Circle of Evolution (Subclass)
Circle of Evolution (Subclass)
Circle of Evolution
D
ruids have been known throughout the ages to Change Size (Special Prerequisite)
mix the mystic arts with the forces of nature, For 3 charges, you replicate the effects of the Enlarge/Reduce
creating formidable foes and noble guardians of spell. At 6th level you can use this a second time to change
all forms of life. Very few Druids have been your size further, but then cannot reuse this until your next
known to cast aside their knowledge of the Long Rest.
mystic arts, focusing soley on their link to the
nature around them. They have evolved their Echolocation
form to attain a higher connection to the world around them. For 3 charges, you gain a Blindsight up to 60ft, which does
not work if you are deafened. When using this sight, you emit
Improved Wild Shape Pool an audible chattering and clicking for 300ft.
When you reach 2nd Level, you shed off your ability to
spellcast and focus all your nature energy on your Wild Flyby (Prerequisite Lvl 10)
Shape class feature. You lose the ability to prepare spells and For 2 charges, you choose a single creature within
your pool of Wild Shape Charges is equal to your Wisdom opportunity attack range. You can avoid that creature’s
Modifier + Proficiency Bonus + ½ Druid Level (rounded up). opportunity attacks entirely for the remainder of the round.
The rest of the Wild Shape rules are unchanged. In addition,
you can cast Druicraft at will. Your Druid Save DC is 8 + Fly (Prerequisite Lvl 10)
Proficiency Bonus + Wisdom Modifier For 3 charges, you gain a flying speed equal to your walking
speed.
Wild Shape Mutations
Forceful Swipe
Once you reach 2nd Level, you gain the ability to mold the For 1 charges, as an action, you hit a creature with a melee
potential of your Wild Shape class feature. By expending a attack and it must make a DC Strength saving throw against
certain amount of charges as a bonus action (unless your Druid Save DC or be knocked prone.
otherwise stated), you can apply one or more effects to
yourself or your Beast Companion in either regular or Wild Increased Speed
Shaped form. These effects last as long as your maximum For 1 charge, you can increase your speed (any kind) by 10ft.
Wild Shape duration and do not reset when switching You can expend a second charge to increase your speed
between normal and Wild Shaped form. You can deactivate further by 5ft and gain the ability to Dash as a Bonus Action.
these mutations at any time using your bonus action You can
prepare up to 3 Mutations during a Long Rest at 2nd Level. Keens Senses
You can prepare 2 additional Mutations at each 6th, 10th, For 1 charge, you gain advantage on Wisdom (Perception)
and 14th Levels. Most mutations can not be stacked, unless checks involving sight, sound, and smell.
otherwise stated.
Mimicry
Amphibious (Prerequisite Lvl 6) For 1 charge, you can mimic the sounds you have heard
For 1 charge, you can breathe water as well as air and you within the last 24 hours. Creatures can make a Wisdom
gain a swim speed equal to your walking speed. (Insight) check against your Druid Save DC to determine if
you are mimicking.
Animalistic Fury (Prerequisite Lvl 6)
For 4 charges, when you take the attack action, you get an Natural Armor (Special Prerequisite)
additional attack. In Wild Shape form, this extra attack is At 2nd Level, you can expend 1 charge to increase your AC by
replaced with your creatures' multiattack, if applicable. 1. At 6th Level, you can expend 3 charges to increase your AC
by 2. At 10th Level, you can expend 5 charges to increase
Bestial Health your AC by 3. This ability does not stack
For 2 charges, gain Temporary Hit Points equal to your Druid
Level + Wisdom Modifier. Pack Tactics (Prerequisite Lvl 6)
For 3 charges, you gain advantage on attacks while within 5ft
Bioluminescence of at least one of your allies.
For 1 charge, you can illuminate a 20ft area with bright light,
and 20ft of dim light after that. Poison Fangs/Claws
For 2 charges, as an action, make a melee attack (including
Camoflauge appropriate modifiers for attack and damage rolls) for 1d4
For 1 charge, you gain advantage on Dexterity (Stealth) poison damage. The target must make a DC Constitution
checks when you take the Hide Action to remain hidden in saving throw equal to your Druid Save DC or be poisoned for
natural terrain. 1 minute. The damage of this attack goes up to 1d6 at 6th
Level, 2d4 at 10th Level, and 2d6 at 14th Level.
PART 1 | Basics 1
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