Druid
Base Class: Druid

*From Grim Hollow

**Fairly updated to ease use of abilities

Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months on end, emerging from the wild with twisted vines and mutated creatures at their side. These druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of a mutation druid, those who wish to preserve nature as it is simply fear what change brings.

Circle Forms

You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.

Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).

Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.

Mutate Shape

Your mutated genes begin to manifest in your wild shapes.

In addition, while you are transformed by Wild Shape, as part of the bonus action to Wild Shape or as a bonus action on subsequent turns, you can expend a spell slot and gain a mutation based on the level of the spell expended. These mutations last until you leave Wild Shape.

Mutations List

Level 1 Mutations.
  • Creature of the Sea. You can breathe air and water and gain a swim speed of 30 feet.
  • Enchanted Attacks. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Reduce. Your size decreases by one step (from Medium to Small, for example).
  • Natural Armor. You increase your AC by 1.
  • Hardy Build. You regain 5 temporary hit points. If performed the same turn you Wild Shape, these can be additive.
  • Venomous Attacks. Attacks you make with your natural weapons deal an additional 1d4 poison damage.
  • Darkvision. You have darkvision out to 60 feet.

Level 2 Mutations.

  • Creature of the Sea. You can breathe air and water and gain a swim speed 60 feet.
  • Reduce. Your size decreases by two steps (from Medium to Tiny, for example).
  • Natural Armor. You increase your AC by 2.
  • Hardy Build. You regain 10 temporary hit points. If performed the same turn you Wild Shape, these can be additive.
  • Venomous Attacks. Attacks you make with your natural weapons deal an additional 2d4 poison damage.
  • Enlarge.Your size increases by one step (from Medium to Large, for example).

 

Level 3 Mutation.

  • Creature of the Sea. You can breathe air and water and gain a swim speed 90 feet.
  • Reduce. Your size decreases by one step (from Medium to Tiny, for example).
  • Natural Armor. You increase your AC by 3.
  • Hardy Build. You regain 15 temporary hit points. If performed the same turn you Wild Shape, these can be additive.
  • Venomous Attacks. Attacks you make with your natural weapons deal an additional 3d4 poison damage.
  • Tremorsense. You gain tremorsense out to 60 feet.
  • Creature of the Sky. You gain a fly speed of 15 feet.

 

Level 4 Mutation.

  • Creature of the Sea. You can breathe air and water and gain a swim speed 120 feet.
  • Natural Armor. You increase your AC by 4.
  • Hardy Build. You regain 20 temporary hit points. If performed the same turn you Wild Shape, these can be additive.
  • Venomous Attacks. Attacks you make with your natural weapons deal an additional 4d4 poison damage.
  • Enlarge. Your size increases by two steps (from Medium to Huge, for example).
  • Echolocation. You gain blindsight out to 60 feet.
  • Creature of the Sky. You gain a fly speed of 30 feet.
  • Multiattack. Whenever you use your action to make a natural weapon attack, you can make two natural weapon attacks instead. Creatures that already have multiattack can take one additional natural weapon attack.

Unnatrual & Unnerving

You gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival.

In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.

Endless Evolution

When you enter your Wild Shape you can activate a mutation of level equal to your Wisdom modifier (minimum 1).

In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking. You can activate a mutation equal to the level of the spell slot or the CR of the beast, whichever is lower. As part of the same action, you must spend all mutation points on mutations which manifest in the beast. Mutations remain indefinitely until the same beast is targeted by a different use of this feature or the dispel magic spell, remove curse spell, or similar magic.

Apex Predator Aura

Beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your druid spell save. On a failure, the creature is frightened for 10 minutes. On a success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on each subsequent turn to steel themselves and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success.

You can use an action to cause this aura to affect chosen creatures within 30 feet, instead of only beasts, until the start of your next turn. Once you use this special action, you can’t use it again until you finish a long rest.