Druid
Base Class: Druid

Druids of the circle of evolution don’t see change as a bad thing, but as critical part of nature. That everything in nature should strive for its perfection, to evolve and adapt to its final point. Their order ushers others to change, using their magics to fasten the usually slow process of evolution, and sometimes even devolving those who oppose their noble pursuits.

 

As a circle of evolution druid you might be a warden of a forest who tries to break away from the old habits of preservation and aim to change your environment in face of civilization pushing deeper into your forest, or you might be a wanderer in search for the perfect organism. Whatever your goals might be, you are sure to adapt in you adventures, as you are like everything in nature, in constant flux.



Circle of Evolution Spells

When you reach a Druid level specified in the Circle of Evolution Spells table, you thereafter always have the listed spells prepared.

Circle of Evolution Spells
Druid Level Prepared Spells
3 Bless, Jump, Alter Self, Blindness/Deafness
5 Haste, Plant Growth
7 Freedom of Movement, Polymorph
9 Awaken, Modify Memory

Superior Evolution

Starting at 3rd level, you gain a resource called Evolution dice. The amount of dice you have is equal yto your Proficiency Bonus + Constitution modifier. Your Evolution Dice start as d4.s but grows as you gain levels in this class as shown in the evolution dice table. You regain all spent Evolution Dice when you finish a long rest. If an ability from your subclass requires an enemy to make a Saving Throw, the DC is equal to your Evolution DC.

 

Evolution DC = 8 + Proficiency bonus + CON modifier

 

Number of Evolution Dice = Proficiency Bonus + CON modifier



Evolution dice table:

level 2

d4

level 4

d6

level 6

d8

level 8

d10

level 11

d12

level 14

d20

 

At third level you also gain two ways to use your Evolution Dice; Evolved form and Aided adaptation. You gain more ways to use Evolution Dice as you gain levels in this class

 

 

Evolved Form

When you transform into a different form that alters your physical appearance and physical abilities that is not an inherent racial ability, you may roll one Evolution Dice to gain an added Evolution trait from your Evolution table at random. The trait is active for as long as you stay in your transformed form. You can flavor these changes as you wish.

 

Evolution Table:

1

You gain a bonus equal to your PB for your AC.

2

You gain the ability to breathe your choice fire, cold, lightnint or acid as a bonus action (15ft cone, DEX save against your Evolution DC, PBxd8 damage, half on a save.)

3

When you kill a creature you turn invisble similar to the spell “invisiblity”

4

You gain the ability to cast misty step without using a spell slot at will.

5

You grow a pair of wings. You gain a flying speed equal to your walking speed as you grow a pair of wings.

6

You become one size larger and gain PBx10 extra temporary hit points.

7

As a bonus action You gain the ability to shoot your sticky tongue/tendril as a ranged attack (40/100) dealing 2d8 bludgeoning damage and grapling the creature on hit. You have an amount of tongues/tendrils equal to your PB.

8

When you are damaged, roll on the wildmagic table

9

You gain one extra attack more and a bonus 30ft to your walking speed.

10

You gain advantage on all saving throws against magic and resistance to all magic damage. 

11

When a creature touches or hits you they take PBxd4 (fire, cold, lightning, acid, poison, piercing, slashing, bludgeoning: you choose one when evolving and cant chance it for the duration.)

12

You gain the ability to emit poisonous odor and become immune to poisoned condition and poison damage. As a bonus action you emit a similar effect as a stinking cloud spell. You are not casting a spell and not concentrating. 

13

You grow 2 extra heads, while you have at least one extra head, you have advantage on saves against blinded, deafened, charmed, frightened, stunned and knocked unconscious. For each extra head you have an extra reaction. If you take 25 hit points worth of damage or more in a single attack, you lose one head.

14

You gain truesight up to 60 ft

15

You regenerate 1d10+CON at the end of your turn and gain immunity to all non-magical damage

16

You gain the ability to swallow a corpse that is one size smaller than you current form as an action, regaining 2d10 temporary hitpoints to your pool of temporary hitpoints. 


You can animate a corpse you have swallowed as a bonus action turning it into a zombie. The zombie appears in an unoccupied space within 5 ft of you. Zombie remains animated as long as your transformation lasts. You can have up to your proficiency bonus+CON modifier of zombies in your control at the same time.

17

You have advantage and double your bonuses when grappling. You can crapple up to your CON modifier of creatures at the same time. 


You can replace any attacks from the attack action with these options for creatures that you have grappled:

Drain: The creature makes a CON save against your spell save DC or takes 4d10 piercing damage, half on a success. You regain half as many temporary hit points.

Stun: The creature makes an INT save against your spell save DC or is Stunned until the grapple ends. The creature remakes its save at the end of its turns, ending the effect on a success. 

Devour: You make an unarmed attack roll against an incapacitated target that you have grappled. On hit the target takes 10d10 piercing damage and is swallowed by you. Swallowed creature is still considered grappled, but frees you to grapple something else. The swallowed creature takes 4d6 acid damage at the beginning of its turns. 

18

You gain the ability to shoot 2beams at random as a bonus action by rolling 2d6 

  • 1: charm ray: The targeted creature must succeed on a WIS save or be charmed by you for as long as the transformation lasts, or until the beholder harms the creature.
  • 2: sleep ray: The targeted creature must succeed on a Wisdom save or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • 3: slowimg ray: The targeted creature must succeed on a Dexterity save. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 4: paralyzing ray:  The targeted creature must succeed on a Constitution save or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5: telekinetic ray: If the target is a creature, it must succeed on Strength save or you move it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn or until you are incapacitated.
  • 6: enervation ray: The targeted creature must make a Constitution save, taking  8d8 necrotic damage on a failed save, or half as much damage on a successful one.

19

You gain telepathy out to a range of 120ft, you gain advantage in INT, WIS and CHA saving throws and abilities. You can also, as an Action, target a creature in your telepathy range to make an INT save, or be charmed by you. Creatures that are charmed in this way are affected with a similar effect as the Dominate Monster spell, but it only lasts for 1 minute and does not require concentration. 

20

You gain one legendary resistance and 3 legendary actions: 

  • 1 :  Move half your speed
  • 1 : Make one melee attack on range
  • 2: Use any ability granted by the Evolution table that you have active.

Aided Adaptation

Starting at third level you can choose an amount of Aided Adaptations equal to your proficiency bonus. You can change your choices at level up. 

  • Aquatic: The creature gains a swimming speed equal to its walking speed, and can breathe underwater for 10 minutes.
  • Quickened: The creature gains advantage on their initiative checks and gains a bonus +10 to their walking speed for 1 hour.
  • Strengthened: The creature gains advantage on strength checks and doubles their carrying capacity for 1 hour.
  • Nocturnal: The creature gains darkvision up to 60 ft or if they already had darkvision it becomes superior darkvision and doubles its range for 1 hour.
  • Specialized: The creature doubles their proficiency bonus on one of their skills that they are proficient in for 1 minute
  • Swapped: The creature swaps two of their ability scores for 1 hour.
  • Climber: The creature gains a climbing speed equal to its walking speed for 10 minutes 
  • Protected: The creature gains a +2 to their AC for 1 minute 
  • Jumper: The creature triples their jumping distance, and halves their fall damage for 1 hour
  • Transfixing mass: The creature is immune to being knocked prone and has advantage on saving throws against being moved for 1 hour
  • Telepathic: The creature can communicate simple ideas, emotions and images telepathically to any creature within 60 ft of you that can understand a language for 10 minutes.
  • Long limbed: The creature gains a +5 ft to their melee attack range for 1 hour.

 

Each of your choices are activated as follows: As an action you can spend one of your Evolution Dice and touch a willing creature to give it one of your chosen adaptations. A creature can only have one of these adaptations at a time.



Aquatic Adaptation

The creature gains a swimming speed equal to its walking speed, and can breathe underwater for 10 minutes.

Climber Adaptation

The creature gains a climbing speed equal to its walking speed for 10 minutes 

Jumper Adaptation

The creature triples their jumping distance, and halves their fall damage for 1 hour

Long Limbed Adaptation

The creature gains a +5 ft to their melee attack range for 1 hour.

Nocturnal Adaptation

The creature gains darkvision up to 60 ft or if they already had darkvision it becomes superior darkvision and doubles its range for 1 hour.

Protected Adaptation

The creature gains a +2 to their AC for 1 minute 

Quickened Adaptation

The creature gains advantage on their initiative checks and gains a bonus +10 to their walking speed for 1 hour.

Specialized Adaptation

The creature doubles their proficiency bonus on one of their skills that they are proficient in for 1 minute

Strengthened Adaptation

The creature gains advantage on strength checks and doubles their carrying capacity for 1 hour.

Swapped Adaptation

The creature swaps two of their ability scores for 1 hour.

Telepathic Adaptation

The creature can communicate simple ideas, emotions and images telepathically to any creature within 60 ft radius that can understand a language for 10 minutes.

Transfixing Mass Adaptation

The creature is immune to being knocked prone and has advantage on saving throws against being moved for 1 hour

Hyper Evolution

Starting ar 6th level, now when you transform into a different form you can roll up to half your proficiency bonus (round up) of Evolution Dice instead of only one. If you roll the same number on multiple dice, you gain the Evolution Trait but also regain all Evolution Dice that had the same number on them.



Devolving Touch

Starting at 10th level you gain the ability to devolve traits of your enemies. When you hit with an Melee Attack you can spend one of your Evolution Dice to place a Mark Of Devolution on the target. The target makes a CON save against your spell saving throw DC at the end of each of its turns ending the effect on a succes. Target can only have one Mark Of Devolution on them at a time. 

While the mark is active:

  • The creature has disadvantage on attack rolls and ability checks
  •  their movement is halved 
  • As a reaction when the marked creature makes an attack roll, saving throw or ability check in a 100 ft radius from you that you can see, you can reduce an amount equal to a roll from your Evolution Dice from their roll, ending the Mark of Devolution in the process.

Zenith of Evolution

Starting at 14th level you can roll all your evolution dice with advantage, but you can choose whichever roll, not just the highest of the two.

Corrupting Burst

At 14th You also gain the ability to bust out corrupting devolving energy when transforming. When you transform and use one or more of your Evolution Dice, you can use Corrupting Burst. When you do, for each Evolution Dice used when transforming you can choose a creature in 15 ft radius centered on you to make a CON save against you spell save DC or be placed with a Mark of Devolution and taking 2d10 necrotic damage, taking half damage on a success.



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