The Evolutionist A shark-finned elf bursts from the surface of the underground lake, her hour-long dive finally at an end. Spotting her quarry disappearing over a ledge, she sprouts a pair of majestic, feathered wings and takes flight in pursuit. A shirtless dwarf sizes up his opponent, a snarling hobgoblin warlord, before striking forth in a flurry of bestial attacks. Faced with rending claws, trampling hooves and venomous bites, it is all the warlord can do to escape in time. A pair of hill giants grin stupidly at the unarmed halfling before them, lifting their clubs. Their faces fall as the halfling rears back, transforming before their eyes into an enormous dragon. Evolutionists are powerful shapeshifters who take on the forms and abilities of deadly beasts and monsters. Primal Transformation The source of every evolutionist's power is the wellspring of primal energy within them, yearning to be expressed. For most evolutionists, shapeshifting comes easily. Almost too easily, in fact, for the trauma of changing forms can destroy a frail body. The path of the evolutionist is one of both physical conditioning and tireless self control. While evolutionists might hone and develop their talents through meditation and conditioning, it is impossible to teach their magic. The potential to become an evolutionist is something that simply exists within an individual, or does not. Even if an evolutionist wanted to, they couldn't assist another creature in transforming themselves. A Spiritual Quest The gift of primal magic is a substantial one. While some evolutionists see their magic as an opportunity to explore the myriad possibilities and perspectives of reality, others see it as a mark of distinction, elevating them in importance over those who are not similarly gifted. Whatever their opinion, however, all evolutionists embrace the idea of improvement, and strive to perfect their magic and their body. The mastery of their inborn powers is a vital component in the realization of both what they are, and who they will become. The evolutionist occupies a distinct role in society. Among the nomadic hunter-gathers and scattered tribes of the frontiers, evolutionsts are often recognized as powerful shamans and forced into positions of responsibility. Among the urban masses, however, their powers are seen as strange, alarming, and suspicious. Pushed in these two extreme and opposite directions, many evolutionists settle into adventuring as the most comfortable lifestyle. Free of social obligations, both to guide their tribesman and to calm the paranoia of their civilized neighbors, they can devote themselves to their quest for transcendence. The countless monsters and beasts which are a daily threat to the adventurer are for them valuable sources of inspiration, indicating some of the myriad forms they might one day assume.

The Evolutionist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Kindred Spirit, Spellcasting, Unarmored Defense 4 1 1 ─ ─ ─ ─ 2nd +2 Lash Out, Regrowth (1/rest) 4 2 2 ─ ─ ─ ─ 3rd +2 Totem Monster 4 3 3 ─ ─ ─ ─ 4th +2 Ability Score Improvement 5 3 3 ─ ─ ─ ─ 5th +3 Primal Force 5 4 4 2 ─ ─ ─ 6th +3 Fluid Form 5 4 4 2 ─ ─ ─ 7th +3 Iron Will 5 5 4 3 ─ ─ ─ 8th +3 Ability Score Improvement 5 5 4 3 ─ ─ ─ 9th +4 ─ 5 6 4 3 2 ─ ─ 10th +4 Regrowth (2/rest) 6 6 4 3 2 ─ ─ 11th +4 Totem Feature 6 7 4 3 3 ─ ─ 12th +4 Ability Score Improvement 6 7 4 3 3 ─ ─ 13th +5 ─ 6 8 4 3 3 1 ─ 14th +5 Totem Feature 6 8 4 3 3 1 ─ 15th +5 Monstrous Power 6 9 4 3 3 2 ─ 16th +5 Ability Score Improvement 6 9 4 3 3 2 ─ 17th +6 Homeostasis 6 10 4 3 3 3 1 18th +6 Monstrous Power 6 10 4 3 3 3 1 19th +6 Ability Score Improvement 6 11 4 3 3 3 2 20th +6 Totem Feature 6 11 4 3 3 3 2 Creating an Evolutionist As you create your evolutionist character, you should determine the source of your magic. Were you or an ancestor blessed by the fey, granted supernatural affinity for the beasts of the natural world? Perhaps you were born amidst a roil of wild magic which left its mark on your soul. Or, maybe your race is naturally adept at shapeshifting, and you are simply particularly skilled in the practice. How old were you when you experienced your first transformation? Was it terrifying, or liberating? Did you embrace your path as a wielder of primal magic, or did you remain engaged in your mundane life until the pull of the power within you proved too much to overcome? Do you consider your powers to be a gift, or a curse? Quick Build You can make an evolutionist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the cat's eyes, fury of the pack, harrier's wings and venomous bite cantrips, along with the 1st level spell tentacle slam. Class Features As an evolutionist, you have the following class features. Hit Points Hit Dice: 1d10 per evolutionist level

1d10 per evolutionist level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per evolutionist level after 1st Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Acrobatics, Athletics, Nature, Perception, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 4 javelins or (b) any simple weapon

a quarterstaff

an explorer's pack

Unarmored Defense While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Spellcasting An event in your past, or simply the nature of your race, has infused you with primal magic. This magic, whatever its origin, fuels your spells and the transformations they engender. See chapter 10 for the general rules of spellcasting and the end of this document for the evolutionist spell list. Cantrips At 1st level, you know four cantrips of your choice from the evolutionist spell list. You learn additional evolutionist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Evolutionist table. Spell Slots The Evolutionist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these evolutionist 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 tentacle slam and have a 1st level and a 2nd level spell slot available, you can cast tentacle slam using either slot. Spells Known of 1st Level or Higher You know one 1st-level spell of your choice from the evolutionist spell list. The Spells Known column of the evolutionist table shows when you learn more evolutionist spells of your choice. Each of these spells must be a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the evolutionist spells you know and replace it with another spell from the evolutionist spell list, which must also be a of a level for which you have spell slots. Spellcasting Ability Strength is your spellcasting ability for your evolutionist spells, since your power relies on your ability to push your body to its limits. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for an evolutionist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Strength modifier Spell attack modifier = your proficiency bonus + your Strength modifier Kindred Spirit Starting at 1st level, you can exercise a limited amount of transformative magic to make your scent and appearance familiar and comforting to animals. Whenever you make a Wisdom (Animal Handling) check to calm or win the affection of an animal, you are considered proficient in the Animal Handling skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Lash Out Starting at 2nd level, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast an Evolutionist spell, rather than making an opportunity attack. The spell must have a casting time of 1 action and must involve making an attack against that creature. Regrowth Also at 2nd level, you have learned to use your magic to reknit broken bones and torn flesh. You can use your action to regain hit points equal to 2d6 + your evolutionist level. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 10th level. Totem Monster At 3rd level, you select a totem monster, whose virtues you idolize and whose form you attempt to recreate: Dragon, Kraken or Phoenix, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 11th, 14th and 20th level. 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. Primal Force Starting at 5th level, you add your Strength modifier to the damage you deal with any evolutionist cantrip. Fluid Form Starting at 6th level, you can use your action to carefully and precisely manipulate your appearance. This functions as the 'Change Appearance' option of the alter self spell, except it doesn't require a verbal component. You must concentrate to maintain the effect, as if concentrating on a spell. Iron Will By the time you reach 7th level, your tireless discipline and training has granted you proficiency in Wisdom saving throws.

Monstrous Power By the time you reach 15th level, your primal magic has left an indelible mark on your body, granting you speed and strength well beyond the normal limits of your species. Choose Strength, Dexterity, or Constitution. The chosen score increases by 2. Your maximum for that score is now 22. At 18th level, you gain the benefits of this feature again. If you choose the same score again, your maximum for that score increases to 24. Homeostasis By the time you reach 17th level, your mastery of your body is complete. You do not age, and you can't be aged magically. In addition, you no longer need food or water. Totem Monsters As each evolutionist matures, they select for themselves a totem monster, who they strive to emulate. While it is theoretically possible to choose any monster for your totem, most evolutionists select the Dragon, Kraken, or Phoenix. Dragon Totem You idolize the strength, cunning and regality of dragons, striving to emulate them in all that you do. You might have had the opportunity to see a dragon flying overhead in all its majesty as a child, or you might come from a culture that worships dragons as gods. Whatever your motivation, you will come to shape yourself in the image of dragons, gaining their most iconic abilities for yourself. Draconic Cunning At 3rd level, when you choose this totem, you can speak, read, and write Draconic. Additionally, you can take the Search action as a bonus action on your turn. Frightful Presence Also at 3rd level, you can use your action to call forth the image of the dragon, striking fear into the hearts of your enemies. Each creature of your choice within 120 feet that can see you must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you can't use it again until you complete a long rest. Breath Weapon Starting at 11th level, you can call forth the dragon's most fearsome weapon as your own. Choose a 60 foot line, or a 30 foot cone, and a damage type: Acid, Cold, Fire, or Lightning. You can use your action to exhale destructive energy of the chosen type. Each creature in the area of the exhalation must make a Dexterity saving throw against your spell save DC. A creature takes 10d6 damage of the chosen type on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can't use it again until you complete a short or long rest. Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Form of the Dragon At 20th level, you can use your action to undergo a transformation into a true dragon. You gain 100 temporary hit points that last for 1 minute. While your temporary hit points remain, you gain the following benefits: Your size increases to Huge

Your flying speed is double your walking speed

At the beginning of each of your turns, roll a 1d6. On a result of 4-6, your breath weapon recharges.

You can use your frightful presence as a bonus action, instead of as an action. Once you use this feature, you can't use it again until you finish a long rest. Kraken Totem The kraken totem emblemizes the mysteries and dangers of the depths. Followers of the kraken totem may not entirely understand the pull that they feel to explore the inky depths and turn others to their cause, but they all understand that before they can do so, they must perfect their own forms. They are ultimately agents of darkness and ruin, but each evolutionist must decide for themselves against whom their powers will be brought to bear. Aquatic Adaption Starting at 3rd level, when you choose this totem, you can breath underwater, and you have a swimming speed equal to your walking speed. Benthic Secrets Starting at 3rd level, you can speak, read and write Aquan. Additionally, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Tentacular Strike Also at 3rd level, your limbs become soft and flexible, capable of stretching large distances. When you make an unarmed strike or melee spell attack, you can extend your reach by 5 feet. You can use this ability a number of times equal to your Strength modifier (minimum 1) before you finish a long rest.

Ink Cloud Starting at 11th level, you can use your action to expel an ink cloud in a 60 foot cone. Each creature in the cone must succeed a Dexterity saving throw against your spell save DC. On a failed save, they take 3d10 poison damage and become blinded until they use their action to end the condition. On a successful save, they still take half damage. If this ability is used underwater, it spreads around corners, and the area is heavily obscured to creatures other than you until the ink cloud disperses at the end of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. Riptide Starting at 14th level, you ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Form of the Kraken At 20th level, you can use your action to undergo a transformation into a fascimile of the kraken. You gain 100 temporary hit points that last for 1 minute. While your temporary hitpoints remain, you gain the following benefits: Your size increases to huge

The reach of your unarmed strikes and melee spell attacks is increased by a further 25 feet.

A lightning storm forms around you, and the battlefield crackles with static electricity. As a bonus action on your turn, you can choose a point you can see within 120 feet. Each creature within 5 feet of that point must make a Dexterity saving throw as a bolt of lightning strikes it. A creature takes 4d10 lightning damage on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a long rest. Phoenix Totem The phoenix totem symbolizes cleansing destruction and the purity of rebirth. Followers of the phoenix totem strive to emulate their legendary idol, filling their role in the great cosmic cycle of ruin and rejuvination. They represent in equal parts the promise of hope and new life, and the inevitability of death and destruction. Burning Rebuke Starting at 3rd level when you choose this totem, the air around you shimmers with heat. Whenever a creature damages you with a melee attack, you can use your reaction to deal fire damage to each creature within 5 feet equal to your evolutionist level. You can use this ability a number of times equal to your Strength modifier before you finish a long rest. Immolating Touch Also at 3rd level, you very touch smoulders. As an action, you can magically ignite a flammable object you touch with your hand. Additionally, when you hit a creature with an unarmed strike or melee spell attack, you can choose to deal fire damage instead of its normal damage. Starting at 6th level, fire damage you deal ignores fire resistance. Seed of Flame Starting at 11th level, when you use your Regrowth feature, you can cause each creature within 10 feet of you to take fire damage equal to the number of hit points you restore. Purifying Fire Starting at 14th level, you can use your action to burn away the impurities of yourself or one willing creature that you touch, ending one spell, poison or disease affecting that creature and dealing 3d6 points of fire damage to them. This damage cannot be prevented or reduced in any way. Form of the Phoenix At 20th level, you can use your action to undergo a transformation into a phoenix. You gain 60 temporary hit points that last for 1 minute. While your temporary hit points remain, you gain the following benefits: Your size increases to large

You gain a flying speed of 60 feet.

A creature that begins its turn within 10 feet of you takes 10 points of fire damage.

When your temporary hit points are exhausted, you burst into a nova of flame which extends out to 60 feet from you. Friendly creatures in range regain 20 hit points, while hostile creatures take 20 points of fire damage and unattended objects are ignited. Once you use this feature, you can't use it again until you finish a long rest.

Evolutionist Spell List Cantrips (0 Level) Aegis of the Pangolin

Bloodhound

Cat's Eyes

Caustic Spittle

Camouflage

Constrictor's Embrace

Dolphin's Lungs

Fury of the Pack

Goring Tusks

Harrier's Wings

Mule's Strength

Rat's Cunning

Savage Claws

Scorpion's Sting

Venomous Bite 1st Level Augmented Mutation

Bioluminescence

Call of the Mockingbird

Camel's Endurance

Choking Spores

Cobra's Spite

Expeditious Retreat *

Faithful Companion

Girallon's Arms

Heart of Steel

Hidden Pouch

Lamia's Touch

Rush of Vitality

Tentacle Slam

Virulence

Weasel War Dance

Whale's Retort 2nd Level Bestial Fury

Blood Frenzy

Chameleon Cloak

Emergency Storage

Gills and Frills

Manticore Spikes

Natural Immunity

Snatching Tongue

Thickened Hide

Trampling Charge

Web * 3rd Level Acid Spray

Bristling Coat

Corroding Touch

Displacement

Echolocation

Elemental Adaption

Hornet's Sting

Meld Into Stone *

Wings of the Roc

Yeti's Gaze 4th Level Breath of Winter

Form of the Bulette

Gulp

Paralyzing Tentacle

Swarm Form

Titan's Strength 5th Level Carapace of the Tarrasque

Gaze of the Basilisk

Hag's Presence

Kraken's Rage

Transformation of Spirit All spells not denoted with a * are original and detailed in the remainder of this document

Evolutionist Spells Aegis of the Pangolin Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 round You curl into a ball, surrounding yourself with impenetrable scales. You gain temporary hit points equal to your level plus your spellcasting ability modifier that last until the end of your next turn. You gain additional effects at higher levels while your temporary hitpoints remain: you have resistance to bludgeoning, piercing and slashing damage at 5th level, fire, cold, acid and lightning damage at 11th level, and all damage at 17th level. Bloodhound Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes Your nostrils flare and turn up, resembling the snout of a hunting dog. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell, and you can pinpoint, by scent, the location of spilt blood within 30 feet of you. The range at which you can detect blood increases with your level: 60 feet at 5th level, 120 feet at 11th level, and 1 mile at 17th level. Cat's Eyes Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: 10 minutes Your eyes transform into vertical slits, granting you darkvision out to 30 feet for the duration of the spell. The range of your darkvision increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet). Caustic Spittle Transmutation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous Pursing your lips, you expel a glob of acidic slime at a creature you can see in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 acid damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Camouflage Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes The color of your skin begins to roil and turn, matching the shade of your surroundings. While you aren't moving, you can attempt to hide anywhere. At 5th level, you can hide anywhere while moving up to half your speed. At 11th level, you have advantage on Dexterity (Stealth) checks made to hide. At 17th level, you can hide while moving at any speed. Constrictor's Embrace Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous Channeling your primal magic, you cause your arm to warp and elongate into the body of an enormous snake. Make a melee spell attack against one creature within 10 feet of you. On a hit, the target takes 1d6 bludgeoning damage, and must succeed a Strength saving throw. On a failed save, you can choose to pull the target to an unoccupied space adjacent to you and grapple them. While the creature is grappled in this way, you can use your action to automatically deal 1d6 points of bludgeoning damage to them. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) Dolphin's Lungs Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes You inhale deeply, filling your lungs with fresh air. You do not need to breath for the duration of the spell. The duration of the spell increases by 10 minutes when you reach 5th level (20 minutes), 11th level (30 minutes), and 17th level (40 minutes)

Fury of the Pack Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous Channeling the cunning and tactics of the wolf, you cause your teeth to sharpen and enlarge, ready to catch your prey. Make a melee spell attack against one creature within 5 feet of you. You have advantage on your attack roll if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. On a hit, the target takes 2d6 slashing damage. The spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Goring Tusks Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous You channel the fury of the boar, sprouting razor-sharp tusks from your jaw. You can move up to half your speed, then make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The spell becomes stronger when you reach higher levels: at 5th level, you can move up to your speed before making an attack. At 11th level, the spells' damage increases by 1d10 (2d10). At 17th level, you can move up to twice your speed before making an attack. Harrier's Wings Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous You sprout a pair wings from your back, granting you a fly speed of 10 ft. until the end of your turn. The wings are feathered or scaled, as you choose. You can't sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you sprout them. Your fly speed increases by 10 feet when you reach 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet). Mule's Strength Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes You channel the stamina and stubborness of the mule, granting yourself strength and stability. Your carrying capacity is doubled, and you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. Your carrying capacity increases when you reach higher levels: it is tripled at 5th level, quadrupled at 11th level, and ten times your normal carrying capacity at 17th level. Rat's Cunning Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: 10 minutes You channel the stealth and resourcefulness of the rat, seeming to shrink in place. You can move through a space as narrow as 1 foot without squeezing. The space you can fit through shrink as you increase in level: six inches at 5th level, three inches at 11th level, and one inch at 17th level. Savage Claws Transmutation Cantrip

Casting Time: 1 action

Range: 5 feet

Components: S

Duration: Instantaneous You strike out in a flurry of motion, clawing and biting every creature you can reach. Make a melee attack roll against each creature in range, dealing 1d6 slashing damage on a hit. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Scorpion's Sting Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous You channel the spirit of the scorpion, growing a long stinger, dripping with venom and ready to make an unexpected attack. Make a melee spell attack against a creature within 10 feet of you. On a hit, the target takes 2d8 poison damage. The spell's damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8)

Venomous Bite Transmutation Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous You embrace the subtelty and cruelty of the snake, causing your teeth to grow into curved, venomous fangs. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d6 poison damage, and must make a Constitution saving throw, becoming poisoned until your next turn on a failed save. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17 level (4d6) 1st-Level Spells Augmented Mutation 1st-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Concentration, up to 1 minute You summon a well of primal magic within you, lending strength and vigor to your attacks. Until the spell ends, you deal an extra 1d6 damage whenever you hit a target with a spell attack. Bioluminescence 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 8 hours Your skin begins to glow with electric blue light, illuminating your surroundings. It can range in intensity from a dull glow that casts dim light to 5 feet, to a blinding brilliance that casts bright light out to 60 feet, and dim light 60 feet past that. You can adjust the intensity or end the spell as a bonus action. Creatures within the bright light shed by this spell have disadvantage on Dexterity (Stealth) checks. Call of the Mockingbird 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 hour For the duration of the spell, you can perfectly imitate any sound you've heard, with volume ranging from a whisper to a scream. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reproduce sounds of any volume, but not loud enough to cause damage. Camel's Endurance 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 8 hours For the duration of the spell, you are adapted to either hot or cold climates, as described in the Dungeon Master's Guide. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its duration is increased to 24 hours. Choking Spores 1st-level Transmutation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: S

Duration: 1 minute You release a burst of spores from your hands, filling the air in range with a thick and pungeant cloud. Each creature in the area must make a Constitution saving throw or start coughing, becoming poisoned for 1 minute and reducing their speed to 0 until the end of their next turn. Creatures that don't need to breathe are immune to this effect. A poisoned creature can repeat its saving throw at the end of each of their turns, ending the effect on a successful save. Cobra's Spite 1st-level Transmutation

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous A hood flares around your head as you spit virulent poison at one creature within range. The target must succeed on a Dexterity saving throw or become blinded, taking 3d6 poison damage. On a successful save, they aren't blinded and take half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Faithful Companion 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 8 hours Channeling primal magic, you grow a second, canine, head. This head has a +5 bonus to perception checks and darkvision out to 60 ft., and will alert you to any perceived danger by whining or barking. It remains awake while you sleep.

Girallon's Arms 1st-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Concentration, up to 1 hour You sprout a second pair of muscular, ape-like arms, which grant you a climbing speed equal to your walking speed and allow you to use your hands freely while climbing. Additionally, you can manipulate an extra object per turn without taking the Use an Object action. Heart of Steel 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 minute Your heart pumps liquid metal. When you cast this spell you gain 5 temporary hit points, which refresh at the beginning of each of your turns for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 2 for each slot level above 1st. Hidden Pouch 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 8 hours You conjure a soft and spacious pouch over your gut, capable of storing up to two cubic feet of material. A creature searching your person must succeed a DC 20 Wisdom (Perception) check to notice the pouch. Lamia's Touch 1st-level Transmutation

Casting Time: 1 action

Range: 5 feet

Components: S

Duration: 1 hour Reaching out with the slender hand of the Lamia, you caress a creature within range. Make a melee spell attack against the target. On a hit, the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Rush of Vitality 1st-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Instantaneous Vigor fills your body as your injuries melt away. You regain hit points equal to 1d6 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you heal an additional 1d6 hit points for each slot level above 1st. Tentacle Slam 1st-level Transmutation

Casting Time: 1 action

Range: Self (15-foot line)

Components: S

Duration: Instantaneous You transform your arm into the tentacle of a massive squid before slamming it down with thunderous force. Each creature in a 15-foot line must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Virulence 1st-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Concentration, up to 1 minute You magically intensify the potency of the poison you excrete. Until the spell ends, creatures have disadvantage on saves against your effects that deal poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your effects that deal poison damage inflict their full damage on targets that are resistant to poison damage. Weasel War Dance 1st-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Concentration, up to 1 minute Arching your back, you begin to grunt and leap about, confusing and disorienting your prey. For the duration of the spell, your movement doesn't provoke attacks of opportunity. Additionally, if you move at least 20 feet straight towards a creature right before hitting it with a melee attack, your target takes an extra 1d4 points of damage. Whale's Retort 1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous Conjuring a massive and powerful tail, you spin in place, slapping your enemy. Make a melee spell attack against a creature within 10 feet. On a hit, the target takes 3d10 bludgeoning damage and must succeed a Strength saving throw or be pushed up to 15 feet in the direction of your choice.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. 2nd-Level Spells Bestial Fury 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous A myriad of bestial claws and faces erupt from your body, striking with reckless abandon at nearby creatures. Make up to five attacks against creatures within 5 feet of you. Each attack can be against a different target. The attacks deal 1d4, 1d6, 1d8, 1d10, and 1d12 damage, respectively. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each attack deals an additional point of damage for each slot level above 2nd. Blood Frenzy 2nd-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Concentration, up to 1 minute The scent of blood sends fire through your veins, granting you incredible strength and tenacity. You have advantage on attack rolls against targets with less than half of their maximum hit points. Additionally, while you are within 5 feet of a creature with less than half of their maximum hit points, you have advantage on Wisdom saving throws. Chameleon Cloak 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 hour You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends when you attack or cast a spell. Emergency Storage 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 24 hours For the duration of the spell, you do not need to eat or drink. Gills and Frills 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 hour Until the spell ends, you can breath underwater, and you have a swim speed equal to double your walking speed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it lasts for up to 8 hours. Manticore Spikes 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 minute Channeling monstrous energy, you sprout a tail with 3 spikes, like that of the manticore, which lasts for the duration of the spell. As a bonus action on each of your turns, you can launch a single spike at a creature you can see within 60 feet. To do so, make a ranged spell attack against your target. On a hit, the target takes 1d12 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you grow an extra spike for each slot level above 2nd. Natural Immunity 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 hour When you cast this spell, you can neutralize one poison or disease affecting you. For the duration of the spell, you have advantage on saves made against poison and disease, and you have resistance to poison damage. Snatching Tongue 2nd-level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous Recalling the lightning speed and voracious hunger of the dire frog, you strike a creature within range with your tongue. Make a ranged spell attack against the target. On a hit, the target takes 3d6 Bludgeoning damage, and the target is grappled and pulled to an unoccupied space adjacent to you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Thickened Hide 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 hour You gain a +2 bonus to AC for the duration. Trampling Charge 2nd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous You drop to all fours and charge up to your speed in a straight line. This movement doesn't provoke attacks of opportunity, and you can move through spaces your enemies occupy. At the end of your movement, each creature whose space you moved through must succeed a Strength saving throw or take 3d8 bludgeoning damage and be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. 3rd-Level Spells Acid Spray 3rd-level Transmutation

Casting Time: 1 action

Range: Self (30-foot line)

Components: S

Duration: Instantaneous You manifest the mandibles of an Ankheg, spraying acid over the battlefield. Each creature in range must make a Dexterity saving throw, taking 6d6 acid damage on a failed save, or half as much damage on a successful one. A creature wearing metal armor that fails their save has their armor corroded, granting attacks against them advantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Bristling Coat 3rd-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: 1 minute For the duration, whenever an adjacent creature attacks you in melee, they take 2d6 points of piercing damage. Corroding Touch 3rd-level Transmutation

Casting Time: 1 action

Range: Self (5 feet)

Components: S

Duration: Concentration, up to 10 minutes The antenna of a rust monster sprouts from your head. When you cast this spell and as an action on each of your future turns, you can corrode a nonmagical ferrous metal object you can see within range. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid your touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Displacement 3rd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 minute Your form twists and warps, like that of the displacer beast, causing attack rolls against you to have disadvantage. Echolocation 3rd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 hour You gain blindsight out to 60 feet for the duration of the spell. You can't use your blindsight while deafened. Elemental Adaption 3rd-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: 1 hour You have resistance to your choice of Fire, Cold, Acid or Lightning damage for the duration.

Hornet's Sting 3rd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous The stinger of a giant wasp emerges from your body. Make a melee spell attack against a creature within 5 feet. On a hit, the target takes 5d8 poison damage and becomes poisoned for one minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself with a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Wings of the Roc 3rd-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 hour You sprout a pair of feathered wings from your back, granting you a fly speed of 60 feet for the duration. You can't sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you sprout them. Yeti's Gaze 3rd-level Transmutation

Casting Time: 1 action

Range: Self (30 feet)

Components: S

Duration: Instantaneous You take on the chilling visage of the yeti, targeting one creature you can see within 30 feet of you. If the target can see you, it must succeed on a Constitution saving throw or take 3d6 cold damage and be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. 4th-Level Spells Breath of Winter 4th-level Transmutation

Casting Time: 1 action

Range: Self (30-foot cone)

Components: S

Duration: Instantaneous You manifest the snarling head of a winter wolf and exhale a blast of freezing wind in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one. Additionally, each creature that fails their save has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Form of the Bulette 4th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes Your hands morph into the powerful claws of the bulette. For the duration, you have a burrow speed of 40 feet, and can burrow through stone as if it were dirt. The tunnels you leave are wide enough for a medium or smaller creature to comfortable follow. Additionally, you gain tremorsense out to 60 feet. Gulp 4th-level Transmutation

Casting Time: 1 action

Range: 5 feet

Components: S

Duration: Instantaneous Your gullet swells to unfathomable proportions as you attempt to envelop a Large or smaller creature within range. Make a melee spell attack against the target. On a hit, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 4d6 acid damage at the start of each of your turns. If you take 25 or more damage on a single turn from a creature inside you, you must succeed a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you become incapacitated, all swallowed creatures fall prone in a space within 10 feet of you.

Paralyzing Tentacle 4th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 minute You sprout cruel, hooked tentacles, dripping with venom. When you cast this spell, and as an action on each of your following turns, you can make a melee spell attack against a target within 10 feet. On a hit, the target takes 3d8 poison damage and must succeed a Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Swarm Form 4th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 minute Your body bursts apart into a thousand chirping insects. You gain 50 temporary hit points that last for the duration. While you have your temporary hit points, you gain the following benefits: You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny insect.

You have resistance to bludgeoning, piercing and slashing damage.

You are immune to the paralyzed, petrified, prone, restrained and stunned conditions. Titan's Strength 4th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 10 minutes You swell in size and strength, increasing your size by one category. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the spell ends, you have advantage on Strength checks, Strength saving throws, and attack rolls made using Strength. Attacks you make using strength deal an additional 1d8 points of damage. 5th-Level Spells Carapce of the Tarrasque 5th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 minute For the duration of the spell, you are unaffected by the magic missile spell, line spells, and spells that require a ranged attack roll. Gaze of the Basilisk 5th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 minute For the duration of the spell, if a creature starts its turn within 30 feet of you and the two of you can see each other, you can force the creature to make a Constitution saving throw if you aren't incapacitated. On a failed save, the creature begins to turn to stone and is restrained. It must repreat the saving throw at the end of its turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save. Hag's Presence 5th-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: S

Duration: Concentration, up to 1 minute For the duration of the spell, you have advantage on saving throws against spells and other magical effects. Kraken's Rage 5th-level Transmutation

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous Enormous tentacles erupt from your body, lashing out at up to eight creatures or objects of your choice within 30 feet. Make a melee spell attack against each target. On a hit, the target takes 3d6 bludgeoning damage, and you can choose to fling it if it's Large or smaller, throwing it up to 60 feet in the direction of your choice and knocking it prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.