Base Class: Druid
The Circle of Evolution is all about how nature evolves, but especially bizarre mutations. Monstrosities are part of nature too, and the Circle of Evolution allows you to wild shape into them, going beyond just basic beasts. Your power to bend nature to the extremes leads you to dark and twisted forms and even some necromatic abilities; after all, nature is death as much as it is growth, and you have evolved to be halfway between life and death.
Circle of Evolution Spells
When you reach the specified level in the table below, you always have those spells prepared. Additionally, you have the ability to put someone in a suspended state of no evolution, growth or decay. You know the Spare the Dying cantrip which does not count towards your spells known.
| Druid Level | Circle Spells |
| 3 | Alter Self, Darkvision, Gentle Repose |
| 5 | Speak with Dead |
| 7 | Death Ward |
| 9 | Hold Monster |
Circle Forms
When you wild shape, you can transform into monstrosities and are unable to transform into beasts. The CR of monstrosities you can transform into equals your druid level divided by 6. There are no requirements on flying speed.
Adamant
You gain the ability to easily adapt to physical trouble. When you make a Strength, Dexterity, or Constitution saving throw, you can add your wisdom modifier to that saving throw. You can use this ability a number of times equal to your proficiency bonus per short rest.
Feral Shape
You may expend 2 uses of Wild Shape to Feral Shape. When you Feral Shape, you may transform into your choice of Monstrosity, Beast, or Plant. You then choose a number of resistances equal to your proficiency bonus out of Acid, Cold, Fire, Lightning, Necrotic, and Thunder.
Element's Fury
Whenever you succeed on hitting someone with an attack while in your wild shape, you may choose to deal any type of damage with it.
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