Evolutionist

*Evolvi who purely focus on Mastering Their Inheritance abilities. These Evolvi fully accept the force of chaos and slowly become one with their features. For example: An Evolvi who chooses to resemble rubber can become a rubber person and Stretch their body super far, become immune to Bludgeoning damage and eventually inherit all abilities tied to rubber.*

## **Class Restrictions**

You **Must** be an Evolvi. Your Quintessence ability must reflect that of your Inheritance theme.

## Class Features

As a Evolutionist you gain the following class features.

Hit Points
**Hit Dice:** 1d10 per Evolutionist level

**Hit Points at 1st Level:** 10 + Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Evolutionist level after 1st

Proficiencies
**Armor:** Light armor

**Weapons:** Simple weapons

**Tools:** One type of artisan's tools

**Saving Throws:** Constitution, Wisdom

**Skills:** Choose two from Animal Handling, Athletics, Acrobatics, Arcana, Perception, Survival

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

* (*a*) one simple melee weapon or (*b*) one simple ranged weapon with 20 pieces of ammunition
* Leather armor
* (*a*) dungeoneer's pack or (*b*) explorer's pack

### Quintessence

Starting at 1st level your Inheritance theme becomes even more significant. Choose one of the following Subclasses based on your theme, You gain features at 1st level and again at 5th, 9th, 13th, 17th level.

* Concept Generation -- *You can Create your Concept in many forms.*
* Eternal Substance -- *Your Entire body becomes the substance that fits your theme, however there are no outward changes to what you look like*
* Unleashed Identity -- *You can effortlessly Transform into the creature that fits your theme (and back) and gain unique abilities that differ from the Shapeshifter class.*

### Conversion

Starting at 1st Level your training allows you harness the mystic energy of transforming your body. Your access to this energy is represented by a number of Conv Points. Your Evolutionist level determines the number of points you have, as shown in the Conv Points column of the Evolutionist table.

You can spend these points to fuel various conversion features. You start knowing the features based on your subclass or Main abilities. You learn more conversion features as you gain levels in this class.

When you spend a conv point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended conversion back into yourself. You must spend at least 30 minutes of the rest meditating to regain your conv points.

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

**Conversion save DC** = 8 + your proficiency bonus + your Wisdom modifier

### Unarmed strikes

Starting at 1st Level, Due to your Transformation you can make unarmed strikes that deal 1d4 points of either piercing, slashing or bludgeoning damage depending on your theme. You can also make an unarmed strike as a bonus action. (If you already have the the Unarmed Strikes ability or the Improved Unarmed Strikes ability from The Inheritance chart, then replace the 1d4 with your damage from that.)

Your Unarmed Strikes damage increases at 5th, 11th and 17th level. *See The Evolutionist Table for details.*

### Unnatural Armor

Beginning at 2nd level your body starts protecting you better. Be it because of thick hide, Nature of your Substance or Concept, you gain unarmored defense equal to 10 + Dexterity modifier + Constitution modifier.

### Developing Biology

Starting at 3rd level your body gets a better hold of unwanted changes. You gain advantage on saving throws against one condition that would effect you (Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious). You also have advantage on saving throws against magical effects that would alter your form such as the *polymorph* spell.

### Ability Score Increase

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.

### Magical Strikes

Starting at 6th Level, your attacks with natural weapons and evolution effects count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

### Nimble

Starting at 10th Level, Your Base Speed is Increased by 5ft. This Increases by another 5ft at 14th Level.

### Secondary Evolution

Starting at 11th level you gain an additional 5 Inheritance Points and Can have a total of 8 Inheritance Abilities. Additionally For this 1 time, you can Rework all of your traits taking away anything and adding anything you desire, as long as it still fits your Theme

### Strong Form

By 15th level, your body is stronger. You gain advantage on all Constitution saving throws.

### Ideal Body

Beginning at 18th level, You become immune to exhaustion and you become immune to any spell or Effect that would alter your form, with exception to your own Abilities

Additionally as a part of short rest you might declare using this feature, doubling all hit point dices you expend. You may do so once per long rest.

### Total Control

At 20th level, when you roll for initiative and have no Conv points remaining, you regain 4 Conv points.