Druid
Base Class: Druid

The Circle of Primal Might teaches adaptation and survival of the fittest above all else.

Nature is ruthless in which only the strong survive and the weak are culled from the herd.

Druid of the Primal Might value strength and resilience.

Any danger is a challenge they need to overcome by strength or adaptation or they risk extinction.

Level 3: Circle Forms

You can channel primal magic 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 (round down).

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.

Level 3: Resilient Form

Your primal magic toughens your body.

Regardless of your current form, your Base AC can’t be lower than 10 + your Dexterity Modifier + your Wisdom Modifier.

Level 3: Circle of Primal Might Spells

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

In addition, you can cast the Spells from this feature while you’re in a Wild Shape form.

Circle of Primal Might Spells
Druid Level Prepared Spells
3 Jump, Speak with Animals, Spider Climb
5 Haste
7 Freedom of Movement
9 Insect Plague

Level 6: Primal Might

You use your magic to empower your natural weapons.

Primal Savagery. Each of your Attacks in a Wild Shape form can deal its normal Damage Type or either Acid or Poison Damage. You make this choice each time you hit with those attacks.

Natural Weapons. While in your normal form, you can use a Bonus Action to grow natural weapons like claws, fangs, or horns. Using these natural weapons, your Unarmed Strike deals 1d6 Bludgeoning or Piercing Damage, as appropriate to the type you chose. You can use your Wisdom Modifier for both Attack and Damage Rolls when using these weapons, and they persist until you dismiss them (no Action required).

Level 6: Survival of the Fittest

Your willpower allows you to endure and overcome any obstacle.

If you fail a Strength, Dexterity, or Constitution Check or Saving Throw, you can reroll it with a bonus equal to your Wisdom Modifier. You can use this feature a number of times equal to your Wisdom Modifier, and you regain all expended uses when you finish a Long Rest.

Level 10: Primal Form

You can transform into even bigger beasts.

You can expend two uses of Wild Shape at the same time to transform into a Beast with a with a Challenge Rating as high as your Druid Level divided by 2 (rounded down).

If you do, you gain a number of Temporary Hit Points equal to five times your Druid Level.

Level 14: Primal Adaptation

You have learned to use magic to alter your physical form in more subtle ways.

Whenever you use your Wild Shape or finish a Short or Long Rest, you can choose one of the following adaptations (replacing the one you chose before):

Aquatic Adaptation. You adapt to the aquatic environment of the deep sea. You gain Resistance to Cold Damage, can breathe underwater, and gain a Swim Speed equal to twice your Speed.

Bog Adaptation. You adapt to the poisonous waters of the treacherous swamps. You gain Resistance to Poison Damage and Immunity to the Poisoned Condition. You also gain a Swim Speed equal to your Speed and can hold your breath for up to 1 hour.

Darkness Adaptation. You adapt to the dark depths of the Underdark. You gain Blindsight and Tremorsense with a Range of 120 feet.

Desert Adapatation. You adapt to the scorching heat of the desert. You gain Resistance to Fire Damage and Immunity to the Blinded Condition. You also gain a Burrow Speed equal to your Speed that you can use to move through loose sand and dirt.

Mountain Adaptation. You adapt to storm wreathed peaks of the great mountains. You gain Resistance to Lightning and Thunder Damage, and gain a Climb Speed equal to your Speed. You also become adapted to High Altitude including elevations above 20.000 feet.

Jungle Adaptation. You adapt to the voracious shadows of the deadly jungles. You gain Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage. You also gain Darkvision with a Range of 120 ft. as well as Advantage on your Dexterity (Stealth) Checks.

Previous Versions

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1/3/2026 3:11:09 PM
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