Evolved
Monsters from some distant place, these creatures are able to adapt and grow at a remarkable place. They are a danger to anyone and everyone that may cross their path. These monsters can, and will kill whatever they please to eat and grow.
Evoved Racial Features
Physical Description
Each type of Evolved has distinct characteristics not shared by the others. One thing is shared between them however, and it is the sheer size of these creatures. The smallest of them stand well over 6 feet tall when freshly hatched from their large eggs.
History
Nothing is known about the history of the Evolved except that they exist, have existed, and will continue to exist. Their reproduction methods are completely unknown, but more seem to exist with each passing year, hinting at reproduction cycles that are less than a year long.
Evolved Traits
Monsters of unknown origin, consuming and killing every living thing they can find.
Ability Score Improvement. One of your ability scores of your choice increases by 2, and a different ability score increases by 1.
Age. Evolved do not commonly die of old age, as the more they eat, the more efficiently their body functions, extending their lifespan almost indefinitely.
Alignment. Evolved are highly intelligent apex predators, and as such, they tend to be of chaotic, neutral, or, in some cases, evil alignments.
Size. Evolved grow as they eat more, but when they hatch, they range from just over 6 feet tall, to 8 feet tall, depending on the type. Your size is medium.
Speed. You have a base walking speed of 30 feet, and a climbing speed of 30 feet.
Apex Predator. You gain proficiency in Survival, and have advantage on Survival checks made to hunt other creatures.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Devourment. You have a natural weapon with which you can bite and consume flesh with. It deals 1d6 piercing damage on a hit, using your strength modifier for the To Hit and damage rolls.
Monstrous Nature. Your creature type is Monstrosity instead of humanoid.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Powerful Nose. Your nose is extremely accurate, able to differentiate the scents of creatures from the surrounding terrain. You have an additional sense, with which you can "see" creatures within 60 feet of you, faintly highlighted when in your line of sight. You know the direction and distance of creatures within this range, unless the creature successfully hides from you, or masks its scent.
Languages. Due to being an almost completely solitary race, you do not know how to speak any languages, but you can still learn them if taught, either in captivity, or by listening to your prey beg for their life.
Evolved
| Level | Proficiency Bonus | Features | Traversal Uses |
|---|---|---|---|
| 1st | +2 | Monster Type, Evolution (Stage One) | 1 |
| 2nd | +2 | Traversal | 1 |
| 3rd | +2 | Adapted Hunter | 1 |
| 4th | +2 | Ability Score Improvement | 1 |
| 5th | +3 | Extra Attack | 2 |
| 6th | +3 | Monster Type Feature | 2 |
| 7th | +3 | Enhanced Weaponry | 2 |
| 8th | +3 | Ability Score Improvement | 2 |
| 9th | +4 | Evolution (Stage 2) | 3 |
| 10th | +4 | Mutated Adaptations | 3 |
| 11th | +4 | Monster Type Feature, Extra Attack | 3 |
| 12th | +4 | Ability Score Improvement | 3 |
| 13th | +5 | Persistent Predator | 4 |
| 14th | +5 | Enhanced Adaptations | 4 |
| 15th | +5 | Monster Type Feature | 4 |
| 16th | +5 | Ability Score Improvement | 4 |
| 17th | +6 | Evolution (Stage 3) | 5 |
| 18th | +6 | Supernatural Senses | 5 |
| 19th | +6 | Ability Score Improvement | 5 |
| 20th | +6 | Perfect Evolution | 5 |
Multiclassing Info
Due to the nature of this class and race, only members of the Evolved race may take levels in this class, however, you cannot multiclass into this class. If you are a member of the Evolved race, you may take levels in other classes.
Class Features
As a Evolved, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Evolved level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Evolved level after 1st
Proficiencies
- Armor: None
- Weapons: None
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Perception, Athletics, Intimidation, Nature, Acrobatics
Equipment
You start with no equipment, as neither armor nor weapons are able to be used with the Evolved's physiology.
Monster Type
At first level, you have become a monster. Choose one of the following; Goliath, Kraken, or Wraith. You gain additional features from your choice when you make the choice, then again at 6th, 11th, and 15th levels.
Evolution (Stage 1)
Your body has started to evolve as a monster, granting you a multitude of benifits, as listed below:
- You are immune to disease
- Your skin hardens, and you gain an unarmored AC of 10 + your Constitution modifier + your dexterity modifier
- You gain a number of temporary hit points equal to your Evolution Stage x your Evolved level. These temporary hit points start to regenerate once you haven't taken damage for one minute, at a rate of one point per second. The regeneration increases as your Evolution Stage increases.
Traversal
Beginning at second level your body has continued to evolve, granting you increased speed in traversal. As a bonus action, you can move thirty feet in any direction. This movement does provoke opportunity attacks as normal. The mode of this traversal is determined by your Monster type.
You can use this ability a number of times as shown in the Traversal Uses column in the Evolved class table, regaining all spent uses after a long rest.
Adapted Hunter
At third level, your body has adapted even further, granting you one additional passive benefit from the following list. Whenever you gain the Ability Score Improvement feature from this class, you can exchange this feature for another from the list.
Enhanced Tendons Your walking and climbing speed both increase by 10 feet.
Hardened Skin Your AC increases by 2.
Heightened Metabolism Whenever you deal damage with Devourment, you regain hit points equal to half the damage rolled (rounded down).
Powerful Legs Your jump height and distance doubles. This addition to your jumps does not require additional movement, as long as you have enough movement for the base jump.
Strengthened Armor Your temporary hit points granted from you Evolution (Stage one) increases by an additional 1 point per Evolved level.
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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you may make two attacks instead of one whenever you take the attack action on your turn. This increases to three attacks at level 11.
Enhanced Weaponry
Beginning at 7th level, your evolution has granted you another benefit. Your natural weapons now deal magical bludgeoning, piercing, or slashing based on your Monster type.
Evolution (Stage 2)
At 9th level, you have undergone the first metamorphosis leading you to perfection. You gain the following benefits:
- You gain resistance to Poison damage
- You have advantage on saving throws to avoid or end the poisoned condition on yourself.
- You learn one language of your choice from any that you've heard.
- Whenever you take nonmagical Bludgeoning, Piercing, or Slashing damage, you my reduce the damage taken by your proficiency bonus as a reaction. You may use this reaction a number of times equal to your Constitution Modifier per long rest.
- Your size increases to Large
Mutated Adaptations
When you reach 10th level in this class, the adaptations that you have picked up have mutated in a way. You may pick an additional option from those listed in the Adapted Hunter Feature.
Persistent Predator
Beginning at 13th level, your persistence has been enhanced by your evolution. Whenever you are reduced to 0 hit points, you may choose to instead be reduced to 1. You may use this feature once, regaining all spent uses when you finish a long rest.
Enhanced Adaptations
At 14th level, your adaptations have improved. Choose one of the features granted by your Adapted Hunter feature, it is replaced and improves as shown below:
Enhanced Tendons Your walking and climbing speeds increase by a total of 20 feet.
Hardened Skin Your Armor Class increases by 3.
Heightened Metabolism Whenever you deal damage with Devourment, you regain hit points equal to the damage rolled.
Powerful Legs Your jump height and distance triples. This addition to your jumps does not require additional movement, as long as you have enough movement for the base jump.
Strengthened Armor Your temporary hit points granted from you Evolution (Stage one) increases by an additional 3 points per Evolved level.
Evolution (Stage 3)
At 17th level, you have undergone a second metamorphosis, nigh perfect now. Your size increases to Huge and cannot be reduced unless you are willing. Furthermore, your Strength, Dexterity, and Constitution scores cannot be reduced, nor can your maximum hit points be reduced. You are also immune to Poison damage and the Poisoned Condition.
Supernatural Senses
Beginning at 18th level, your senses have become so evolved that they transcend what is natural, in favor of the supernatural. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Perfect Evolution
At 20th level, you have reached the absolute pinnacle of evolution. Your Constitution score increases by 4, and your maximum for Constitution increases to 24. Your Evolution Stage also increases to 4.
Monster Types
Goliath
Goliaths are the largest, heaviest, and strongest of the different types of evolved, yet they remain as the most simple. Being so simple, they're quite hearty and tough to put down.
Hulking Beast
When you choose this Monster type at first level, you start to become much tougher. Your maximum hit points increases by 1 with each Evolved level. You can use your entire body as a natural weapon, dealing 2d6 bludgeoning damage on a hit.
Leap Smash
Additionally at 1st level, as an action, you leap into the air and slam down, causing a shockwave with a 30ft radius. As part of this action, you may move up to your walk speed laterally before you hit the ground. Any creature caught in this radius must succeed on a Strength saving throw or be knocked prone and take 2d8 + your Strength mod in bludgeoning damage. This damage increases to 3d8 at 9th level, and to 4d8 at 17th level.
Furthermore, your mode of Traversal is a leap. This leap's distance scales with any increases to your jump height or distance.
Fire Breath
Beginning at 6th level, you can use an action to exhale flames in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 magical fire damage on a failed save, or half as much damage on a successful one.
You may use this feature a number of times equal to your constitution modifier, regaining all spent uses upon the completion of a short or long rest.
Charge
At 11th level, your legs and stamina have gotten stronger, granting you the ability to charge at speeds previously unachievable for you. As an action, you may start a charge, moving in a straight line. Make an attack using your natural weapon granted by Hulking Beast against each creature in that line.
Thick Skinned
Additionally at 11th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Rock Throw
At 15th level, your strength has become so unnaturally unparalleled that you can rip out chunks of earth and hurl them at your prey. You gain a ranged attack with a range of (30/90), dealing 2d8 magical bludgeoning damage, using your strength modifier for both To Hit and damage rolls.
Kraken
Krakens are in the middle of size, heft, and intelligence. Krakens, unlike the name suggests, do not tend to live in the water, but favor swamps and mountains where their ability to fly shines.
Aerial Predator
When you choose this Monster type at 1st levely, your body becomes that of the Kraken, a vaguely Lovecraftian monster that walks on all fours with two tendrils protruding from it's back that allow it to fly. Your mode of Traversal is a flap of your tendrils, moving you through the sky.
You gain a flying speed of 30 feet in addition to being able to use your tendrils as natural weapons. They can use either your dexterity or strength and deal 1d10 piercing damage on a hit. If you make an attack with one tendril as an action, you may make one additional attack with a tendril as a bonus action.
Lightning Strike
Additionally at 1st level, you gain the ability to call down lightning from the skies to strike and incapacitate your prey for easier meals. As an action, you may call down a bolt of lightning on a single creature you can see within a range of 60 feet. The target must make a Constitution saving throw, taking 3d8 lightning damage and becoming stunned until the end of your next turn on a failure, taking half as much damage without being stunned on a successful save.
The DC for this save, and others for this subclass is calculated as follows: 8 + your Constitution modifier + your Proficiency bonus.
Banshee Mines
At 6th level, your control over lightning has evolved, granting you the ability to create spheres of electricity that explode after a delay. As a bonus action, you may deploy a medium sized sphere at a point you can see within 120 feet. It explodes after a number of rounds of your choosing, up to your Evolution Stage, at the start of your turn in a 30 ft radius. Creatures caught in the explosion must succeed on a Dexterity saving throw or take 2d10 Lightning damage, and half as much on a successful save.
You may use this feature a number of times equal to your Evolution Stage, regaining all spent uses on a long rest.
Supernatural Conductor
Additionally at 6th level, unnatural lightning courses through your body. You gain resistance to lightning damage. This becomes immunity at 17th level.
Aftershock
At 11th level, your evolutions have allowed you to channel lightning into your body. As an action on your turn, and subsequent turns to maintain it, you may constantly deal lightning damage to creatures within 20 feet of you. When you use this ability, and whenever a creature starts it's turn in this raduis, it takes 3d6 magical lightning damage.
You may use this ability once, regaining all spent uses when you complete a short or long rest.
Vortex
Your control over lightning has evolved again at 15th level into control over the storms themselves. As an action once per long rest, you can create a lateral tornado, pulling in and damaging all creatures inside. You create a 45ft cone, and all creatures inside must make dexterity saving throws, taking 2d8 magical bludgeoning and 3d8 magical lightning damage on a failed save, and half as much on a successful save.
Wraith
The most mysterious out of the monsters, Wraiths are ambush predators that lurk in the shadows, ready to pounce and carve up their prey. Some say they came about when humanity tried to combine the other monsters, some say they're god's punishment. The one thing that can be agreed upon is that they're extremely dangerous.
Aberrant Physiology
When you choose this Monster Type at 1st level, you gain access to the following abilities:
- You can take the hide action as a bonus action.
- You have two sets of forward limbs, two terminating in massive scythe blades, akin to a mantis. These scythes are natural weapons that deal 2d10 slashing damage on a hit and have the Finesse property.
- You do not have normal legs, but instead a set of three tails, granting you a hover speed of 30 feet. You cannot hover more than 5 feet off the ground with this speed.
- Your Traversal Mode is a short ranged blink, with which you do not provoke AoO's when you use your Traversal.
- Your Devourment bite attack gains an additional 10 feet of range, and deals necrotic damage as you suck the flesh off of creatures from a distance.
Decoy
Additionally at 1st level, you can deploy a copy of yourself to go out and attack in your stead. As an action once per long rest, you may use an action to deploy the decoy. It has one third (rounded down) of your maximum hp, your AC, and no thp. It lasts for 5 rounds, or until slain. It moves towards the closest creature that you know of, and attacks with it's natural weapons. While it lives, you are under the effects of the invisibility spell.
Supernova
At 6th level, you have mutated a feature that strays from your nature. As a bonus action, you can enter a sort of frenzy for a minute. While in this state, you constantly produce light and sound, and whenever you take the Attack action you may make an additional attack. This increases to 2 additional attacks at 13th level.
You may use this ability once, regaining the ability to do so when you finish a long rest.
Abduction
At 11th level, you have gained another ability to supplement your ambush hunting. Before you take the attack action on your turn, you may use your Traversal to move to another creature. When you do so, you can also teleport back to where you were with the creature before taking the attack action. You cannot do so if the creature is greater than one size larger than you or more.
Warp Blast
At 15th level, you gain the ability to move through spacetime, phasing back into reality with an explosion. As an action, you can teleport up to 120 feet forward to a point you know. When you do so, all creatures within 20 feet of the point you chose must succeed on a Dexterity saving throw or take 6d6 radiant damage on a failed save, and half as much on a success. The DC for this feature is equal to 8 + your Intelligence modifier + you Proficiency bonus.
You may use this ability once per long rest.