Base Class: Druid
Based upon TimeTim's revised Circle of Mutation (originally from Grim Hollow); updated with permission.
Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months, emerging from the wilds with twisted vines and mutated creatures at their side. These Druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of these Druids, those who wish to preserve nature as it is simply fear what change brings.
Level 3: Circle Forms
You channel the endless possibilities of nature when you assume a Wild Shape form, granting you the benefits below.
Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (rounded down).
Predator’s Strike. When you hit a creature with an attack roll using a Beast form’s attack in Wild Shape, you add +2 to the damage dealt.
Unpredictable. You can take the Dash, Disengage, or Influence action as a Bonus Action.
Mutate Shape
When you assume a Wild Shape form, or as a Bonus Action while your Wild Shape is active, you can expend a spell slot and gain a mutation based on the level of the spell expended. When you do, your body distends and reconstitutes in a gruesome display. Mutations last until you leave the form.
Mutation Options
The following options are available to your Mutate Shape feature. The options are presented in alphabetical order.
Level 1 Mutations:
- Creature of the Sea. You can breathe air and water and gain a Swim Speed of 30 feet.
- Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
- Enchanted Attacks. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Hardy Build. You gain 5 Temporary Hit Points. If taken on the turn you enter Wild Shape, these can be additive.
- Natural Armor. You increase your AC by 1.
- Reduce. Your size decreases by one step (from Medium to Small, for example). See the Enlarge/Reduce spell to determine the benefits gained from this ability.
- Venomous Attacks. Attacks you make with your natural weapons deal an additional 1d4 Poison damage.
- Wall Crawler. You gain a Climb Speed of 15 feet.
Level 2 Mutations.
- Creature of the Sea. You can breathe air and water and gain a Swim Speed of 60 feet.
- Enlarge. Your size increases by one step (from Medium to Large, for example). See the Enlarge/Reduce spell to determine the benefits gained from this ability.
- Hardy Build. You gain 10 Temporary Hit Points. If taken on the turn you enter Wild Shape, these can be additive.
- Natural Armor. You increase your AC by 2.
- Venomous Attacks. Attacks you make with your natural weapons deal an additional 2d4 Poison damage.
- Wall Crawler. You gain a Climb Speed of 30 feet.
Level 3 Mutations.
- Creature of the Sea. You can breathe air and water and gain a Swim Speed of 90 feet.
- Creature of the Sky. You gain a Fly Speed of 15 feet.
- Hardy Build. You regain 15 Temporary Hit Points. If taken on the turn you enter Wild Shape, these can be additive.
- Natural Armor. You increase your AC by 3.
- Reduce. Your size decreases by two steps (from Medium to Tiny, for example). See the Enlarge/Reduce spell to determine the benefits gained from this ability.
- Tremorsense. You gain Tremorsense out to 60 feet.
- Venomous Attacks. Attacks you make with your natural weapons deal an additional 3d4 Poison damage.
Level 4 Mutations.
- Creature of the Sea. You can breathe air and water and gain a Swim Speed of 120 feet.
- Creature of the Sky. You gain a Fly Speed of 30 feet.
- Enlarge. Your size increases by two steps (from Medium to Huge, for example). See the Enlarge/Reduce spell to determine the benefits gained from this ability.
- Echolocation. You have Blindsight with a range of 60 feet while you don’t have the Deafened condition.
- Hardy Build. You regain 20 Temporary Hit Points. If taken on the turn you enter Wild Shape, these can be additive.
- Multiattack. You can attack twice with a Wild Shape form's attack instead of once whenever you take the Attack action on your turn. Creatures that already have Multiattack can make one additional natural weapon attack.
- Natural Armor. You increase your AC by 4.
- Venomous Attacks. Attacks you make with your natural weapons deal an additional 4d4 Poison damage.
Level 6: Unnatural and Unnerving
Unnatural Skill. You gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Acrobatics, Athletics, Perception, Stealth, or Survival.
Unnerving Aura. In addition, while in Wild Shape form, you have advantage on Charisma (Intimidation) ability checks you make if you have at least one mutation.
Level 10: Endless Evolution
When you enter your Wild Shape, you can activate mutations of a level equal to your Wisdom modifier (minimum 1).
In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking. You can activate mutations equal to the level of the spell slot or the CR of the beast, whichever is lower (minimum 1). Mutations remain until the Beast is targeted by this feature again. Remove Curse, Greater Restoration, or similar magic ends the Mutations.
Level 14: Apex Predator
Your mastery of mutation has made you an apex predator, which Beasts in your vicinity can sense.
Beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your Druid spell save. On a Failure, the creature is frightened for 10 minutes. On a Success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on a subsequent turn to steel itself and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success.
You can use an Action to cause this aura to affect chosen creatures within 30 feet, instead of only Beasts, until the start of your next turn. Once you use this special action, you can’t use it again until you finish a long rest.
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Posted Nov 17, 2025Original version here: https://www.dndbeyond.com/subclasses/2199205-circle-of-the-mutation-grim-hollow (Updated with permission.)