this class.

### Modular Weapon

Starting at 14th level, you can add a property to your integrated weapon as a bonus action, which remains until you use this feature again. Choose one of the following properties to add: Light, Reach, or Thrown. You cannot add a property a weapon already has.

Additionally, the is increased by one stage. The increasing stages of damage die are as follows: 1d4, 1d6, 1d8, 1d10, 2d6 or 1d12, then 2d8. If the weapon has the Versatile property, that damage die also increases by one stage.

# Upgrades

Upgrades are presented in enhancement frames, which are the foundations to each of your upgrades. As you take more levels in this class and upgrade your body further, you will be able to go further down your chosen enhancement frames to gain stronger effects.

When choosing upgrades, you begin on the top row of each enhancement frame. Each enhancement frame has a level column, which denotes the minimum level you must be to gain upgrades on that row. To gain an upgrade lower on an enhancement frame, you must have gained an upgrade on the row above it. You can only take one upgrade per row on an enhancement frame, and you can only ever gain upgrades from the enhancement frames you have developed.

You can gain an upgrade at the same time that you meet its level prerequisites, and that prerequisite refers to your level in this class. If you swap between upgrades when you gain levels in this class, upgrade that is allowing you to gain an upgrade lower on an enhancement frame, unless you replace it with an upgrade on the same row.

Some upgrades appear on enhancement frames multiple times and have multiple tiers. when you first gain one of these upgrades, you gain the benefit of its first tier. Thereafter each time you gain a copy of the upgrade you progress one tier, gaining the benefits of the next tier. If you lose a copy of one of these types of upgrades by any means, you go back one tier down the upgrade, losing the benefits of the tier you lost.

## Enhancement Frames

### Evolve Body

You grow gills, antennae, extra limbs, a tail or similar, evolving the anatomy of your body. This enhancement frame gives you a variety of different upgrades.

 1st
 1st
 3rd
 5th
 5th

**Aquatic.** *Tier 1*: You make your body work underwater. You gain a swimming speed of 10ft and can now breath underwater. *Tier 2*: Your swimming speed increases to 30ft.
**Barbs.** As a bonus action, you can cause small spikes, barbs or similar to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d10 piercing damage to any creature grappling you or any creature grappled by you. Creatures grappled by you have disadvantage on attack rolls against you.
**Carapace.** You gain a protective carapace, increasing your maximum hit points by 4.
**Extra Limb.** *Tier 1*: You modify your body, giving it a small extra, tail, or similar appendage. It can hold weapons, but weapons held in it have disadvantage on attack rolls if they don't have the light property. It cannot wield shields, and you don't gain the benefit of a shield if you are wielding more than one weapon. You can use the arm to use the versatile property on a weapon you are holding in one of your regular hands. You can use the arm to perform the somatic or material components of spells. *Tier 2*: You gain another of these limbs.
**Form Change.** As an action, you can use a charge of your Visceral Surge to change your appearance. When you change your appearance, you can change any of your natural physical features, even to that of another race, though your statistics stay the same and you cannot change your basic body structure. This form change lasts for 1 hour or until you dismiss it as a bonus action.
**Pheromones.** *Tier 1*: You emit pheromones that subtly affect those nearby; you have a +2 bonus on Charisma checks against creatures within 5ft. of you. *Tier 2*: The bonus increases to +3, and the range increases to 10ft.
**Tail Defence.** *Tier 1*: You grow a tail that you can use to defend from attacks. When a creature his you with a melee attack, you can use your reaction to add half of your proficiency bonus to your AC, potentially causing the attack to miss you. *Tier 2*: You can now add your full proficiency bonus, rather than half, to your AC when you use this upgrade.
**Tentacle Pull.** You can release a tentacle, piece of string, or similar rope to pull in a creature. You can use your action and expend a charge of your Visceral Surge to make one creature within 60ft of you make a Strength saving throw. On a failure, they are grappled by you and pulled within 5ft of you. When they reach you, they take bludgeoning damage equal to 2d6 + your evolutionist level.
**Tremorsense.** *Tier 1*: You grow antennae or similar body parts to see through the earth. You gain tremorsense out to 10ft. *Tier 2*: Your tremorsense increases to 30ft.
### Evolve Weapon Alterations

You become one with your weapons, evolving to augment and change how you strike with them. This enhancement frame gives you a variety of ways to alter your weapon attacks.

 1st
 3rd
 5th
 11th

**Blinding Strikes**After you hit a creature with a weapon attack, you can use a charge of your Visceral Surge to deal extra radiant damage equal to 2d6 + your evolutionist level. Also, the hit creature must make a Constitution saving throw or be blinded until the end of your next turn.
**Brutal Strike.** After you hit a creature with a weapon attack, you can use a charge of your Visceral Surge to deal extra necrotic damage equal to 2d8 + your evolutionist level.
**Conceal.** You have advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks made to conceal weapons without the heavy property.
**Paralyzing Strike.** After you hit a creature with a weapon attack, you can use a charge of your Visceral Surge to deal extra force damage equal to 2d6 + your evolutionist level. Also, the hit creature must make a Wisdom saving throw or be paralyzed until the end of your next turn.
**Primordial Strikes.** *Tier 1:* When you gain this upgrade, choose one of the following damage types: acid, cold, fire, lightning, or thunder. As a bonus action on your turn, you augment one weapon you are holding or your unarmed strike. Until you use this feature again, all damage dealt by attacks from the target becomes damage of your chosen damage type. You can take this feature multiple times, choosing a different damage type each time. *Tier 2*: Attacks with your augmented weapon ignore resistance to your chosen damage type.
**Silver Infusion.** As a bonus action, you can infuse a weapon you are holding with silver. Until you use this feature again, the weapon is treated as a silver weapon.
**Spellbreak.** When you hit a creature with a weapon attack, you can expend one spell slot to deal extra lightning damage to the target. The extra damage equals 1d8 + 1d8 per level of the spell expended. Instead of expending a spell slot, you can expend a charge of your Visceral Surge. When you do, treat the spells level as your Evolutionist Level divided by four, rounded up.
**Terrifying Strike.** After you hit a creature with a weapon attack, you can use a charge of your Visceral Surge to deal extra fire damage equal to 2d6 + your evolutionist level. Also, the hit creature must make a Wisdom saving throw or be frightened until the end of your next turn.
### Evolve Wings

You grow wings, evolve your legs, or otherwise change your body to give you the power of flight. This enhancement frame allows you to soar high above the battlefield and pick of enemies from above.

 1st
 11th
 11th
 17th
 17th

**Dodge and Weave.** While flying, ranged weapon attacks made against you have disadvantage on the attack roll, and you have advantage on Dexterity saving throws.
**Fall Resist.** You don't take falling damage from drops of less than 100 feet.
**Flight.** *Tier 1*: You gain a flying speed of 20ft. *Tier (2, 3)*: Your flying speed increases by 10ft.
**Float.** You can use your Action to gain a flying speed of 10ft. until the end of your turn. You can only do so if you don't already have a flying speed
**Gale Aura.** You gain control over the wind. As an action, you can use a charge of your Visceral Surge to create a 15-foot sphere of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes bludgeoning damage equal to 2d6 + your evolutionist level on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
**Glide.** You gain the ability to glide. For every 1 foot you descend, you can glide forward 1 foot.
**Hover.** When you fly, you can hover.
**Wind Ruler.** Your flying speed increases by 10ft. As a bonus action, you can create a gust of wind that extends in a 100-foot by 5-foot line from you. Any creature moving against the gust must spend 2 extra feet of movement for each foot moved, and while you are moving with the gust, your flying speed increases by 10ft.
### Upgrade Arms

You upgrade your arms, either by empowering the power of your original arms or replacing them with new ones. This enhancement frame can let you climb higher, burrow into the ground, and grapple more effectively. It also augments your arms, allowing for elemental attacks.

 1st
 1st
 3rd

**Air Cannons.** An opening appears in the centre of your palms. You can use a charge of your Visceral Surge as an action, releasing a surge of wind 60-foot long and 5-foot wide. Creatures within this area must make a Strength saving throw, taking bludgeoning damage equal to 2d6 + your evolutionist level on a failed saving throw, and half as much on a successful one.
Additionally, you can push or pull creatures who failed their saving throw 15ft towards or away from you.

**Burrower.** *Tier 1*: You gain a burrow speed of 10ft. *Tier 2*: your burrow speed increases to 30ft.
**Climber.** *Tier 1*: You gain a climbing speed of 10ft. *Tier 2*: Your climbing speed increases to 30ft.
**Double Jointed.** *Tier 1*: You gain proficiency in the Sleight of Hand skill. *Tier 2*: You gain advantage on Dexterity (Sleight of Hand) checks.
**Electric Fist.** Your hands surge with electricity. You can use a charge of your Visceral Surge as an action; make an attack roll with your upgrade ability against a creature within 5ft of you. On a hit, the creature takes lightning damage equal to 3d8 + your evolutionist level.
**Frost Touch.** Your hands become freezing cold. You can use a charge of your Visceral Surge as an action; make an attack roll with your upgrade ability against a creature within 5ft of you. On a hit, the creature takes cold damage equal to 2d8 + your evolutionist level, speed is halved, and it can't take reactions until the end of its next turn.
**Impale.** You grow craws or similar from your fists. You can use your action to try to restrain a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
**Muscle:** You can grapple and shove creatures up to two sizes larger than you, rather than one, and you have advantage on Strength (Athletics) checks made to initiate and maintain grapple or perform a shove.
**Probing Fingers.** Your fingertips become sensitive to other's emotions. whenever you touch someone on their skin, their surface thoughts are revealed to you. You can use your action while touching a creature to look deeper into their mind; they make a Wisdom saving throw. On a failure you can learn the target's emotional state, what's important to it in that moment, or the pattern of its logic. When you look deeper, a creature will know that you are looking into their mind, even if it fails the save.
### Upgrade Body

You upgrade your entire body, changing its form and potentially its size. This enhancement frame allows you to be larger and stronger, or smaller and stealthier.

 1st
 1st
 3rd
 5th
 11th

**Constrict.** You can use your action to try to restrain a creature grappled by you. To do so, make another until the grapple ends.
**Curl Up.** You gain the ability to curl up into a defensive stance as an action. When you curl up, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While curled up, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to uncurl and stand up.
**Elasticity.** *Tier 1*: You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks you make to escape being grappled or when trying to squeeze through a tight space. *Tier 2*: 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.
**Equine Form.** You change your body form; a creature who is at least one size smaller than you can use you as a mount. Additionally, you can force an attack targeted at a creature mounting you to target you instead.
**Growth**. Your size is doubled, and your weight changes appropriately. Your size increases by one category. Your current and maximum hit points increase by 10.
**Minimize**. Your size is halved, and your weight changes appropriately. Your size reduces by one category. You gain a +5 bonus to Dexterity (Stealth) checks made to hide.
**Reconstruct.** As a bonus action you can use a charge of your Visceral Surge to reconstruct some of your body. You regain hit points equal to 1d10 + your evolutionist level.
**Shadow Form.** As an action, everything you touch and everything you wear becomes invisible. If you drop an item, the item is no longer invisible, and if you try to attack or cast a spell, you become visible. You can turn visible again as a bonus action.
**Stench.** As a bonus action, you can use a charge of your Visceral Surge to release a foul-smelling stench in a 15ft radius centred on you, which lasts 1 minute or until you end it as a bonus action on your turn. Each creature with a sense of smell that starts its turn within the radius must make a Constitution saving throw, becoming poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to your stench for the next hour.
**Superstrength.** *Tier 1*: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Tier 2*: You deal double damage to objects and structures. *Tier 3*: You can wield and attack with two-handed weapons using one hand.
**Transfer Life**. As a bonus action you can use a charge of your Visceral Surge to heal an ally's wounds. Touch a creature within 5ft of you; it regains hit points equal to 1d10 + your evolutionist level.
### Upgrade Head

You upgrade your head, improving your senses; your hearing, your sight, and your smell. This enhancement frame improves your abilities to detect other creatures.

 1st
 1st
 11th

**Blindsense:** You gain blindsight out to 10ft.
**Eye Rays.** You gain the ability to release a magical ray from your eye. As an action, you can use a charge of your Visceral Surge to release an eye ray against a creature within 50ft of you that you can see. Roll a d4 to determine the effect.
1. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Paralzying Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make Constitution saving throw, necrotic damage equal to 3d8 + your evolutionist level on a failed save, or half as much damage on a successful one.
4. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

**Foreseeing Eye:** Your senses go further than reality, and you begin to see things not meant to be seen. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Your foretelling roll can be used only once. When you finish a long rest, you lose your foretelling roll if it is unused.
**Hearing:** *Tier 1*: While you cannot see a creature but cna hear it, your attack rolls against it don't have advantage. *Tier 2*: You have advantage on Wisdom (Perception) checks that rely on hearing.
**Sense Prey.** You enhance your smell, allowing you to track and find creatures that you are seeking. If you have an object that a creature had on their person for at least 1 minute, you can use a charge of your Visceral Surge as an action to inspect it. You immediately know which direction the creature is from you, provided it is within a mile of you. Additionally, if you make a Wisdom (Survival) check to track the creature within an hour after using this feature, you gain a +5 bonus to the roll.
**Smell:** *Tier 1* You have advantage on Wisdom (Survival) checks to track creatures that leave behind a scent. *Tier 2*: You have advantage on Wisdom (Perception) checks that rely on smell.
**Vision.** *Tier 1*: You gain Darkvision out to 60ft, or if you already have Darkvision, its range is increased by 30ft instead. *Tier 2*: You have advantage on Wisdom (Perception) checks that rely on sight.
### Upgrade Internals

You upgrade your internals; your lungs, your heart, and the rest of your organs. This enhancement frame gives you a variety of different upgrades.

 1st
 1st
 5th

**Breath Weapon.** You alter your lungs to gain a breath weapon. When you gain this upgrade choose one of the following damage types: acid, cold, fire, lightning, or thunder. As an action you can use a charge of your Visceral Surge to unleash a cone of energy. It extends from you in a 15ft cone. Each creature within the area must make a Dexterity saving throw, taking damage of your chosen damage type equal to 2d6 + your evolutionist level on a failure, or half as much on a success.
**Breath.** *Tier 1*: You can hold your breath for 15 minutes at a time. *Tier 2*: You no longer need to breathe.
**Envenom.** You begin secreting venom from your mouth. You can use this venom to coat your weapons or unarmed strikes. As a bonus action, you can use a charge of your Visceral Surge to coat one slashing or piercing weapon, your unarmed strike, or two pieces of ammunition. A creature hit by the poisoned weapon must make a Constitution saving throw, taking poison damage equal to 3d8 + your evolutionist level on a failure. The poison fades after it deals damage or after 1 minute passes.
**Ferocity.** You adapt your internals to fight back at the brink of death. When you are reduced to 0 hit points, you can use one charge of your Visceral Surge to enter a state of ferocity rather than going unconscious. You gain advantage on attack rolls; and at the end of each of your turns, you must make a saving throw with your Upgrade Ability, with the DC equal to 10 + half the damage you would have taken after you used this feature. On a failure, your ferocity ends, you go unconscious as normal, and you gain one level of exhaustion.
**Health.** *Tier 1*: Your hit point maximum increases by 2. *Tier 2*: You become immune to disease.
**Poison Resistance.** You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
**Swallow.** You can use your action to try to swallow a creature grappled by you that is your size or smaller. To do so, make another grapple check; swallowing it on a success. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside of you, and takes acid damage equal to your Upgrade ability modifier at the start of each of your turns. You can only swallow one creature. If you take 15 damage or more on a single turn from a creature inside you, you regurgitate the creature, which falls prone within 5 feet of you. If you are knocked unconscious, you also regurgitate the creature.
**Toxic Blood.** You make your blood toxic. When a creature deals piercing or slashing damage with a weapon attack while within 5 feet of you, they take poison damage equal to your upgrade ability modifier.
**Voice.** *Tier 1*: You can make your voice up to three times as loud, or three times as quiet. You gain advantage on Dexterity (Stealth) checks made to whisper when you make it quiet. *Tier 2*: 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 Charisma (Deception) check.
### Upgrade Legs

You enhance your legs, either enhancing the abilities of your original legs or replacing them completely. This enhancement frame allows you to run faster, jump higher, and increase your movement capabilities in and out of combat.

**Adrenaline Rush.** You can use a charge of your Visceral Surge as a bonus action to gain a burst of adrenaline. Until the start of your next turn, your movement speed is increased by 15ft, you gain a +1 bonus to AC, and when you take the attack action, you can make an additional attack as a part of that action.
**Jet.** You can take the Dash action as a bonus action on your turn.
**Propulsion.** *Tier (1, 2)*: Your long jump and high-jump distance increase by 5ft.
**Quick Stand.** When you are prone, standing up only requires 5 feet of movement.
**Rapidity.** *Tier (1-4):* Your movement speed increases by 5ft.
**Reflexes.** You gain proficiency in Dexterity saving throws.
**Slippery.** Opportunity attacks against you are made with disadvantage.
**Speed Burst.** You can use a charge of your Visceral Surge as take the Dash action as a bonus action. When you do, you don't provoke opportunity attacks and you ignore difficult terrain and for the rest of your turn. Also, until the end of your turn each time you move within 5ft of a creature they must make a Dexterity saving throw. A creature takes thunder damage equal to 2d6 + your evolutionist level on a failed saving throw, and half as much damage on a successful one.
**Spider Climb.** You gain climbing speed equal to half of your walking speed, and you can move freely along vertical surfaces and ceilings without using your hands.
**Sure Footed.** When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.
**Water Walk.** You can walk on the surface of a body of liquid as if it was solid ground. If you stop moving, you sink.
### Upgrade Mind

You upgrade your mind; increasing your cognitive abilities. This enhancement frame allows you to gain supernatural abilities through your intellect.

**Advanced Mind.** You gain proficiency in Wisdom saving throws.
**Battle Genius.** You gain mastery over utilizing you speed to strike with huge weapons. All melee weapons have the Finesse property for you.
**Expertise.** *Tier 1*: You gain immense knowledge in a particular field. Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. *Tier 2*: You can choose one more of your skill or tool proficiencies to gain the same benefit.
**Foresight.** As a bonus action, you can use a charge of your Visceral Surge to predict a creatures movement. Choose a creature that you can see. Until the start of your next turn, you have advantage on attack rolls against that creature, and that creature has disadvantage on attack rolls against you.
**Photographic Memory.** *Tier 1*: You can accurately recall information, including images and text, that you have seen or heard in the past 10 days. *Tier 2*: You can now recall information regardless of how long ago you saw or heard that information.
**Skilled.** *Tier (1,2)*: You gain knowledge in a particular field. You gain proficiency in a skill, tool, or language of your choice.
**Sleepless.** *Tier 1*: You don't need to sleep. you no longer gain exhaustion from lack of sleep. *Tier 2*: Instead of long resting for 8 hours, you can now adopt a semi-conscious state for 4 hours instead.
**Spell Resistance.** You have advantage on saving throws against spells cast by creatures that you can see.
**Sudden Skill.** You gain the ability to suddenly adapt to a challenge. As an action, you can use a charge of your Visceral Surge to gain proficiency in a skill or tool for 1 minute.
**Telepathy.** You empower your mind to the point where you can telepathically communicate with creatures. You can communicate telepathically with any creature you can see within 120 feet of you, and they can communicate back. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature just be able to understand at least one language.
### Upgrade Skin

You upgrade your skin; either by infusing it with small upgrades or developing an exoskeleton that wraps around your entire body. This enhancement frame gives you various defensive abilities.

**Adaptive Skin.** Your skin becomes adaptive to the elements. When you are hit by an attack that deals acid, cold, fire, lightning, or thunder damage, you can use your reaction to spend a charge of your Visceral Surge to gain resistance to that damage (including the triggering attack) for 1 minute.
**Bursting Skin.** Parts of your skin surge with elemental energy. After you are hit with a melee attack, you can use your reaction and spend a charge of your Visceral Surge to make the creature that attacked you make a Dexterity save. On a failure, they take fire damage equal to 2d8 + your evolutionist level.
**Captivating.** *Tier 1*: You make yourself look soothing and pleasing. You have advantage on Charisma (Persuasion) checks against creatures that are friendly or neutral towards you. *Tier 2*: As an action, you use a charge of your Visceral Charge to try to charm a creature that you can see within 60ft. of you. The creature must make a Wisdom Saving throw, becoming charmed by you for 1 minute on a failure. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Chameleonic.** You gain the ability to change the coloration of your body at will. When you do, you have advantage on Dexterity (Stealth) checks made to hide.
**Damage Resistance.** While you are not wearing armor, you have resistance to non-magical bludgeoning, piercing, and slashing damage.
**Energy Resistance.** *Tier 1*: Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type. *Tier 2*: You gain immunity to the chosen damage type.
**Hard Skin.** You make your skin tough. While you are not wearing armor, your AC equals 11 + your Dexterity modifier + your Upgrade ability modifier. You can wield
a shield and still gain this benefit.

**Hardy.** *Tier 1*: Your hit point maximum is increased by 2 per character Level. *Tier (2,3)*: Your hit point maximum is increased by 4 per character level.
**Illumination.** As a bonus action, you can make your skin glow, or stop it from glowing. When you make your skin glow, choose a distance within 120ft. You glow dim light up to that range and bright light up to half that range. You can choose the colour.
**Superhard Skin.** You gain a bulky overcoat of armor. While you are not wearing armor, your AC equals 14 + your Upgrade ability modifier, but you have disadvantage on Dexterity (Stealth) checks. You can wield a shield and still gain this benefit.
**Terrifying.** *Tier 1*: You make yourself look terrifying. You have advantage on Charisma (Intimidation) checks against creatures that can see you. *Tier 2*: As an action, you use a charge of your Visceral Charge to try to frighten a creature that you can see within 60ft. of you. The creature must make a Wisdom Saving throw, becoming frightened by you for 1 minute on a failure. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Tough Skin.** You gain an overcoat of natural armor. While you are not wearing armor, your AC equals 12 + your Dexterity modifier (maximum of 2) + your Upgrade ability modifier. You can wield a shield and still gain this benefit.
### Upgrade Unarmed Strikes

You alter your current arms to improve your unarmed strikes or add a completely new limb to do so. This enhancement frame makes attacking with unarmed strikes a valid and strong option for combat.

**Dual Strike.** When you use the Attack action with an unarmed strike on your turn, you may make one unarmed strike as a bonus action.
**Finesse.** Your unarmed strikes count as Finesse weapons, allowing you to use Dexterity instead of Strength for their attacks and damage rolls.
**Outbreak.** You can outbreak as a bonus action on your turn by using a charge of your Visceral Surge. When you do, you can make an additional attack as a part of the attack action on your turn. This benefit lasts until the end of your next turn.
**Precision Strike.** You can hone into a target as a you make an attack roll against them by using a charge of your Visceral Surge. When you do, you gain a +10 bonus to the attacks damage roll.
**Reach.** *Tier (1, 2)*: Your unarmed strike gains 5ft of reach.
**Natural Weapon.** *Tier 1*: You develop an unarmed strike. Choose piercing, slashing, or bludgeoning damage. Your unarmed strikes now do 1d4 of that damage type. *Tier (2, 5)*: The damage of your unarmed strike increases to 1d6, then to 1d8, 1d10, and finally to 1d12.