Base Class: Druid
Druids of this circle believe in one philosophy. The law of the jungle cannot be denied. Survival of the fittest, kill or be killed, eat or be eaten. These are all mottos of this druidic caste. These druids wield all the fury of nature by learning of ancient primal beasts, creatures perfected by nature. These monstrous creatures are a virtual pinnacle in evolution, raw strength, cunning, and even able to bend some of the elements to their whim. The Circle of Primal Evolution requires a druid to survive a ritual involving an infusion of DNA from these beasts, one after the next. This process is painful at best, deadly at worst, but grants the druid with incredibly power. These druids hone their natural abilities, focusing on channeling the might, senses, and abilities of these primal beasts, eventually even being able to wildshape into these monstrous creations of nature. Beware, the claws and fangs require blood.
Evolutionary Adaptation
When you are bonded with the DNA of the Primals, your ability to wildshape is slightly enhanced. starting at level 2 your wildshape takes a bonus action instead of an action. Additionally, while wildshaped, you may spend a spell slot to heal 1d8 hit points per level of the expended slot.
You gain the ability to use your magical powers to mutate your physical form to attain the features of these creatures. As an action you can expend a spell slot to gain the following benefits, so long as you are not currently wildshaped.
Temporary Hit Points equal to your wisdom modifier x the level of the spell slot expended
A Claw attack you are proficient with that deals 1d6 damage, using your wisdom modifier for the attack and damage rolls. As a bonus action, you can make a second strike with these claws.
Darkvision out to 60ft. If you already have darkvision, the range is extended by 30ft.
Natural armor of 13+dex modifier.
These benefits last for 1 minute, or until the druid goes into a wildshape.
Primal Advantage
When you become a druid of this circle, you embrace the truest law of the jungle, only the strong survive. You can force yourself to evolve, channeling the raw might of the creatures you have taken a part of into yourself. When you wildshape, you can choose to instead change into the forms of either a Behemoth, a Qraken, a Kharnivore, or a Raithe.
Adapt to Survive
When you reach level 3, you find yourself empowered with the raw natural magic of the world. Your ability to wildshape has changed slightly. Your wildshaped forms gain a bonus to their attack rolls equal to your proficiency bonus.
Additionally you gain additional uses of your wildshape. You start with 2 wildshapes, gaining 1 additional use at level 10, and 1 additional use at level 17.
Evolved Adaptation
Your ability to harness the abilities of the Primals grows. When you use your Evolutionary Adaptation feature to expend a slot of 3rd level or higher, you gain the following additional benefits.
The claw damage increases to 1d8 damage, and when you take the attack action, you make one additional claw attack as part of the attack.
Keen senses, granting you advantage on perception checks
Your speed is increased by 10ft
These additional benefits last for 1 minute alongside the ones granted by Evolutionary Adaptation
Primal Strike
Starting at 6th level, attacks you make while wildshaped are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Greater Evolution
At 10th level, Your ability to harness the power of the primal beasts grows. You can expend two uses of Wild Shape at the same time to transform into a Greater Behemoth, a Greater Qraken, Greater Kharnivore, or a Greater Raithe
Primal Evolution
By 14th level, you have reached the pinnacle of nature's intended path. The creatures you shift into are some of the strongest in nature, manifesting in their full might. You may use your wildshape feature to shift into the Primal Behemoth, Primal Qraken, Primal Kharnivore, or the Primal Raithe, chosen at the time of your shift. Normal wildshape rules apply to these forms. Choosing to wildshape into one of these creatures uses 4 charges of your wildshape feature.
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