Base Class: Druid
Druids of the Circle of Evolution understand that nature is governed by one rule: Survival of the Fittest. The world is constantly changing, and it is pointless to try to stop it. Even creatures born or magic and malice, once integrated into the wild, become inextricably part of the ecosystem. Druids of this circle believe this is neither good nor bad. Rather than try to stop this process, they seek to encourage the land to adapt to the new natural order, allowing the strong to survive and grow…and the weak will perish.
Credit to u/BallroomsandDragons on Reddit for the stat sheet! This is his homebrew, I simply transcribed it to drop into D&D Beyond!
Surviving The Game
When you choose this circle at 2nd level, you learn the jump spell and the longstrider spell. These spells don’t count against the number of druid cantrips you know.
Monstrous Form
You are able to channel the will to survive to assume the form of more powerful creatures. Starting at 2nd level, you can use your Wild Shape to transform into a beast or monstrosity with a challenge rating as high as 1/2. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. You cannot transform into a creature that normally has an Intelligence score of 10 or higher.
As you gain levels in this class, you can transform into a beast or monstrosity with a challenge rating no higher than your Druid level divided by 4.
Circle Spells
Your dedication to the advancement of evolution grants you access to some spells when you reach certain levels in this class, as show on the Circle of Evolution 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.
Evolution
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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9th |
Convergent Evolution
Starting at 6th level, you gain the ability to see the potential in others and cause them to manifest change in themselves. When you cast a spell with a range of self, you can instead cast it on a willing creature other than yourself instead, provided they are within touch range. When you do so, the spell takes effect as normal, treating the target as the caster instead of you. The target uses your spellcasting ability for the spell, but must use its own Constitution to maintain concentration.
Monstrous Evolution
When you reach 10th level, you can channel your power to assume more powerful forms into your spellcasting. When you cast polymorph or animal shapes, you can transform targets into monstrosities, provided the new creature does not normally have an Intelligence score of 10 or higher. To do this, you must expend a spell slot of at least one level higher than normal for the spell you cast.
Perfected Form
When you reach 14th level, yoh can further augment your form to become even more powerful. When you use your Wild Shape to transform into a creature, you can cast a spell on yourself as part of the same action, expending a spell slot as normal, provided the following criteria are met:
- The spell is of the Transmutation school of magic
- The spell has a casting time of 1 action
- You do not target any other creature with this casting
- The spell does not transform you into another creature
You cannot lose concentration on a spell cast in this way as a result of taking damage as long as you remain in this form.
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