Base Class: Druid
While many druids focus on the land or on transforming into beasts, your focus is on mutating your body so it takes on the best features from beasts and leaves the worst behind. This mutagenic approach to druidic magic is often looked down on due to its messiness and impurity. However, its power and potential cannot be denied.
Mutagenic Wild Shape
2nd level Circle of Mutation feature
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Whenever you attack with a natural weapon, you may add your WIS modifier rather than your STR or DEX modifier to the attack and damage rolls.
Mutant Form
2nd level Circle of Mutation feature
The rites of your circle grant you the ability to augment your body with aspects of dangerous animals.
When you would use Wild Shape to transform into a beast, you can instead use it to gain a number mutations equal to your proficiency bonus from among the ones you have learned.
You learn additional mutations at 6th, 10th, and 14th level. Any time you gain a level in this class you may exchange one mutation you have learned for a different one of the same level.
Adaptive
2nd level mutation
Your body mutates in new and original ways.
Select two skill checks and gain proficiency with them. You keep those proficiencies for as long as you remain mutated with this mutation. Work with your DM to create a bodily mutation that suitably explains how it grants you those proficiencies.
Amalgamation
14th level mutation
Whenever you mutate, you may activate any or all of the mutations you know (i.e. the proficiency bonus limit is removed).
Camouflage
10th level mutation
While mutated, you can turn invisible as a bonus action. This invisibility ends whenever you move, take an action, or receive damage.
Claws
2nd level mutation
You fingers become sharp claws.
You gain a melee natural weapon called claw that you can use to make unarmed strikes. It deals 1d8 slashing damage.
Coarse Fur
2nd level mutation
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
Echolocation
6th level mutation
You gain blindsight to a range of 60 ft.
Enlarge
10th level mutation
Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the mutation ends, your natural weapon attacks increase by one die type (see table below) while the mutation lasts.
Die Table:
- 1d4 increases to 1d6
- 1d6 increases to 1d8
- 1d8 increases to 1d10
- 1d10 increases to 1d12 (max)
Fangs
2nd level mutation
You gain a melee natural weapon called bite that you can use to make unarmed strikes. It deals 1d6 piercing damage.
You can bite as a bonus action if you attacked with a natural weapon for your action.
Fleetfoot
2nd level mutation
You gain +10ft of movement while mutated.
Gills
2nd level mutation
You can breath underwater and gain a swim speed equal to your movement speed.
Horns
10th level mutation
You gain a melee natural weapon called gore that you can use to make unarmed strikes. It deals 1d6 piercing damage. If you moved at least 20 feet in a straight line towards the target this turn, it deals 1d10 piercing damage instead and the target must succeed on a spellsave DC Strength saving throw or be knocked prone if it is a creature.
Long Arms
2nd level mutation
You gain +5ft reach with melee attacks.
Magic Resistance
10th level mutation
You have advantage on saving throws against spells.
Predator's Focus
10th level mutation
You can add your WIS modifier to your concentration saving throws while mutated.
Prehensile Tail
2nd level mutation
You sprout a tail that functions as another limb, it can be used to interact with objects, hold weapons, make attacks, and perform the somatic components of spells. It also grants you advantage on acrobatics checks. It does not grant you extra attacks or actions.
Primal Instincts
6th level mutation
You add your WIS modifier to the damage of your cantrip spells.
Quills
2nd level mutation
Your body begins to grow quills.
You can shoot quills from your body as a ranged natural weapon attack. These quills deal 1d4 piercing damage.
As a reaction, you can make one quill attack whenever you are attacked.
Reduce
2nd level mutation
Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category--from Medium to Small, for example. Until the mutation ends, your natural weapons decrease one die type for the duration of the mutation.
Die Table:
- 1d4 decreases to 1 (minimum)
- 1d6 decreases to 1d4
- 1d8 decreases to 1d6
- 1d10 decreases to1d8
- 1d12 or 2d6 decreases to 1d10
Scales
6th level mutation
Your body grows scales that fall off when damaged.
You gain temporary hit points equal to your constitution modifer + your druid level when you use wildshape to mutate.
Temorsense
6th level mutation
You gain tremorsense to a range of 60ft.
Tenacity
6th level mutation
You can make an additional attack when you take the action while mutated.
Tough Hide
14th level mutation
You gain resistance to bludgeoning, piercing, and slashing damage while mutated.
Venom
6th level mutation
Your attacks with natural weapons deal an additional 1d4 poison damage.
Wings
14th level mutation
You gain a flying speed equal to your walking speed.
Circle Spells
3rd level Circle of Mutation feature
You gain additional spells that you always have prepared.
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. [you must manually add spells not in bold].
|
Druid Level |
Spells |
|
3rd |
|
|
5th |
|
|
7th |
guardian of nature |
|
9th |
skill empowerment |
Natural Animism
6th level Circle of Mutation feature
Attacks you make with natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mutagenic Savant
10th level Circle of Mutation feature
Your mutagenic powers have taken hold over your normal form allowing you to benefit even without using Wild Shape.
Select a 2nd or 6th level mutation that you know. You may activate and deactivate that mutation at will without using Wild Shape. You may change which 2nd or 6th level mutation you have selected anytime you take a long rest.
Adaptive Body
14th level Circle of Mutation feature
You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
Comments