Title of Your Document
Sub-title
Way of Evolution
Circle of Evolution druid’s are not content with letting nature grow and change naturally, they want to replicate and speed up the Evolutionary process. They want to turn the world upside down , and make all creatures that roam the best they can be. But, the science and knowledge of this circle is usually taboo. So, druids of this circle study in secret. They have no test subjects other than themselves, and they will make the most out of their own subject. They do not spend their time in any forests or marshes, they instead spend their time in lairs. Perfecting their craft and mutations.
- A hooded figure drags itself along the city streets at night, looking for any type of food that will curb its hunger. A wind blows, pulling off its hood revealing a hideous figure. A monstrosity of science, a failed experiment. No longer human in the eyes of society. He is hunted down by the local church for being an affront to the belief of intelligent design. This is the life of an evolutionary druid.
Abilities
Genetic mix up
- At 2nd level, You gain the ability to transform parts of your body. Choose 2 base Genetic Mutations from below. You can activate these abilities by using the spell slot cost associated with them. You gain more mutations as you level up. Some mutations evolve farther with higher level spell slots used.
- Some mutations replace other mutations. If a mutation says it evolves into another mutation, the base/ lesser mutations gets replaced with the powered up mutation. You still gain the benefits of the lesser mutation in the better mutation
- You gain two base mutations at level 2 and level 5, you gain one base mutation at level 7 and level 9
| level | Amount of Base Mutations |
|---|---|
| 2 | 2 |
| 3 | 2 |
| 4 | 2 |
| 5 | 4 |
| 6 | 4 |
| 7 | 5 |
| 8 | 5 |
| 9 | 6 |
| 10-20 | 6 |
Changing Mutations
At lvl 6 you can spend a week of downtime to change your mutations. You need proficiency with alchemist tools, and parts that are similar to the mutations. You must make checks for Intelligence, Wisdom, and Alchemy tools. (up to the DM what DC you need to pass)
Evolution health
Whenever you use one of your mutations, and activate them, you gain 1d6 maximum health points. You gain +1d6 every level above 2. This feature only applies to the first time you mutate. When the mutation goes away you lose the extra health
Abomination's shape
Starting at 6th level, you can become the most radical monster in the world. While in wildshape, you can summon your mutations for 2x of the normal amount for the mutation
Adaptive damage
At lvl 6 your attacks in your wildshape form and from your genetic mutations are magical for the purposes of overcoming resistances.
Everlasting Mutations
At level 10 your mutations last until you regain the spell slot you used to summon them.
Rapid Advancement
At level 14, You can summon all your mutations at once without expending the spell slot cost. You can only summon the mutations that you have chosen and evolved. These only last 1 minute. You can use this feature twice per day.
Evolution’s emissary
At level 16, you can give your allies some mutations. These mutations are permanent and cannot be summoned like your own mutations. Your allies can only have 2 mutations at a time. They also cannot be the final evolution of a mutation. You have to spend a week of downtime to give a ally a mutation, treat the downtime like you are changing mutations.
Mutations
As you level up after picking base mutations (labeled with *) those mutations level up as your spell slots level up. Once hitting the level requirement for a evolved mutation, it evolves adding to its power. It keeps it previous abilities and attributes, and gains new ones listed in the new evolution. You can activate the lower mutations for the spell slot listen then activate the higher mutation if need be with the spell slot listed.
There are different paths the mutation can take, once you choose a path you cannot go back and evolve into a different path unless you change your mutations during downtime.
Skin Mutation
- *Reptilian Skin (lvl 2) level 1 spell slot: Your skin grows scaly and rough. Your natural AC is now 12 + Dex.
Evolves into Spiky hide or Shelled Skin
- Spiky Hide (lvl 5) level 3 spell slot: Your back grows spikes that can be used to attack or defend. You can use a reaction to cause a enemy making a melee attack to take a Dex Save (DC 14) or take 2d4 piercing damage and miss the attack. You can also make a ranged attack (15/30) that does 3d6 on hit.
Evolves into Metallic Quills
-
Metallic quills (lvl 9) level 5 spell slot: The damage from your quills increase to 3d4 for a reaction charge and 4d6 for a ranged attack charge.
-
Shelled Skin (lvl 5) level 3 spell slot: Your Unarmored AC is now 14 + your Dex modifier. Your movement speed drops to 20ft. (Acts as medium armor)
Evolves into Exo-Skeleton and Crystalline Hide
-
Exo-skeleton (lvl 9) level 5 spell slot: Your Shell now exists as part of your skin. You gain resistance to piercing and slashing damage. And lose the movement debuff from Shelled Skin.
-
Crystalline Hide (lvl 11) level 6 spell slot: Your Hide is now crystalline in nature. Your AC increased to 16 + Dex modifier. Whenever a enemy attacks you and deals damage, they take 2d4 piercing damage.
Snout Mutation
- *Reptilian snout (lvl 2) level 1 spell slot: You grow a snout filled with fangs. After attacking you can take a bonus action to bite down on your opponent for 1d6 piercing damage.
Evolves into Poisonous Bite or Carnivorous
- Poisonous Bite (lvl 3) level 2 spell slot: Your bite now does 2d4 poison damage as well.
Evolves into Acidic Gland
-
Acidic Gland (lvl 7) Level 4 spell slot: The bite now does 4d6 Poison damage. You can also use the bonus action to make a ranged attack (25ft) that does 3d6 Posion Damage
-
Carnivorous (lvl 5) Level 3 spell slot: While within 5ft of a dead body you can take a action to feast upon the corpse. You gain 2d6 Temporary health. This does not work on undead or constructs.
Evolves into Ferocious Appetite
- Ferocious Appetite (lvl 7) level 4 spell slot: After killing a creature you can use your reaction to feast upon them, gaining 3d6 temp health. You can now target undead creatures as well.
Hand Mutation
- *Barbed knuckles (lvl 2) level 1 spell slot: Your unarmed attacks now deal 2d4 piercing damage. You can use your bonus action to make another unarmed strike after hitting someone with it. This mutation strain only affect your hands.
Evolves into Crab Claws
- Crab Claws (lvl 5) Level 3 spell slot: Your unarmed attacks deal 2d6 piercing damage. You cannot hold items in your hand while this mutation is active.
Evolves into Kruthik Claws
- Kruthik Claws (lvl 9) Level 5 spell slot: You can do 2d8 piercing damage with each unarmed attack. You cannot hold items in your hand while this mutation is active.
Neck Mutation
- *Frilled neck (lvl 2) Level 2 spell slot: You gain advantage on intimidation checks
evolves into Shaking Frills
- Shaking Frills (lvl 5) Level 3 spell slot: You gain proficiency with the intimidation skill
evolves into Flashing Frills
- Flashing Frills (lvl 7) Level 4 spell slot: You gain double proficiency with the intimidation skill
Eye Mutation
- *Reptilian sight (lvl 2) Level 2 spell slot: You gain darkvision for 60ft but can only see in shades of gray.
Evolves into Draconic Vision
- draconic Vision (lvl 5) level 3 spell slot: You can see for 120ft with darkvision and you can see in colors
Evolves into True Vision or Basilisk Eyes
-
True Eyes (lvl 9) Level 5 spell slot: You gain Truesight for 60ft.
-
Basilisk Eyes (lvl 13) Level 7 spell slot: Unless you are wearing special eye wear, any creature that starts its turn within 10 feet of you and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if you aren't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. You must wear special glasses/ goggles that prevent direct eye contact with your eyes.
Horn Mutation
- *Ram horns (lvl 3) Level 2 spell slot: You grow a pair of large curved horns. If you move at least 10ft in a straight line, you can make a bonus action attack to a creature within 5ft, it deals 2d4 bludgeoning damage. If the creature is large or smaller, they must make a DC 16 strength check or be pushed back 10ft and knocked prone.
evolves into Bullhorns
- Bullhorns (lvl 5) Level 3 spell slot: Your charge damage now does 3d6 piercing damage.
evolves into Antlers
- Antlers (lvl 7) Level 4 spell slot: Your charge damage now does 4d6 damage, and you can choose to restrain the creature instead of push them.
Agility Mutation
- *Canine Legs (lvl 3) Level 2 spell slot: Your movement speed is doubled.
Evolves into Canine Malice
- Canine Malice (lvl 5) Level 3 spell slot: You gain the extra attack feature
Shoulder Mutation
- *Tentacles (lvl 3) Level 2 spell slot: You sprout two tentacles. These appendages can be used to grapple and restrain creatures, without using your base hands. As a Action you can use these appendages to grab and hold onto creatures.
Evolves into Suctioned Tentacles or Spiked Tentacles
- Suctioned Tentacles (lvl 7) Level 4 spell slot: You gain advantage on the grapple check. You can also hold basic objects and open doors.
Evolves into Humanoid arms
-
Humanoid arms (lvl 15) Level 8 spell slot: These arms can be used in any way your previous arms can be used. They can be used to hold more weapons or a shield. You can hold a weapon in each hand unless the weapon is heavy. You must hold heavy weapons in 2 arms each. You can attack with all weapons you are currently holding using your attack action and bonus action.
-
Spiked Tentacles (level 5) Level 3 spell slot: Your tentacles now deal 2d4 piercing damage at the start of the creature your grappling's turn. You can also make a unarmed attack as a bonus action. (with a range of 5ft) with them that does 2d6 piercing damage on hit. The creature is also subjected to a grapple check.
Evolves into Barbed Tentacles
- Barbed Tentacles (lvl 7) Level 4 spell slot: The tentacles now deal 2d6 piercing damage while grappling a creature. The unarmed attack does 2d8 damage piercing on hit.
Wing Mutation
- *Wings (lvl 5) Level 3 spell slot: You grow wings, they give a flying speed equal to your walking speed.