Base Class: Druid
Druids of the Circle of adaptation are admirers of the versatility and adaptability found within the animal kingdom. Their orders gather to dispatch disrespectful poachers or quell unnatural phenomenon,seeking to maintain a balance for the animals whose strengths they revere and covet.
Able to adopt the strongest features of their favored animals, a druid of this circle embraces the ferocity of the wilds while maintaining their prowess over their primal magics. As a member of this circle your form is a malleable concept, reacting and morphing to best conquer the situation.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a Shield and still gain this benefit
Adaptative Form
At 2nd level, you gain the ability to adopt partial bestial traits from within the animal kingdom.
You gain the ability to use Wild Shape on your turn as a Bonus Action instead of an Action. When you use your Wild Shape feature, you may instead choose to utilize an Adaptive Form from the list below. While in an Adaptive Form you gain temporary hit points equal to twice your Druid Level in addition to the traits listed. You are proficient with all natural weapons granted by Adaptive Forms, which utilize Strength for their Attack and Damage rolls and have a reach of 5 feet. If a feature of an Adaptive Form calls for a saving throw, the save DC is calculated as follows:
Adaptive Form save DC = 8 + your proficiency bonus + your Wisdom modifier.
You may maintain your Adaptive Form for a number of hours equal to half your Druid level rounded down, or until you dismiss it (no action required). Your adaptations remain even if you fall unconscious, and you may only benefit from 1 adaptation at a time. Undergoing an additional Adaptive Form or adopting an alternate form through Wild Shape as normal renders previous Adaptive Form abilities and transformations inert.
If an Adaptive Form causes you to grow additional appendages you can not do so while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your new appendages might be destroyed when you sprout them.
You learn 4 Adapted Forms detailed under the “Adaptations” section below. You learn an additional form at 5th, 9th, 13th, and 17th level.
Additionally, when you are given the option to learn a new Adaptive Form, you can chose one of the Adaptive Forms you know and replace it with an Adaptive Form you could learn at that level. A level prerequisite in an Adaptive Form refers to Druid level, not character level.
Adaptations
Body of the Eel
Prerequsite: 5th Level
Your torso lengthens and gains the flexibility of an eel, granting you their aquatic mobility. You gain a swim speed equal to your walking speed, and you gain the ability to breath underwater.
Claws of the Mole
You gain the long powerful claws of the mole, granting you its digging prowess. You gain a Natural Weapon Claw Attack that deals 1d4 Slashing damage with the Light and Finesses properties, which is bestowed upon each of your natural hands.
These weapons qualify for the purposes of Two Weapon Fighting, and your damage rolls with off hand attacks with this weapon may benefit from your ability modifier. In addition, you gain a Burrow speed of 15 feet.
Ears of the Bat
Prerequsite: 9th Level.
Your ears become pointed and attuned to minute sounds like that of a bat, granting you its echolocation capabilities. While you are not deafened, you gain Blindsight out to 20 feet.
Endurance of the Bear
Prerequisite: 5th Level
You gain the endurance of a bear and keep fighting even when you are no condition to. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Eyes of the Owl
Prerequsite: 9th Level
You gain the keen orange eyes of the owl, granting you their powers of perception. When you make an Investigation or Perception ability check that relies on sight, you may do so with Advantage. In addition, you gain Darkvision out to 120 feet
Frenzy of the Shark
Prerequsite: 13th Level
You gain the rage and bloodlust of a shark. You have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Grandeur of the Lion
Prerequsite: 17th Level
You gain the lustrous mane of the lion, granting you the regal ability of nature's true monarch. Your Proficiency Bonus increases by 1.
Horns of the Ram
You sprout the gnarled horns of the ram from your forehead, granting you their bullying abilities. You gain a Natural Weapon Horn Attack that deals 1d6 Bludgeoning damage. When you hit a huge or smaller creature with this attack, they must succeed a Strength saving throw or be pushed up to 10 feet away from you.
Hump of the Camel
Your back grows a large hump like that of the camel, granting you its hardiness. When you make an Athletics ability check or Constitution saving throw, you may do so with Advantage.
Legs of the Spider
You sprout 4 harried spider legs from your back, granting you their mobility. You gain a Natural Weapon Leg Attack that deals 1d6 Piercing damage with the Finesse property.
In addition, your walking speed increases by 5 ft.
Finally, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to its walking speed.
Mastery of the Mantis
Prerequsite: 13th Level.
You gain the patience and chitinous shimmer of the mantis, granting you their expertise. Select one skill of your choice. You may double your Proficiency Bonus for ability checks you make with the chosen skill. You must select a skill with which you are proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its Proficiency Bonus.
Maw of the Crocodile
Prerequsite: 5th Level.
Your jaws extend and grow into the terrible jagged maw of the crocodile, granting you its ferocity. You gain a Natural Weapon Bite Attack that deals 2d4 Piercing damage. When you hit a medium or smaller creature with this attack, that creature becomes automatically grappled with an escape DC equal to your Adaptive Form save DC. You may release this grapple at any time, no action required. While a creature is grappled in this way, you may not use your bite attack on any other creature.
Paws of the Panther
Your feet grow into the furred padded paws of the panther, granting you its grace and silent step. When you make a Stealth or Acrobatics ability check, you may do so with Advantage.
Proboscis of the Stirge
Prerequsite: 9th Level
Your nose elongates into the sickening proboscis of a stirge, granting you its leaching abilities. You gain a Natural Weapon Blood Drain Attack that deals 1 Piercing damage with the Finesse property. When you hit a creature that isn't a Construct, Ooze, or Undead with this attack, they must succeed a Constitution saving throw or lose 3d4 hit points. On a success, they take half the damage. Either way, you regain hit points equal to the amount of hit points lost.
Quills of the Porcupine
You grow the sharpened quills of the porcupine from your backs, granting you their retributive nature. When you are hit by a melee attack, you may have the attacker take an amount of Piercing damage equal to your Wisdom modifier. An attacker's damage is applied prior to this feature taking effect.
Shell of the Turtle
Prerequisite: 5th Level
Your grow the hardened shell of the turtle, granting you its defense. Your walking speed is reduced by 10 feet, and Bludgeoning, Piercing, and Slashing damage you take is reduced by an amount equal to your Wisdom modifier. You may not use this feature while wearing armor.
Skin of the Sea Star
Prerequisite: 5th Level.
Your skin and muscles adopt the spongy dimpled qualities of the sea star, granting you their remarkable healing abilities. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value
Stinger of the Scorpion
You sprout the wicked tail of a scorpion, granting you its venomous sting. You gain a Natural Weapon Tail Attack that deals 1 Piercing damage with the Finesse property. When you hit a creature with this attack, they must succeed a Constitution saving throw or take 2d4 Poison damage and become poisoned until the end of your next turn. On a success, they take half the damage and are not poisoned.
Tail of the Ankylosaurus
You sprout the powerful clubbed tail of the ankylosaurus, granting you its brutishness. You gain a Natural Weapon Tail Attack that deals 1d8 Bludgeoning damage. When you hit a large or smaller creature with this attack, they must succeed a Dexterity saving throw or be knocked prone.
Tenacity of the Hare
You gain the nimbleness of a hare. Granting you quick thinking and agility allow you to move and act quickly.
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Tongue of the Serpent
You gain the forked and artful tongue of the serpent, granting you its devious ways. When you make a Deception or Intimidation ability check, you may do so with Advantage.
Wings of the Eagle
Prerequsite: 17th Level
You sprout the proud wings of the eagle from your back, granting you their mastery of the sky. You gain a fly speed equal to twice your walking speed.
Circle Spells
You have formed a bond with the essence of change and evolution. Your link with the essence grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Adaptation Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Adaptation Spells
Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Extra Attack
Beginning at the 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Accelerated Adaptation
At 10th level, you may benefit from up to two Adaptive Forms at the same time.
Additionally, you may adopt up to two Adaptive Forms at the same time when using your Adaptive Form class feature. If multiple forms would alter similar body parts (i.e. two mouths or two tails) you sprout an additional instance of that body part in appearance according to the Adaptive Form description.
Embrace the Beast
Starting at 14th level, your fusion of savagery and druidic magics grants you boons to both efforts. You gain the following benefits:
You may alter the damage type dealt by your Natural Weapons or abilities granted by an Adaptive Form. This altered damage may be your choice of Acid, Cold, Fire, Lightning, Poison, or Thunder. You may choose a different damage type for each instance of damage.
While you are benefiting from an Adaptive Form, your Druid spells gain a bonus to damage equal to 1d8 of the spell’s damage type.
While you are concentrating on a Druid spell, you gain a bonus to attack and damage rolls with your Natural Weapons equal to one half of the level of the spell slot used to cast the spell you are concentrating on, to a minimum of 1 and to a maximum of 3.
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