Base Class: Druid
Circle of Evolution Druids are known for bringing extinct species back and editing them to have a better chance at survival. They have discovered how to twist their magic to morph the forms of their wild shapes and those around them. Because of this, the day you see pigs fly, is the day you know you’re near the meeting place of a Circle of Evolution.
Knowledge of the Past
At 2nd level, you gain proficiency in History checks and you don’t need to have seen a creature in order to wild shape into it, you just have to have seen some remnant of it; such as bones, fossils, tracks, or something similar.
Genetic Editing
At 2nd level, you have learned how to evolve a creature as you wild shape into it. When you wild shape, you can pick one of the following Genetic Editing mutations to benefit for as long as you are in beast form:
- Social - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Predator - Attacks based on natural weapons that deal Bludgeoning, Piercing, or Slashing damage deal an extra damage die on hit.
- Nocturnal - You gain 30 feet of Darkvision, if the creature you turn into already has Darkvision, then it is instead increased by 30 feet.
- Motile - Your walking speed increases by 10 feet.
- Arboreal - You gain a climb speed equal to your walking speed.
At 4th level, you gain the following options.
- Amphibian - You gain a swim speed equal to your walking speed and you can hold your breath for up to 15 minutes.
- Extremophile - You gain resistance to Cold or Fire damage, you can change which damage type you have resistance to as a bonus action.
At 8th level, you gain the following options.
- Avian - You gain a fly speed equal to half of your walking speed. You do not have hover.
- Arthropod - You gain resistance to Bludgeoning, Piercing, or Slashing damage from nonmagical attacks. You can change which damage type you have resistance to as a bonus action.
At 10th level, you gain the following option.
- Mythical - Your natural weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
Circle Spells
At 3rd level, 5th level, 7th level, and 9th level, your knowledge of the past and the creatures around you has given you new knowledge of how to bend the world around you, giving you access to more spells.
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.
| Druid LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Rapid Adaptation
At 6th level, you can quickly change your body’s genome to defend yourself. Whenever you take acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage you can use a reaction to gain resistance to that damage until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus each long rest.
Shifting Code
At 10th level, you’ve discovered how to adapt a creature more than before. When you wild shape, you can pick two different Genetic Editing mutations instead of one. Along with that, as an action, you can change one or both of your Genetic Editing mutations to new ones.
Polymorphed Mutations
At 14th level, you are better able to edit the DNA of those around you. When you cast polymorph on a creature, you can pick one of the Genetic Editing mutations to affect it. The polymorphed creature has control over any active aspects of the mutations and it cannot be changed after the polymorph. Alternatively, you can select one of the following mutation options instead:
- Prey - Attacks based on natural weapons that deal Bludgeoning, Piercing, or Slashing damage deal one less damage die on hit. If this would reduce the damage to no dice rolled then the damage is instead equal to 1 + the damage modifier.
- Sessile - If you have a climb, swim, or fly speed, it is halved. Along with that, your walking speed is reduced by 10 ft to a minimum of 5 ft.
- Mesophile - You have vulnerability to Cold and Fire damage.
Previous Versions
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6/2/2022 5:35:39 PM
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1.0
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Coming Soon
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