Circle of Primal Might

by dracodruid

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Circle of Primal Might

The Circle of Primal Might teaches adaptation and survival of the fittest above all else.

Nature is ruthless in which only the strong survive and the weak are culled from the herd.

Druid of the Primal Might value strength and resilience. Any danger is a challenge they need to overcome by strength or adaptation or they risk extinction.

Primal Circle Forms

The rites of your circle grant you the ability to transform into more dangerous primal beasts.

When you choose this circle at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down (minimum 1/2). You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

You can also assume the form of a beast even if you have never seen it. The might of your circle connects you to all beasts that live or once roamed the land.

Resilient Form

Also starting at 2nd level, your primal magic toughens your body.

Regardless of your current form, your base AC can't be lower than 10 + your proficiency bonus + your Dexterity modifier.

Primal Strike

Starting at 6th level, you use your magic to empower your natural weapons.

Regardless of your current form, your natural weapons and unarmed strike count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

While in your normal form, you can also use an action to grow a natural weapon like claws, fangs, or horns. This natural weapon deals 1d6 + your Strength modifier bludgeoning, piercing, or slashing damage, as appropriate to the type you chose. The natural weapon persists until you finish a short or long rest or you use an action to dismiss it.

Primal Wild Shape

At 10th level, you can transform into even bigger beasts.

You can expend two uses of Wild Shape at the same time to transform into a beast with a with a challenge rating as high as your druid level divided by 2 (rounded down).

Primal Adaptation

By 14th level, you have learned to use magic to alter your physical form in more subtle ways.

Regardless of your current form, you are naturally adapted to Extreme Cold and Extreme Heat, and are considered acclimated to high altitude, including elevations above 20,000 feet.

Whenever you use your Wild Shape or finish a short or long rest, you can also choose one of the following adaptations:

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Darkness Adaptation. You have blindsight with a range of 120 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Version 2.3

Created by DracoDruid [@GMBinder | @Reddit]
Artwork: Dinosaur and Rider by Sandara Tang


New Spell

The following spell is added to the druid and ranger spell lists.

Summon Nature's Ally

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small figurine, representing the type of beast you wish to summon)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range.

You can choose any beast with a Challenge Rating of 1/4 or lower.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.

The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the beast's CR can be as high as the spell slot level 1.

Circle of the Land v2.3 | by DracoDruid (@GMBinder | @Reddit)

 

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