Base Class: Druid
“You think the wild is fair? You think it’s merciful? No. It adapts, mutates, survives—and so do I.”
Druids of the Circle of the Apex reject the romantic view of nature. To them, evolution is not a slow process, but a weapon. Through raw primal force and warped druidic power, they transform themselves into terrifying predator forms—unstoppable, ever-changing, and perfectly suited to eliminate whatever stands in their way.
Predator form.
3rd-level Circle of apex feature
When you choose this circle at 3rd level, you may expend a use of Wild Shape as a bonus action to enter your Predator Form, rather than transforming into a beast. This form lasts for 30 mins, or until you are reduced to 0 HP, fall unconscious, or end it as a bonus action.
While in Predator Form, you gain the following benefits:
- You grow both Claws and Fangs as magical natural weapons.
- You may make two melee attacks when you take the Attack action.
- Your natural weapon attacks use your spellcasting modifier for attack and damage rolls and deal additional damage equal to your Wisdom modifier.
- your AC becomes 16 if not already higher.
- You may cast Druid cantrips.
- You cannot cast leveled spells, but you can expend spell slots to mutate your Predator Form starting at level 3.
Circle mutations
3rd-level Circle of apex feature
Mutagenic Evolution (3rd Level)
You can mutate your Predator Form using raw spell energy. As a bonus action, you may expend a spell slot to gain mutation points equal to the lvl of the slot expended. Each mutation lasts for the duration of your predator form unless stated otherwise, and you may maintain a number of active mutations equal to your Proficiency Bonus.
You may only activate 1 mutation with this points as part of the same bonus action until higher lvls.
you do not need to spend all your mutation points while in your form, however you do lose all unspent points when you drop or lose your predator form.
Circle of the Apex – Mutation System
Mutation Points (MP):
- You gain MP by expending spell slots:
- 1st level = 1 MP
- 2nd level = 2 MP
- 3rd level = 3 MP
- 4th level = 4 MP
- 5th level = 5 MP, etc.
- You can activate 1 mutations as a bonus action, spending MP to do so.
- Mutations last for the duration of your predator form unless stated otherwise.
- You may maintain up to Proficiency Bonus mutations at a time.
1 MP Mutations
|
Mutation |
Effect |
|
Bone Carapace |
+2 AC per MP spent (max 2) |
|
Rapid Musculature |
+10 ft movement speed per MP spent (max +30 ft) |
|
Predator Senses |
Darkvision 60 ft, advantage on Perception (sight/smell). +1 MP = +30 ft or 20 ft Blindsight |
|
Toxic Blood |
Melee attackers take 1d6 poison (1/turn per creature) |
|
Burrowing Claws |
Gain a burrowing speed equal to your movement |
|
Climb Pads |
Gain climb speed equal to walk speed; cling to surfaces |
|
Aquatic Lungs |
Gain swim speed and breathe underwater |
|
Pack tactics |
Gain advantage on attack roles when an ally is within 10ft of you |
2 MP Mutations
|
Mutation |
Effect |
|
Magical Resistance |
Advantage on saving throws vs spells and magical effects for 10 mins |
|
Extended Limbs |
Melee reach +5 feet |
|
Size Shift |
Enlarge or Reduce; gain appropriate effects (advantage, damage, etc.) mutation last only 1 minute |
|
Second Heart |
Regain HP equal to Wis modifier at start of each turn for 1 minute |
|
Reactive Spines |
1d4 piercing damage on hit + Dex save or attacker has disadvantage next attack against you this round |
|
Invisibility Gland |
Turn invisible until start of next turn, after which mutation ends. ( you can’t activate mutation by paying the MP cost again on your turn) |
3 MP Mutations
|
Mutation |
Effect |
|
Absorption Gland |
Resistance to one type: fire, cold, acid, poison, or lightning ( you can take this mutation up to 3 times) |
|
Quick thinking |
You make opportunity attacks even if target disengages |
|
Echo Lobe Adaptation |
Advantage on Investigation and Perception; gain 30 ft blindsight |
|
Mirrored Retina |
Advantage vs illusions; attacks can’t have disadvantage imposed by magical spells or effects (does not negate the spell darkness) |
|
Muscle Memory Surge |
Advantage on all Dex-based skills |
|
Tongue Splitter |
Advantage on Deception and Persuasion; and you can mimic speech/sounds you’ve heard for 1 minute |
|
Stabilized Core |
Advantage on Con saves. |
|
Flex-Hinge Spine |
Escape grapples/nets; move through tight spaces of 6 inches like a smaller creature. |
|
Olfactory Map |
Advantage on Survival (tracking) and Insight on creatures you’ve seen smelt or heard within the past hour. |
4 MP Mutations
|
Mutation |
Effect |
|
Spell Stalker |
Reaction: dash up to a spellcaster (within 30 ft) who casted a spell and make 1 claw or bite attack. |
|
Silencer Jaw |
On melee hit, you can force a Con save or mute the target till the beginning of your next turn, (no verbal components) once per turn. You can’t use this on the same target twice in a row. |
|
Mindlock Synapse |
Enemies have disadvantage on Con saves to maintain concentration when you deal more then their spell save DC of damage them |
|
Pain Flood Glands |
Advantage on saving throws when below 50% health |
|
Flex-Spine Reflexes |
Advantage on Acrobatics and Athletics; reroll a failed Dex save once per predator form |
|
Silent Mind Casing |
Immune to charm/fright; mind unreadable; resistance to psychic for 1 min |
5 MP Mutations lvl 6 + required
|
Mutation |
Effect |
|
Arc-Blood Cortex |
When you succeed on a spell save, the caster takes 2d6 psychic dmg and you gain advantage on next attack against them. |
|
Explosive Mutation |
As an action, release a sonic screech: all creatures within 20 ft cone take 8d6 force dmg, and be deafened. Dex save forhalf dmg and to not be deafened. (Mutation must be reactivated by paying the MP points on your next turn) |
|
Adaptive Reflex Core |
Gain proficiency in all saving throws; if already proficient, gain +2 instead for 1 minute |
6 MP Mutations lvl 8 + required : these mutations can be activated once per wild shape.
|
Mutation |
Effect |
|
Dimensional Maw |
When a creature within melee would cast a cast a spell next to you for the first time, you can use a reaction to grab their throat and keep them from vocalizing (con save to resist) this mutation ends after its first successful use. |
|
Neuroshock Howl |
Once per mutation, release a psychic scream in 30-ft cone. Creatures take 6d8 psychic damage (Int save) and can’t take reactions for 1 round. If they fail the save they are also stunned and the mutation ends. |
|
Adaptive Brain Stem |
Immune to being stunned, paralyzed, or knocked unconscious by magic for 1 min |
|
Death Scent |
You gain truesight 60 ft and know the HP of all damaged creatures within range. Advantage on all attacks vs creatures below 50% HP for 1 min |
7 MP Mutations lvl 10 + required. all these mutations can only be activated once per long rest
|
Mutation |
Effect |
|
Apex Suppression Field |
Create a 10-ft sphere aura centered on you, for 1 minute : enemies inside must succeed a Wis save to cast any spell that requires verbal or somatic components; on a fail, the spell fizzles but the spell slot isn’t lost. |
|
Omega Predator Instinct |
Gain one extra reaction per round. You can Dash, Strike, or Disengage as reactions. |
|
Absolute Form Lock |
You are immune to polymorph, banishment, forced teleportation, and form-altering effects. Nothing short of wish or divine intervention can alter you until you end this mutation. |
Enhanced mutation
6th-level Circle of the Apex feature
You can now mutate twice in one turn (bonus action + reaction or 1 action) and may maintain one additional mutation(Prof. Bonus + 1). Also, choose one mutation of MP 3 or less to become permanent in Predator Form (active every time you transform this cannot be changed).
Additionally your predator form lasts for 1 hour instead of 30 mins.
Adaptive mutation
10th-level Circle of the Apex feature
- Your predator form last for 2 hours.
- You can now use your reaction to go into your predator form when attacked.
- If you are reduced to 0 HP while in Predator Form, you revert to normal form with 1 HP, once per long rest.
Additionally your natural weapons become more vicious. And you gain an extra attack for a total of 3 per turn.
- Claws now deal 2d8 slashing.
- Fangs now deal 1d12 piercing.
- Your attacks crit on a 19–20.
Perfect predator
14th-level Circle of the Apex feature
You reach the pinnacle of mutagenic evolution. When you enter Predator Form:
- You may immediately activate two mutations for free.
- You gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
- Your speed increases by 10 ft.
- When you reduce a magical creature or caster to 0 HP with a melee attack, you may sap the energy from them as a reaction and gain back 1d4 spell slots (1/turn. You can do this an amount of times equal to your prof mod).
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