Base Class: Druid
While many druids focus on the land or on transforming into beasts, your focus is on mutating your body so it takes on the best features from beasts and leaves the worst behind. This mutagenic approach to druidic magic is often looked down on due to its messiness and impurity. However, its power and potential cannot be denied.
Mutant Form
3rd level Circle of Mutation feature
The rites of your circle grant you the ability to augment your body with aspects of dangerous animals.
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. When you would use Wild Shape to transform into a beast, you can instead use it to activate any and all mutations from among the ones you have learned. You can cast spells while mutated.
Whenever you attack with a natural weapon while mutated, you may add your WIS modifier rather than your STR or DEX modifier to the attack and damage rolls.
You learn additional mutations at 6th, 10th, and 14th level. Any time you gain a druid level you may exchange one mutation you have learned for a different one of the same level.
Acidic Membrane
3rd level mutation
Your body mutates in such a way that it is now covered in a thin acidic layer.
You can choose for attacks you make with natural weapons to deal acid damage instead of their normal damage type and you gain resistance to acid damage while mutated with this mutation.
Adaptive
3rd level mutation
Your body mutates in new and original ways.
When you mutate using this mutation, select two skill checks and gain proficiency with them. You keep those proficiencies for as long as you remain mutated with this mutation. Work with your DM to create a bodily mutation that suitably explains how it grants you those proficiencies.
Amalgamation
14th level mutation
While mutated using this mutation, you may swap which mutations you know and have active as an action (always exchanging an old mutation for a new one of the same level). You may not unlearn this mutation in this way.
Camouflage
10th level mutation
You can turn invisible as a bonus action while you're mutated with this mutation. This invisibility ends whenever you move, take an action, or receive damage.
Claws
3rd level mutation
You fingers become sharp claws.
While mutated with this mutation, you gain a melee natural weapon called claw that you can use to make unarmed strikes. It deals 1d8 slashing damage.
Coarse Fur
3rd level mutation
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier while mutated with this mutation. You can use a Shield and still gain this benefit.
Echolocation
6th level mutation
As long as you are not deafened, you gain blindsight to a range of 60 feet while mutated with this mutation.
Elongated
3rd level mutation
You gain +5ft reach with melee attacks while mutated with this mutation.
Fangs
3rd level mutation
While mutated with this mutation, you gain a melee natural weapon called bite that you can use to make unarmed strikes. It deals 1d6 piercing damage.
You can bite as a bonus action if you attacked with a natural weapon for your action.
Fleetfoot
3rd level mutation
Your speed increases by 10 feet while you're mutated with this mutation.
Gills
3rd level mutation
You can breath underwater and gain a swim speed equal to your movement speed while mutated with this mutation.
Horns
6th level mutation
While mutated with this mutation, you gain a melee natural weapon called gore that you can use to make unarmed strikes. It deals 1d6 piercing damage. If you moved at least 20 feet in a straight line towards the target this turn, it deals 1d10 piercing damage instead and the target must succeed on a spellsave DC Strength saving throw or be knocked prone.
Magic Resistance
10th level mutation
You gain advantage on saving throws against spells while mutated with this mutation.
Predator's Focus
10th level mutation
You add your WIS modifier to your concentration saving throws while mutated with this mutation.
Prehensile Tail
3rd level mutation
While mutated with this mutation, you sprout a tail that functions as another limb, it can be used to interact with objects, hold weapons, make attacks, and perform the somatic components of spells. It also grants you advantage on acrobatics checks. It does not grant you extra attacks or actions.
Quills
3rd level mutation
Your body begins to grow quills.
While mutated with this mutation, you can shoot quills from your body as a ranged (range 20/60) natural weapon attack. These quills deal 1d4 piercing damage.
As a reaction, you can make one quill attack whenever you are attacked or dealt damage.
Scales
10th level mutation
Your body grows scales that fall off when damaged.
When you mutate using this mutation, you gain temporary hit points equal to your wisdom modifer + your druid level.
Tenacity
6th level mutation
You can make an additional attack when you take the action while mutated with this mutation.
Tough Hide
14th level mutation
You gain resistance to bludgeoning, piercing, and slashing damage while mutated with this mutation.
Tremorsense
6th level mutation
You gain tremorsense to a range of 60 feet while mutated with this mutation.
Unusually Large
10th level mutation
While mutated with this mutation, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the mutation ends, your natural weapon attacks increase by one die type (see table below) while the mutation lasts.
Die Table:
- 1d4 increases to 1d6
- 1d6 increases to 1d8
- 1d8 increases to 1d10
- 1d10 increases to 1d12 (max)
Unusually Small
3rd level mutation
While mutated with this mutation, your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category--from Medium to Small, for example. You cannot become smaller than tiny. If you are already tiny, this mutation has no effect.
Venom
6th level mutation
Your attacks with natural weapons deal an additional 1d4 poison damage while mutated with this mutation.
Wings
14th level mutation
You gain a flying speed equal to your walking speed while mutated with this mutation.
Mutated Familiar
3rd level Circle of Mutation feature
Whenever you expend a use of Wild Shape to cast Find Familiar, you may have your familiar take on any or all of the mutations that you know.
Circle of Mutation Spells
When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Cure Wounds, Alter Self, Resistance |
| 5 | Haste |
| 7 | Freedom of Movement |
| 9 | Greater Restoration |
Magic Mutant
6th level Circle of Mutation feature
Your magic and mutation powers begin to weave themselves together.
Immediately after you expend a use of your wild shape in order to mutate, you can cast one spell you know from the Circle of Mutation Spells list, targeting only yourself, as a free action ignoring material requirements.
Adaptive Body
10th level Circle of Mutation feature
Your mutagenic powers have taken hold over your normal form allowing you to benefit even without using Wild Shape.
Select a 3rd or 6th level mutation that you know. You may activate and deactivate that mutation as a bonus action without using Wild Shape. You may change which 3rd or 6th level mutation you have selected anytime you take a long rest.
Adaptation Savant
14th level Circle of Mutation feature
You have learned to use magic to alter your physical form in more subtle ways.
You can cast the alter self spell at will.
Your Adaptive Body feature can now use two mutations. Select another 3rd or 6th level mutation that you know. You may activate and deactivate that mutation as a bonus action without using Wild Shape. You may change which 3rd or 6th level mutations you have selected anytime you take a long rest.
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