Design Notes: The Evolutionary

The Evolutionary was born from wanting to create a Specialist Class that makes use of both Mutations and Aberrant Feats. It’s actually a fairly simple and straightforward class in what it grants, but the systems it makes use of are complicated enough that the class needs the simplicity.

Designing the Evolutionary

While most specialist classes are available only after taking 3 levels in a thematically related class, the evolutionary is potentially available fairly early. It requires only a +3 base Fort save, which is attainable at level 2, and 6 MP worth of mutations, which might be either very easy or very, very difficult to achieve, depending on the game. If all Aldhaven material is available, this should be attainable through taking Aberrant Bloodline at 1st level and either Unnatural Mutation or Beneficial Mutation at 3rd if Aberrant Bloodline didn’t grant enough MP. Of course, I don’t require Aberrant Bloodline, because I didn’t want that to be a prerequisite.

Mutation

The basic class feature of the Evolutionary is to grant 2 Mutation Points at each level. There’s no other cost beyond simply taking the class level. These points can be spent on any mutations that the evolutionary chooses or even saved for later.

Aberration

The 1st level of the class also grants the Aberrant Bloodline feat if you don’t already have it, despite not being a 1st-level character. This grants even more MP, making even a 1-level dip beneficial for someone wanting to focus on mutations with minimal investment. Thematically, this represents that you have mutated beyond the point that you’re still considered within the norm for your race.

If you already possess that feat, you gain a different Aberrant Feat of your choice, though you have to meet the prerequisites for the chosen feat.

Evolution

The final ability granted by the class is the one which gives it its name. Evolution is gained at 2nd and 3rd level and allows an evolutionary to apply one of 3 special enhancements to an existing mutation: gaining additional daily uses, dealing more damage, or gaining a bonus to attack roll or save DC. These options allow an evolutionary to improve on their favorite mutations.

Evolution also has a 4th option, allowing the evolutionary to sacrifice previously gained mutations in exchange for new ones with the same MP cost. It even allows buying off drawbacks, which normally cannot be done.