Base Class: Druid
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.
Level 3: 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 to gain Mutation Points equal to the slot’s level. These Mutation Points last until they are spent, you gain additional Mutation Points, or you leave the form. While you have Mutation Points, you can spend them on your turn (no action required by you) to gain a Mutation from the list below. When you do, your body distends and reconstitutes in a gruesome display. You can have a maximum number of Mutations equal to half your Druid level (rounded up). Repeatable Mutations count as one mutation even if you have taken it more than once.
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.
Repeatable. A Mutation can be gained only once for each Wildshape use unless its description states otherwise in a “Repeatable” subsection.
Acoustic Mimicry
Cost: 1 Mutation Point
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Creature of the Land
Cost: 2 Mutation Points
Your walking speed becomes 30 feet unless it is already higher, and you can breathe outside of water if you were not able to before. For an additional 2 Mutation Points, your walking speed increases to 60 feet unless it is already higher.
Creature of Earth
Cost: 5 Mutation Points
You have Tremorsense with a range of 30 feet. You can spend 5 additional Mutation Points to gain a Burrow Speed equal to your Speed.
Creature of the Sea
Cost: 2 Mutation Points
You gain a Swim Speed equal to your Speed, and you can breathe underwater. For an additional 2 Mutation Points, you gain a Swim Speed equal to twice your speed.
Creature of the Sky
Cost: 3 Mutation Points
You gain a Fly Speed of 30 feet. For an additional 5 Mutation Points, your Fly Speed increases to 60 feet.
Chromatophoria
Cost: 9 Mutation Points
As a Bonus Action, you can give yourself the Invisible condition until you move or take an action besides the Hide action.
Darkvision
Cost: 1 Mutation Point
You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Disquieting Voice
Cost: 1 Mutation Point
You can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Echolocation
Cost: 7 Mutation Points
You have Blindsight with a range of 30 feet while you don’t have the Deafened condition.
Enlarge
Cost: 2 Mutation Points
Your size increases by one category (from Medium to Large, for example). You can spend an additional 2 Mutation Points to increase your size by two categories instead (from Medium to Huge, for example), gaining the benefits of the spell again. See the Enlarge/Reduce spell to determine the benefits gained from this ability.
Elemental Inurement
Cost: 4 Mutation Points
You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Repeatable. You can gain this Mutation more than once, but you must choose a different Resistance each time.
Eldritch Assault
Cost: 2 Mutation Points
You gain a +1 bonus to attack rolls and damage rolls you make with your Wild Shape form’s attacks.
Repeatable. You can gain this Mutation more than once, but no more than three times. Each time you take this mutation, the cost increases by 1 Mutation Point.
Manipulate Objects
Cost: 1 Mutation Point
As a Bonus Action, you can take the Utilize action.
Mimicry
Cost: 1 Mutation Points
You have Advantage on Charisma (Intimidation and Performance) checks. For an additional 2 Mutation Points, you also gain a bonus equal to your Wisdom modifier (minimum bonus of +1) to checks using those skills.
Natural Armor
Cost: 2 Mutation Points
You gain a +1 bonus to Armor Class.
Repeatable. You can gain this Mutation more than once, but no more than three times. Each time you take this mutation, the cost increases by 1 Mutation Point.
Rapid Regeneration
Cost: 10 Mutation Points
At the start of each of your turns, you regain Hit Points equal to your Wisdom modifier (minimum of 1 Hit Point regained).
Reduce
Cost: 1 Mutation Point
Your size decreases by one category (from Medium to Small, for example). You can spend an additional 2 Mutation Points to decrease your size by two categories instead (from Medium to Tiny, for example). See the Enlarge/Reduce spell to determine the benefits gained from this ability.
Supernatural Hide
Cost: 11 Mutation Points
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Skin Sloughing
Cost: 1 Mutation Point
You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Once you do, you lose this mutation.
Venomous Attacks
Cost: 2 Mutation Points
Once per turn, you can force a creature you hit with a Wild Shape form’s attack to make a Constitution saving throw against your spell save DC. On a failed save, the creature is Poisoned for 1 minute and takes an extra 2d6 Poison damage. It can repeat the saving throw at the end of each of its turns, ending the Poisoned condition on a success.
Repeatable. You can gain this Mutation more than once, but no more than three times. For each additional 2 Mutation points, the Poison damage increases by 2d6.
Wall Crawler
Cost: 1 Mutation Point
You gain a Climb Speed equal to your speed. For an additional 3 Mutation Points, you gain a Climb Speed equal to twice your Speed.
Level 6: Endless Evolution
When you gain Mutation Points, you gain an additional number of Mutation Points equal to your Wisdom modifier (minimum 1). In addition, you can now spend your Mutation Points on the following Mutations.
In addition, while in Wild Shape form, you gain the following benefits.
Magical Evolution. Each of your attacks in Wild Shape form can deal its normal damage type or Force damage. You make this choice each time you hit with those attacks.
Level 10: Artificial Evolution
As a Magic action, you can touch a Beast and expend a spell slot, causing the target to mutate. You gain Mutation Points as normal, which you must immediately spend on Mutations for the Beast. Unspent Mutation Points are lost. Mutations remain until the Beast is targeted by this feature again. A Remove Curse, Greater Restoration, or similar magic ends the Mutations.
Level 14: Apex Predator
You have mastered the evolution of nature and may now apply your knowledge to yourself. You can now use Mutate Shape while out of your Wild Shape form, and your Mutations now last until you take a Long Rest.
Additionally, beasts of your choice that start their turn within 30 feet of you must make a Wisdom Saving Throw against your Spellcasting DC or suffer the effects of the Fear spell as if you had cast it.
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Posted May 13, 2026That would be the case if not for the level 6 feature, which makes it so you only need a 5th level spell slot if you have 20 wisdom
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Posted May 12, 2026I love the idea of this Circle of Mutation. i only have one question about it. and it could just stem from my misunderstanding of the rules regarding mutations.
at level 3 you can start getting mutation points and it says " you can expend a spell slot to gain Mutation Points equal to the slot’s level. These Mutation Points last until they are spent, you gain additional Mutation Points, or you leave the form. "
let's say i spend a level 2 spell slot...i now have 2 mutation points. i don't spend them that turn so i keep the points.
next turn i spend a level 1 spell slot to gain 1 mutation point, from what's written here, i'm to understand that now i have 1 mutation point, not 3 since i gained an additional mutation point.
am i correct in this understanding?
that would mean if i wanted to do the 'Creature of Earth' mutation with burrow speed, i would require a 10th level spell slot.
im sorry, i don't know how else or where else to ask these questions.