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Circle of Evolution (Subclass)

This document describes the Circle of Evolution druid subclass. It improves the druid's Wild Shape feature by increasing the number of uses and allowing the druid to gain mutations by expending charges. The mutations provide benefits like changing size, echolocation, flight, increased speed, natural armor, and more. Higher levels allow empowering Wild Shape forms with increased challenge ratings and transferring the ability to a beast companion.

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0% found this document useful (0 votes)
41 views2 pages

Circle of Evolution (Subclass)

This document describes the Circle of Evolution druid subclass. It improves the druid's Wild Shape feature by increasing the number of uses and allowing the druid to gain mutations by expending charges. The mutations provide benefits like changing size, echolocation, flight, increased speed, natural armor, and more. Higher levels allow empowering Wild Shape forms with increased challenge ratings and transferring the ability to a beast companion.

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Omen123
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We take content rights seriously. If you suspect this is your content, claim it here.
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2/8/2019 The Homebrewery - NaturalCrit

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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2/8/2019 The Homebrewery - NaturalCrit

Pounce Companion Wild Shape


For 2 charges, if you move at least 20ft straight toward a At 6th Level, you can transfer your Wild Shape ability to your
creature and then hit it with a melee attack on the same turn, Beast Companion. You can now use an Action to Wild Shape
that target must succeed on a DC Strength saving throw your companion, following your own restrictions for Wild
equal to your Druid Save DC or be knocked prone. If the Shape.
target is prone, you can then make an additional attack as a
bonus action.
Wild Shape Empowerments
Rampage (Prerequisite Lvl 6) At 10th Level, your Wild Shape class feature now includes
For 1 charge, when you reduce a creature to 0 hit points with monstrosities. You can also use two additional charges to
an attack on your turn, you can use your reaction to move up increase the CR of your choice by 1. You can only stay in this
to half your speed and make a single attack. empowered form for 5 minutes before it becomes dangerous.
For every minutes you remain in empowered form after the
Relentless (Prerequisite Lvl 6) initial 5 minutes, you must make a Wisdom Check using your
For 2 charges, when you take damage that would drop you to Wisdom ability modifier. On a failed save, you gain a level of
0 Hit Points and not outright kill you, you can use your exhaustion. When you gain your 3rd level of exhaustion, you
reaction and instead drop to 1 Hit Point. This ability can’t be are forced to revert from Wild Shape. You can not use this
used until next short rest. feature if you have any level of exhaustion.
Spider Climb
For 1 charge, you gain a climbing speed equal to your DMs Descretion
walking speed There are many powerful types of monstrosities in
the world of Dungeons & Dragons. Sometimes,
Standing Leap being able to turn into one cn be frustrating for the
For 1 charge, you can make a long jump up to your walking campaign.
speed and a high jump equal to half your walking speed, The point of this subclass is to expand the fun of
without running start. being able to turn into other creatures without
breaking the game.
The best way to do this is to make sure thr DM
Sure Footed has a solid understanding of your abilities as well as
For 2 charges, you gain advantage on Strength and Dexterity the type of creatures might suddenly become
checks and saving throws that would knock you prone or present in the world. Although this is limited due
push/pull you in a certain direction. to Druids having to have seen the creature first, it
is still a smart idea to double check.
Beast Companion
At 3rd Level, you gain the service of a Beast Companion. This
companion shares your alignment and your proficiency Fight as One
bonus. It adds this proficiency bonus to its AC, attack bonus,
damage rolls, saving throws, and skill checks. Its Hit Dice is At 14th Level, when you take an Action during your turn, your
equal to your Druid Level x Size Table Value in Monster creature can take the same action as you. In addition, when
Manual. Its Hit Point max is equal to its normal average max you and your companion can see each other, you both have
from its Hit Dice and its Constitution modifier plus four times advantage against being charmed and frightened.
your Druid Level. This beast takes its turn on your initiative
and you use your bonus action to command it to attack, dash, Master of Form
disengage, dodge, or help. This trait can be used even while Once you reach 20th Level, you replace the Druid’s standard
Wild Shaped. If you are incapacitated, the Beast will use all Level 20 ability with this ability. By expending half of your
its movement on each of its turns to get within 5ft of the maximum charges (rounded up), you can cast True
player and defend it from attackers. Polymorph or Shapechange.
Nature's Bond
At 5th Level, you can cast Beast Sense and Revivify. Beast
Sense can only be cast as a ritual spell. When you cast
Revivify, you do not need any material components and you
can only use it on your Beast Companion. When you use it on
your Beast Companion, you can expend up to your maximum
Hit Dice and heal your companion for that amount. You roll
the value for Hit Dice you choose and take that amount of
damage to yourself while healing your Beast Companion for
the same amount. You still need a Long Rest to recover these
Hit Dice

2 PART 2 | Circle of Evolution


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