Evolutionist Quintessence: Eternal Substance

***Your Entire body becomes the substance that fits your theme, however there are no outward changes to what you look like. Substances are classified into 3 categories. Solid, Fluid, and Unique.***

***Here is a list of some Substances: Smoke, Sand, Water, Dirt, Stone, Fire, Lightning, Ice, Darkness, Light, Magma, Mud, Gas(Air), Snow, Rubber, Wood, Crystal, Radiation, Metals (Example: Gold, Iron, Mercury, Copper, Nickel), Oobleck, Soap, Poison, Gems (Example: Diamond, Ruby, Emerald), Ink, Food (Example: Butter, Cream, Mochi), Glass, Flowers, Candle Wax, Strings, ect.***

### Eternal Transformation

Starting at 1st level, determine which category your Substance is in (Solid, Fluid, Unique). You will gain abilities listed below each time you gain a feature.

If your substance can be a non Newtonian fluid, like Oobleck, your Category is Unique. Unique is usually Unnatural or Manmade. Some Unique Substances include Rubber, Food, Soap, Flowers, Candle wax, and Strings.

You have turned your entire body has Partially turned into the Properties of your Substance, however you retain the shape of your human form. If you are rubber, your entire body is stretchy. If you are Stone, your body is hard. If your substance is Smoke, your body is fluid. You gain Resistances based on your substance. For example if you are made of copper you can conduct electricity easily, so you are resistant to Lightning Damage.

* **Solid:** Your Natural AC is increased by 2 Points, and Gain Resistance to All Slashing Damage.
	+ You also can Gain Some Resistances/Vulnerabilities to the Following list based on your Substance. Check with a GM to see if the choice(s) made make sense. (Acid, Non-Magical Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Non-Magical Piercing, Poison, Psychic, Radiant, Non-Magical Slashing, and Thunder)

* **Fluid:** You gain resistance to all Non-Magical Slashing, Piercing, & Bludgeoning Damage. You also have Advantage against being grappled.
	+ You also can Gain Some Resistances/Vulnerabilities to the Following list based on your Substance. Check with a GM to see if the choice(s) made make sense. (Acid, Non-Magical Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Non-Magical Piercing, Poison, Psychic, Radiant, Non-Magical Slashing, and Thunder)

* **Unique:** Due to being unique, come up with some things your substance would be resistant to, have advantage on, or extra properties. This should be a passive ability that you have no control over. Check with a GM to see if the choices made make sense.
	+ You also can Gain Some Resistances/Vulnerabilities to the Following list based on your Substance. Check with a GM to see if the choice(s) made make sense. (Acid, Non-Magical Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Non-Magical Piercing, Poison, Psychic, Radiant, Non-Magical Slashing, and Thunder)

### Control

Starting at 5th level you have learned to control the Substance within your body more easily and use it more externally. This allows you to make attacks using your Substance, and gain some unique abilities.

* **Solid:** You can create weapons your arms as a bonus action and 2 Conv Points to deal more damage with your unarmed strikes. Add 1 additional Dice to your Unarmed Strikes. This only lasts for 1 round even if you miss.
	+ You can Substitute this feature with another of your own creation. This Feature must allows you to wield your substance within your body a certain way. This costs 2 Conv Points, takes a bonus action to perform, and only lasts for 1 round. Check with a GM to see if the choice(s) made make sense.

* **Fluid:** As a bonus action and 2 Conv Points, Your Unarmed Strikes have a reach of 15ft, and deals the damage type based on your substance. This only lasts for 1 round even if you miss.
	+ You can Substitute this feature with another of your own creation. This Feature must allows you to wield your substance within your body a certain way. This costs 2 Conv Points, takes a bonus action to perform, and only lasts for 1 round. Check with a GM to see if the choice(s) made make sense. One Example is Below.
		- You also Gain a Flight speed of 30ft using your substance to move you around. You cannot Travel higher than 30ft in the air when you use the flight speed this way. This costs 2 Conv Points, takes a bonus action to perform, and only lasts for 1 round.

* **Unique:** You gain an ability effects your Unarmed Strikes, Your Movement, and/or a feature that allows you to wield your substance within your body a certain way. This costs 2 Conv Points, takes a bonus action to perform, and only lasts for 1 round. Check with a GM to see if the choice(s) made make sense.

### Creation & External Control

Starting at 9th level you can Create your Substance seemingly out of Thin air. (This is Magical) The maximum volume of your Substance that you can Create at any one time is a cube with sides equal in feet equal to your Evolutionist level. This Substance is created from your body, and can be separated from your body. Its use is determined by you. This costs 3 Conv Points, takes an action to perform, and lasts for 5 rounds (Not including the round it was created) from which it is vanished. You cannot stack this ability with itself.

You additionally create 2 abilities that allow you to wield your substance created from your body a certain way. This costs 2 Conv Points, takes a bonus action to perform (If passive) or takes an action to perform (If it is an attack), the passive ability lasts till your substance has vanished. Check with a GM to see if the choice(s) made make sense.

### Enhanced Control

Starting at 13th level you create a Powerful ability that allow you to wield your substance that you have created, or that is within your body. This costs 5-10 Conv Points, takes a bonus action to perform (If passive) or takes an action to perform (If it is an attack), the passive ability lasts for 10 rounds. Check with a GM to see if the choice(s) made make sense.

### Absolute Substance

Starting at 17th level your body is Entirely a substance however there is no visual difference to your body.

* **Solid:** Your Natural AC is increased further by another 3 points.
	+ All Resistances that you have gained from Eternal Transformation turn into Full Immunity. (Nothing can lower this to resistance unless they transform you into something different.)

* **Fluid:** You cannot be Grappled or Restrained
	+ All Resistances that you have gained from Eternal Transformation turn into Full Immunity. (Nothing can lower this to resistance unless they transform you into something different.)

* **Unique:** Increase the Effects of your passive ability that you have gained from Eternal Transformation. Check with a GM to see if the choices made make sense.
	+ All Resistances that you have gained from Eternal Transformation turn into Full Immunity. (Nothing can lower this to resistance unless they transform you into something different.)