Druid
Base Class: Druid

Druids of the Circle of Evolution believe that to live is to change.  To refuse to change is to fail to adapt, and to fail to adapt is to die.  They see natural selection as a mechanism to strengthen the natural world as a whole.  Every catastrophe is an opportunity to strengthen a species; every trial a challenge to make one better.

To these druids nature is something to be emulated; not protected.  They will point out cataclysms and extinction events long past, and ask what druids did to prevent life from perishing.  The answer is: nothing.  So they ask another question: If past druids did not prevent life from being extinguished, then how does it persist to this day?  Their answer: Because nature does not need protecting.  Life finds a way.

Druids of the Circle of Evolution believe that humanoids, as living things, have just as much right as any other to follow their instincts, compete for resources, and succeed or fail as natural selection dictates.  In this, they are unique among druidic circles in that they are not only not opposed to the spread of civilization, but also do not differentiate between civilization and the natural world.  They see civilization as merely as another environment; another evolutionary process-something to which the rest of the natural world will either adapt or overcome.

Circle of Evolution Features

Druid Level Feature
2nd Evolution, Mutation
6th Evolved Form, Higher Evolution
10th Heritability, Rapid Adaptation
14th Origin of Species, Progeneration

Evolution

Starting at 2nd level, your are able to harness the primal forces of evolution to mutate your physiology.

Evolution Points

You have 2 evolution points, and you gain more as you reach higher levels, as shown in the Evolution Points column of the Evolution Table. You can never have more evolution points than shown on the table for your level. You regain all spent evolution points when you finish a long rest.

Life Finds a Way

As a bonus action on your turn, you can expend one spell slot and gain a number of evolution points equal to the slot’s level.

Adaptations

You can spend your evolution points to temporarily evolve into a stronger creature.

While you are transformed into a creature by Wild Shape or a Druid spell, you can use a bonus action to spend a number of evolution points to develop an adaptation. The adaptations you can make and the cost of each is described in the “Adaptations” section below. Once made, an adaptation lasts until you revert to your normal form, or until you use a bonus action to undo it. Undoing an adaptation does not refund the evolution points spent to make it.

At 2nd level, you can have up to three adaptations at a time. The number of adaptations you can have at a time increases by one at 6th, 10th, and 14th level. When you attempt to make a new adaptation that would cause your current number of adaptations to exceed your maximum, you must select an existing adaptation to be lost. At 20th level, the number of adaptations you can have are limited only by the evolution points you have available to make them.

Some of your adaptations require that you be able to deal a specific damage type “at will”. This means you must be able to use an attack in your current form that deals that damage type without consuming a spell slot, requiring that you take a short or long rest to use again, or rolling to recharge it.

Some of your adaptations require your target to make a saving throw to resist the adaptation’s effects. Use your druid spell save DC for these effects.

Adaptation save DC = 8 + your proficiency bonus + your Wisdom modifier

Evolution Table
Druid Level Max. # of Adaptations Evolution Points
2nd 3 2
3rd 3 3
4th 3 4
5th 3 5
6th 4 6
7th 4 7
8th 4 8
9th 4 9
10th 5 10
11th 5 11
12th 5 12
13th 5 13
14th 6 14
15th 6 15
16th 6 16
17th 6 17
18th 6 18
19th 6 19
20th Unlimited 20

Mutation

At 2nd level, your acceptance of mutation as a part of natural progress grants you affinity with more advanced forms of life. When you use an ability or spell that would transform a target into a beast, such as Wild Shape or the polymorph spell, you can instead transform the target into a monstrosity. Similarly, when you cast a spell that affects only beasts, such as beast bond, the spell functions against monstrosities.

The monstrosity must abide by the other limitations of the ability or spell, such as those of the Beast Shapes table for Wild Shape, the CR limit of the polymorph spell, or Intelligence limit of the beast bond spell.

Evolved Form

Starting at 6th level, you can use Wild Shape to transform into a beast or monstrosity with a challenge rating as high as your druid level divided by 3, rounded down (you ignore the Max. CR column of the Beast Shapes table).

Higher Evolution

Starting at 6th level, you can make adaptations to yourself while in normal form. Your adaptations now last for a number of hours equal to half your druid level (rounded down), and do not end when you take a new form or revert to your normal one. You can still undo an adaptation as a bonus action.

Heritability

Starting at 10th level, you can impart improved genes to other creatures.  While you have an adaptation active, you can grant that adaptation to one creature you touch by spending half its evolution point cost (minimum 1 point).  An adaptation you grant a creature lasts for a number of hours equal to half your druid level.  A creature can have half the number of adaptations at a time that you can.

If an adaptation granted to another creature requires a target to make a saving throw, the creature uses its own adaptation saving throw DC, rather than yours. The saving throw DC is calculated as follows:

Adaptation save DC = 8 + the creature's proficiency bonus + the creature's Constitution modifier (minimum 1)

Rapid Adaptation

Also starting at 10th level, you can make adaptations as an action or a bonus action.  Whenever you use your action to make an adaptation, you can can make two adaptations, instead of one.

Origin of Species

Starting at 14th level, your ability to pass on modified genes greatly improves.  When you make an adaptation, you can expend a number of additional evolution points.  For each additional evolution point you spend, one other creature of your choice within 30 feet of you gains the same adaptation.  An adaptation you grant a creature lasts for a number of hours equal to your druid level.  A chosen creature can have the as many adaptations that you can.

Progeneration

Also starting at 14th level, you become a conduit for the change you want to see in the world. You regain 4 expended evolution points whenever you finish a short rest.

Adaptations

Adaptations are presented in alphabetical order. If an adaptation has a prerequisite, a creature must meet that prerequisite in its current form to benefit from that adaptation.  Some of your adaptations require that you be able to deal a specific damage type “at will”. This means you must be able to use an attack in your current form that deals that damage type without consuming a spell slot, requiring that you take a short or long rest to use again, or rolling to recharge it.

Acclimation

You can spend 1 evolution point to acclimate to your current environment, ignoring any of the drawbacks it causes as described in Chapter 5 of the Dungeon Master's Guide.

Acid Gland

You can spend 1 or more evolution points to develop acid glands. Your melee attacks deal 1d6 extra acid damage per evolution point spent to make this adaptation.

Acid Spray

Prerequisite: ability to deal acid damage at will

You can spend 1 evolution point to develop the ability to spray your acid at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Dexterity saving or take acid damage equal to the acid damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Adorable

You can spend 1 evolution point to develop cute features, which you can use to charm humanoids as an action on your turn. Choose 1 humanoid you can see and that can see you within 30 feet. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature finds you adorable, and fawns over you. When the effect ends, the creature is unaware it was charmed by you. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Adrenal Gland

Prerequisite: 5th level

You can spend 5 evolution points to develop enlarged adrenal glands. You can use an action to enter an adrenaline rush for 1 minute. For the duration, you speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of you turns, including the current one. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, you suffer 1 level of exhaustion and can't move or take actions until after you next turn. You can spend 3 evolution points to cure yourself of 1 level of exhaustion incurred by this trait.

Aggression

You can spend 1 evolution point to develop aggressive instincts. On your turn, you can move up to your speed toward a hostile creature that you can see as a bonus action.

Alkaline Acclimation

You can spend 2 evolution points to develop corrosive-resistant skin. You gain resistance to acid damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to acid damage instead.

Ambush Predator

Prerequisite: proficiency in the Stealth skill

You can spend 1 evolution point to develop skills necessary to slay prey you take by surprise. You gain the rogue's sneak attack class feature. The sneak attack damage you deal is determined by your level as shown in the Sneak Attack column of the Rogue table in the “Rogue” section in chapter 3 of the Player’s Handbook.

Antiforce Field

You can spend 2 evolution points to develop organs that produce protective magical fields. You gain resistance to force damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to force damage instead.

Aquatic

You can spend 2 evolution point to develop fin-like structures. You gain a swimming speed equal to your walking speed. If you spend an additional evolution point when you make this adaptation, you grow gills, gaining the ability to breathe underwater.

Armored Hide

Prerequisite: 3rd level

You can spend 3 evolution points to develop a carapace, scales, shell, or tough skin. Your AC can't be less than 16. You can spend additional evolution points when you make this adaptation to gain an additional +1 bonus to your AC for each additional point spent, to a maximum AC of 25.

Barbed Hide

You can spend 1 evolution point to develop barbs, quills, or spikes. When a creature touches you or hits you with a melee attack while within 5 feet of you, it must make a Dexterity saving throw or take 1d4 piercing damage. You also deal this damage at the start of each of your turns to any creature grappling you. If you have an adaptation that allows you to deal additional damage that when you hit with a melee attack, such as acid gland, this feature can deal damage from one of those adaptations in addition to its piercing damage.

Bioluminescence

You can spend 1 or more evolution point to develop the ability to glow. You can start or stop shedding light as a bonus action. While shedding light, can control the radius in which you cast bright light at will, up to a radius of 20 feet. You cast dim light in a radius of an additional number of feet equal to the radius of the bright light. While you are emitting light, your melee attacks deal 1d6 extra radiant damage per evolution point spent to make this adaptation.

Blindsight

You can spend 1 or more evolution points to develop blindsight out to a range of 10 feet per point spent to make this adaptation to a maximum range of 40 feet.

Blink

Prerequisite: 5th level

You can spend 5 evolution points to develop a blink dog's ability to teleport. You can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after teleporting, roll a d6. On a result of 4–6, the ability recharges. Alternatively, you can spend 1 evolution point to instantly recharge this trait.

Brave

You can spend 1 evolution point to develop predatory fearlessness. You have advantage on saving throws against being frightened.

Brute

Prerequisite: 5th level

You can spend 5 evolution points to develop denser muscles. All your melee attacks deals an extra die of damage.

Burning Gland

You can spend 1 or more evolution points to develop glands similar to those of a bombardier beetle. Your melee attacks deal 1d6 extra fire damage per evolution point spent to make this adaptation.

Burning Spray

Prerequisite: ability to deal fire damage at will

You can spend 1 evolution point to develop the ability to spray flame at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Dexterity saving or take fire damage equal to the fire damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Camouflage

Prerequisite: proficiency in the Stealth skill

You can spend 1 evolution point to develop natural camouflage. You have advantage on Dexterity (Stealth) checks

Chameleon

Prerequisite: proficiency in the Stealth skill and a trait or feature that grants you advantage on Dexterity (Stealth) checks

You can spend 2 evolution point to develop advanced camouflage. You can use an action to become invisible. You must concentrate on maintaining the invisibility. While you remain motionless, you can remain invisible indefinitely. Once you move, you can maintain your invisibility for 1 minute. You become visible again if you make an attack or cast a spell.

Charge

You can spend 1 evolution point to develop thickened bones that stand up to impact. When you move at least 20 feet towards a creature and hit it with a melee attack, the attack deals one extra die of its damage.

Climbing

You can spend 1 evolution point to develop claws or spinules suitable for climbing. You gain a climbing speed equal to your walking speed. If you spend an additional evolution point when you make adaptation, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings without needing to make an ability check.

Closed Mind

You can spend 2 evolution points to develop a more complex cerebral structure. You gain resistance to psychic damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to psychic damage instead.

Darkvision

You can spend 1 or more evolution points to develop darkvision out to a range of 60 feet per point spent to make this adaptation to a maximum range of 240 feet.

Displacement

Prerequisite: 3rd level

You can spend 3 evolution points to develop a displacer beast's displacement illusion. Attack rolls made against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or have a speed of 0.

Dynamic Resistance

You can spend 1 evolution point to develop the ability to acclimate quickly to damage in combat. The first time on a round you are subjected to damage of a type other than bludgeoning, piercing, or slashing, you gain resistance to that type until the start of your next turn.

Echolocation

You can spend 1 or more evolution points to develop echolocation. You gain blindsight out to a range of 30 feet per point spent to make this adaptation to a maximum range of 120 feet. You can't use this blindsight when you are deafened.

Electrocytes

You can spend 1 or more evolution points to develop electricity-generating organs similar to those of an electric eel. Your melee attacks deal 1d6 extra lightning damage per evolution point spent to make this adaptation.

Electroresistor

You can spend 2 evolution points to develop electricity diffusing organs. You gain resistance to lightning damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to lightning damage instead.

Electroshock

Prerequisite: ability to deal lightning damage at will

You can spend 1 evolution point to develop the ability to fire an electric shock at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Dexterity saving or take lightning damage equal to the lightning damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Flight

Prerequisite: 8th level

You can spend 3 evolution points to develop fully functional wings. You gain a flying speed equal to twice your walking speed.

Frost Gland

You can spend 1 or more evolution points to develop halocarbon glands. Your melee attacks deal 1d6 extra cold damage per evolution point spent to make this adaptation.

Frost Spray

Prerequisite: ability to deal cold damage at will

You can spend 1 evolution point to develop the ability to spray frigid liquid at an enemy as an action. Choose one creature you can see within 30 feet of you. The target must succeed on a Constitution saving or take cold damage equal to the cold damage you normally deal with an at will ability. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Gas Exchange

Prerequisite: 5th level

You can spend 5 evolution points to develop an advanced respiratory system. You can breathe normally in any environment.

Genestealing

Prerequisite: 14th level

You can spend 10 evolution points to develop the ability to assimilate the characteristics of creatures you slay. When you reduce a creature to 0 hit points with a melee weapon attack, you can use your reaction to gain one of the following, which lasts for the adaptation's duration :

  • Determine the slain creature's highest ability score. You gain +1 to that ability score.
  • You gain one of the creature's traits, using your own statistics in place of the slain creature's, as applicable.
  • You gain one of the creature's actions or reactions that doesn't use a melee or ranged weapon such as a sword or longbow. Use your own statistics in place of the slain creature's for the attack. You can't gain a creature's lair actions, legendary actions, or multiattack.
  • Increase you maximum hit points by the average of one of the slain creature's Hit Die (rounded up). (d4 = 3, d6 = 4, d8 = 5, d10 = 6, d12 = 7, d20 = 11)
  • You gain one of the slain creature's senses.
  • You gain one of he slain creature's movement speeds.
  • You gain one of the slain creature's skill proficiencies.
  • You gain one of the slain creature's condition immunities, damage immunities, or damage resistances.

Glide

You can spend 1 evolution point to develop fleshy membranes between your limbs or semi-functional wings. When you fall, you may use your reaction to spread your limbs to start gliding. While gliding, you have a flying speed of 30 feet until you land, but can only move downwards or horizontally. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. You can't attack while gliding, and if you take damage while gliding, you must make a Concentration check to maintain the glide, or your altitude drops instantly to 0. When your altitude drops to 0 feet, you land (or fall).

Growth

Prerequisite: 5th level, Huge size or smaller

You can spend 5 evolution point to develop a larger body. Your size doubles in all dimensions, your weight is multiplied by eight, and your size increases by one category. You have advantage on Strength checks and Strength saving throws and your weapon attacks deal 1d4 extra damage. Additionally, your Hit Die increase by 1 size category. Recalculate your maximum hit points using the new Hit Die's average roll multiplied by the number of hit dice you have in your current form, rounding down the total: d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5, d20 = 10.5.

Hardy

You can spend 1 evolution point to develop greater fortitude.  You have advantage on Constitution checks.  You can spend 2 additional evolution points when you make this adaptation to also gain advantage on Constitution saving throws.

Heat Regulator

You can spend 2 evolution points to develop radiating membranes or other mechanism for displacing heat from your body. You gain resistance to fire damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to fire damage instead.

Hunting Instinct

You can spend 1 evolution point to develop sharpened senses and a hunter's instincts. You have advantage on any Wisdom (Survival) check you make to find creatures.

Hypnotic Eyes

You can spend 1 evolution point to develop a hypnotizing gaze, which you can use to charm creatures as an action on your turn. Choose 1 creature you can see and that can see you within 30 feet. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you for 1 minute or until it takes damage. The charmed creature is also stunned. When the effect ends, the creature knows it was charmed by you. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Immune Factor

You can spend 1 evolution point to develop a powerful immune system. You have advantage on saving throws against disease or becoming poisoned. If you spend an additional evolution point when you make this adaptation, you gain immunity to disease and the poisoned condition.

Keen Senses

You can spend 1 evolution point to develop acute senses. The you have advantage on Wisdom (Perception) checks.

Leap

You can spend 1 evolution point to develop the ability to jump great distances. Your jump distance is tripled.

Legs

You can spend 1 evolution point to develop a set of legs. You gain a walking speed of 30 feet.  If you already have a walking speed, it increases by 10 feet.

Lick Wounds

You can spend 2 evolution points to develop tissue factors in your saliva, giving it mild healing properties. You can spend an action to allow yourself or one creature within 5 feet of you to spend a Hit Die to regain hit points. You can spend an evolution point when you use this action to cause the creature to regain hit points without expending a Hit Die.

Lungs

You can spend 1 evolution point to develop a pair of lungs. You gain the ability to breathe air.

Magic Resistance

Prerequisite: 7th level

You can spend 7 evolution points to develop resistance to spells. You have advantage on saving throws against spells and other magical effects.

Magichondria

You can spend 1 or more evolution points to develop arcane infusions in your DNA. Your melee attacks deal 1d6 extra force damage per evolution point spent to make this adaptation.

Mimicry

You can spend 1 evolution point to develop sophisticated vocal control. You can mimic any sound you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) against your adaptation save DC.

Necrotizing Bacteria

Prerequisite: immunity or resistance to necrotic damage or immunity to disease

You can spend 1 or more evolution points to develop a culture of symbiotic bacteria. Your melee attacks deal 1d6 extra necrotic damage per evolution point spent to make this adaptation.

Necrotizing Infection

Prerequisite: ability to deal necrotic damage at will, immunity or resistance to necrotic damage or immunity to disease

You can spend 1 or more evolution points to develop an infectious plague. When you deal necrotic damage to a creature, it must succeed on a Constitution saving throw. On a failure, the creature is infected, and takes 1d6 necrotic damage per evolution point spent to make this adaptation at the start of each of its turns. If the creature is reduced to 0 hit points while infected, it rises as a zombie under your control at the start of its next turn.

An infected creature can repeat the saving throw at the end of each of its turns, ending the infection on a success. A spell or effect that removes disease also instantly ends the effect. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Nimble

You can spend 2 evolution point to develop quicker reflexes. You have advantage on Dexterity (Acrobatics) checks.

Paralyzing Glare

You can spend 2 evolution points to develop terrifying eyes. As an action, you glare at one creature of your choice within 60 feet of you that you can see and that can see you. The target must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Petrifying Venom

Prerequisite: 6th level

You can spend 6 evolution points to develop a cockatrice's venom. When you hit a creature with a melee attack, it must succeed on a Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Primal Force

Prerequisite: 6th level

You can spend 6 evolution points to develop the ability to channel primal energy into your strikes. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Quick

You can spend 2 evolution points to develop your locomotive muscles. You can take the Dash action as a bonus action.

Rage

Prerequisite: strength 15

You can spend 1 evolution point to develop aggressive instincts. You gain the barbarian's rage class feature. The rage damage you deal increases with your druid level, as outlined in the Rage Damage column of the Barbarian table in chapter 3 of the Player’s Handbook.

Rampage

You can spend 1 evolution point to develop hyper-aggressive instincts. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make one melee attack.

Regeneration

Prerequisite: 14th level

You can spend 5 evolution point to develop natural regeneration. As long as you have at least 1 hit point, you regain a number of hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns. Additionally, if any of your body parts are severed or destroyed, they are restored after 2 minutes. If you have the severed part and hold it to the stump, your regeneration instantaneously causes it to knit to the stump.

Scent Gland

You can spend 2 evolution points to develop defensive scent glands, similar to those of a skunk. When a creature moves to a space within 10 feet of you or you are hit by an attack, you can use your reaction to unleash a 20-foot-radius sphere of nauseating gas centered yourself. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute. Each creature in the cloud at the start of its turn must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. You are immune to your own cloud, as are creatures that don't need to breathe or are immune to poison. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Shadow Shroud

You can spend 2 evolution points to develop resistance to necrosis. You gain resistance to necrotic damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to necrotic damage instead.

Sonic Blast

You can spend 1 or more evolution points to develop the ability to weaponize sound. You howl, roar, snap, create subsonic waves, or otherwise generate loud sound. Each creature within 10 feet of you must succeed on a Constitution saving or take 1d6 thunder damage per evolution point spent to make this adaptation. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Sound Acclimation

You can spend 2 evolution points to develop padding around your organs and the ability to block your ears. You gain resistance to thunder damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to thunder damage and the deafened condition instead.

Subterranean

You can spend 1 evolution point to develop large claws or other structures suitable for digging. You gain a burrowing speed equal to half your walking speed.

Sun Protection Factor

You can spend 2 evolution points to develop oily sweat glands. You gain resistance to radiant damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to radiant damage instead.

Territorial Instincts

Prerequisite: 9th level

You can spend 3 evolution points to develop territorial instincts. You gain knowledge of the surrounding area. In the outdoors, you gain knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. You instantly gain knowledge of the following subjects as they relate to the area: terrain and bodies of water, prevalent plants, minerals, animals, or peoples, and buildings.

Thick Skin

Prerequisite: 7th level

You can spend 7 evolution points to develop thick, protective skin.  You have resistance to bludgeoning, piercing, and slashing damage.

Threat Display

Prerequisite: 3rd level

You can spend 1 evolution point to develop a threat display, which you can use as a bonus action. You growl, glare, rattle your tail or make some other display to threaten creatures within 30 feet of you. A construct or undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the effect ends for a target, it is immune to your threat display for 24 hours.

Tremorsense

You can spend 1 or more evolution points to develop tremorsense out to a range of 30 feet per point spent to make this adaptation to a maximum range of 120 feet.

Venom Gland

You can spend 1 or more evolution points to develop venom glands. Your melee attacks deal 1d6 extra poison damage per evolution point spent to make this adaptation.

Venom Potency

Prerequisite: ability to deal poison damage at will

You can spend 1 evolution point to develop more potent venom. When you deal poison damage to a creature, that creature must make a Constitution saving throw. On a failure, the creature is poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Venom Spray

Prerequisite: ability to deal poison damage at will

You can spend 1 evolution point to develop the ability to spit your venom at an enemy as an action. Choose one creature within 30 feet of you. The target must succeed on a Dexterity saving throw or take poison damage equal to the poison damage you normally deal. Once you use this trait, you can't use it again until it recharges. At the start of each of your turns after using this, roll a d6. On a result of 5–6, the ability recharges. You can spend an evolution point to instantly recharge this trait.

Wide Gait

You can spend 1 evolution point to develop longer limbs. Your speed increases by 10 feet.

Winter Coat

You can spend 2 evolution points to develop a thick layer of fat or fur. You gain resistance to cold damage. You can spend 2 additional evolution points when you make this adaptation to gain immunity to cold damage instead.

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