Circle of Evolution

Creatures evolve in order to survive. Evolution druids seek to control evolution in order to become the ultimate being. Known among other druid circles as stepping over the boundaries of nature, evolution druids seek to improve themselves, taking natures best features in order to fulfill their duties,. Undergoing selective physical transformations, these druids are often seen as terrifying to the common populace as a result. If you desire to overcome any trial you face, or that you wish to keep the cycle of evolution in motion, the Circle of Evolution is a path for you.

Battle Mutation

At 2nd level, you gain the ability to alter parts of your body to suit your environment. As a bonus action, you can use your Wild Shape feature to partially change rather than fully transform. The first time you do so after a short or long rest does not expend one of your Wild Shape uses. This transformation lasts for 10 minutes or until you are incapacitated. Whenever you assume a Battle Mutation, choose which of the following mutations manifests from your body; your choice provides you certain benefits while in that form:

  • Agile Claws. Your legs become nimble and grow sharp claws. You can Dash as a bonus action. When you take this special bonus action and finish your movement adjacent to a creature, you may perform a natural weapon attack with your claws, using your Wisdom modifier for the attack and damage roll and dealing 1d8 slashing damage on a hit.
  • Healing Blood. Your bodily fluid possess healing properties. You gain a number of temporary hit points equal to your level in this class at each start of your turn. Additionally, you can cause a creature within 10 feet of you to gain a number of temporary hit points equal to your Wisdom modifier as a bonus action.
  • Spiked Body. Quills, spikes or sharp scales grow from your body, which you can fire as projectiles. As a bonus action, you can fire one of your them as a ranged spell attack against towards a creature within 60 feet of you. On a hit, the attack deals piercing damage equal to 1d6 + your Wisdom modifier. Additionally, you gain half of your Wisdom modifier as AC (minimum of 0).

Evolutionary Bursts

At 6th level, you can activate your mutations during spells. When you use your action to cast a Transmutation spell while under the effect of a Battle Mutation, you can perform one of the Bonus Action features from your Battle Mutation as part of casting the spell.

Superior Mutations

Starting at 10th level, you can manifest multiple mutations at once to overcome adversity, and can perform new mutations. You can undergo two mutations while using your Battle Mutation feature, and you gain the following battle mutations to choose from.

  • Aquatic Wings. You grow a pair of webbed wings somewhere along your body. You gain a flying and swimming speed equal to your walking speed.
  • Mountain Claws. Your hands become capable of breaking rock. As long as you have one hand free, you gain a climbing and burrowing speed equal to your walking speed. You leave behind a tunnel when you use your burrowing movement.
  • Equine Physique. You grow an extra pair of legs, increasing your walking speed by 20 feet.

Ultimate Evolution

Your progress in manipulating evolution has allowed you to change into creatures that have reached peak adaption. When you reach 14th level, you can expend two uses of your Wild Shape feature. When doing so, you can take on the form of any Beast or Dragon with a challenge rating equal or lower than half your levels in this class. This wildshape lasts for 10 minutes.

Once you use this feature, you must finish a long rest before you can use it again.