Druid
Base Class: Druid

Druids of the Circle of Evolution cater to the fauna and flora around them, watching and observing their growth as well as protecting them. Many of the druids took in animals and sentient plants as a familiar and the focus of their studies. Their patience and keen perception allows them to grow a creature or plant with absolute care to the point that it can slowly evolve into a dominant or even stronger species.

Growth Focus

Starting at 2nd level upon choosing this Circle, you may choose a focus of either Flora or Fauna in which you gain Advantage to the first saving throw and skill check revolving an Animal or Plant that you have previously physically encountered due to careful study and firsthand experience.

In addition, you gain additional bonuses and access to spells according to your focus upon reaching certain levels. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Fauna Focus

You began studying the various wildlife of the natural world, learning their habitat and routine. You may spend 10 minutes observing a creature in order to learn external information such as its eating habits, sleeping pattern, or just the general actions it usually does. You can cut the time in half by means of physically interacting with the creature, requiring a Bonus Action to make a Wisdom (Animal Handling) Check when in combat against it to gain deeper information such as its Attacks, AC, Senses, etc.

You gain the ability to cast Speak with Animals as a Bonus Action and you may use it up to 2 + half of your Druid level times between rests. At 11th level, this spell is now constantly active and you can use a Bonus Action to temporarily disable or re-enable this spell. 

In addition you gain access to the following spells:

Level Spell
3rd Animal Messenger, Beast Sense
5th Conjure Animals, Daylight
7th Dominate Beast, Locate Creature
11th Greater Restoration, Geas

Flora Focus

You began studying the various species of plant life, may it be neutral or hostile to you and becoming adept in treating it with care. You may spend 10 minutes studying a plant in order to learn any properties as well as any information related to it.

You gain the ability to cast Speak with Plants as a Bonus Action and you may use it up to 1 + half of  your Druid level times between rests. At 11th level, this spell is now constantly active and you can use a Bonus Action to temporarily disable or re-enable this spell. 

In addition you gain access to the following spells:

Level Spell
3rd Spike Growth, Barkskin
5th Plant Growth, Erupting Earth
7th Conjure Woodland Beings, Grasping Vine
11th Commune with Nature, Tree Stride

Druidic Companion

At 2nd level, based on your Growth Focus, you may choose an Animal or Plant no larger than Medium and with a Challenge Rating of 1/2 or lower to become your Companion. You add your proficiency bonus to your Companion's AC, attack rolls and damage rolls, as well as any saving throws or skills it is proficient in. Its Hit Points is maximum equal to its normal maximum or four times your your Druid level, whichever is higher.

Your Companion obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the Companion where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the Companion to take an Attack action.

While traveling through your favored terrain with only the Companion, you can move stealthily at a normal pace. If the Companion dies, you can obtain another one by spending 8 hours magically bonding with another animal or plant that isn’t hostile to you, either the same type as before or a different one.

Like any creature, the Companion can spend Hit Dice during a short rest. If you are incapacitated or absent, the Companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

Upon gaining a Companion roll a d4 to apply a trait for your Companion's evolution in which they obtain once you level up, this is repeated at 5th level. At 9th and 13th level, roll a d6. At 17th level, roll a d8 twice.

Alternatively, at 3rd level you can choose pick a trait of your choice from Rolls 1 to 4, but you no longer roll a trait at 5th level. At 9th level, you can instead choose a single trait between Rolls 1 to 6, but no longer roll a trait at 13th level. At 17th level, you can choose a single trait between Rolls 1 to 7.

 Evolution Traits

Roll Effect 
1 Growing horns, spikes or even claws, your Companion develops a more lethal and predatory nature as it grows. Give your Companion +1 to its damage roll each time this trait is picked. If this trait has been picked three times or more, you may instead roll a d4 instead and add that to your Companion's damage roll.
2 Developing a hardened exterior or slippery skin, your Companion instinctively strives to survive against direct damage or outright avoid it with its elusiveness. You  roll a d8 and add it to your Companion's Hit Point. If this trait has been picked three times or more, you may give your Companion +1 AC instead.
3 Your Companion develops a special organ or part that becomes a source of a new damage type. Choose one of your Companion's attacks and change its damage type to another of your choice. You may also choose to improve your Companion's attack instead, giving it +1 to the action's attack roll.
4 Your Companion has honed its senses to the point it develops its senses to perceive its surroundings through other means.  You choose to grant your Companion Darkvision, Blindsight or Tremorsense of 15 feet. Alternatively, you may roll a d4 instead and gain either Darkvision (1), Blindsight (2), Tremorsense (3) or Truesight (4) of 30 feet. Each time you picked this trait, you may also choose not to pick a new Sense but instead double the range of one of your Companion's current Senses.
5 Being in your company has thought your Companion a few new tricks that its species normally couldn't perform. Choose a skill that you are proficient in and make your Companion also proficient with that skill. 
6 Honing its strengths and weaknesses, your Companion takes an expeditious growth towards evolution. Choose one of your Companion's Ability Score and increase it by 2 or increase it by 1 which does not apply to the cap of 20.
7 Adapting to its environment, your Companion becomes more resilient and strong enough to live in hostile situations. Choose a damage type and roll a d8, your Companion reduces damage taken from that type by the amount you rolled. If taken more than once and you choose the same damage type, your Companion also gains Resistance to that damage type as well.
8 Growing stronger to the point it has reached the next stage of evolution, your Companion gains a Legendary Action in which can be used once in battle with any attacks it has. 
 

Sentience

At 6th level, your pursuit of knowledge and growth allows you to find a way to gather information much quicker. Up to three times per day, you can cast Awaken with halved component cost and casting time. You must also finish a Short Rest after casting all of it in order to use it the following day.

Companion Shapeshift

At 10th level, your strong bond with your companion allows you Wild Shape either yourself or your companion to the other. If you choose to Wild Shape to your companion, you also gain any traits it has obtained but, your language is replaced to that of your companion and you gain +3 to Wisdom (Perception) against you while in this form. The same applies to your companion, replacing its language to that of your's. 

If at any point you or your companion exhibits behavior that is outside of the other's usual behavior, the next Wisdom (Insight) check made against you or your companion gains Advantage.

Synergistic Evolution

At 14th level, your talent for evolution has allowed you to take on a higher form with the aid of your trusted companion. Using your entire Turn, you combine with your nearby companion to temporarily transform into a new being. In this new form, you gain Temporary Hit Points equal to that of your companions' current Hit Points, taking all of the Traits it has obtained so far and gain the ability to use your companion's attack.

While you have Temporary Hit Points from this feature, you can maintain this form as long as you want but, once you lose your Temporary Hit Points, your new form ends after a number of rounds equal to for 2 + Wisdom Modifier. You may choose to use your Turn in order to end the effects and revert to your normal form early.

Once you revert back to your normal form and your Hit Points is below half of your Hit Points at the time you activated this feature, divide it evenly between yourself and your companion. If you have remaining Temporary Hit Points upon reverting back to your normal form, your companion recovers Hit Points 2d6 + remaining Temporary Hit Points. If you become unconscious while in this form, the effect immediately ends and you and your companion becomes unconscious.

Once you use this feature, you cannot use it again until you finish a Long Rest.

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