```metadata title: Circle of Adaptation Druid description: >- Druid Circle centered around adaptations and choosing the right adaptation for the circumstances tags: - druid - homebrew - 5e - adaptation systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } .page #example + table td { border:1px dashed #00000030; } .page { padding-bottom : 1.1cm; } ``` {{frontCover}} # Adaptation ___ ## A New Druid Circle {{banner HOMEBREW}} ![background image](https://www.mtgpics.com/pics/art/war/213.jpg){position:absolute,left:-32%,height:100%,top:0%} \page # Druid Circle: Adaptation In the dynamic tapestry of nature, the Circle of Adaptation thrives. These druids embody nature's relentless drive to evolve and overcome, channeling transformation as a tool to conquer any challenge. Through innovation and resilience, they adapt to their surroundings and guide others through change, ensuring life not only endures but flourishes amidst adversity. : ### Circle Spells When you join this circle at 2nd level, your connection to nature's adaptability grants you access to certain spells. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. If a spell isn’t on the druid spell list, it is nonetheless a druid spell for you. : ##### Adaptation Expanded Spell list | Druid Level | Spells | |:-----------:|:-------| | 2nd | *arms of hadar, feather fall* | | 3rd | *enlarge/reduce, spider climb* | | 5th | *fly, ashardalon's stride* | | 7th | *stoneskin, freedom of movement* | | 9th | *far step, rary's telepathic bond* | : ### Adaptive Form Starting at 2nd level, you channel nature’s ever-changing resilience. As a bonus action, you can expend a use of your Wild Shape to take on an Adaptive Form, merging your physical form with a chosen creature from the Wild Shape options. Your form changes as follows: - *Humanoid Form:* Your form retains its humanoid shape and size, blending your natural features with the chosen beast’s physical characteristics. - *Wild Vigor:* You gain temporary hit points equal to your Wisdom modifier + twice your druid level. - *Beast Traits:* You gain the physical ability scores (Strength, Dexterity, and Constitution), traits, actions, and reactions of the chosen creature. - *Adaptive Features:* You enhance your form with two adaptations of your choice from the Adaptation Table that you meet the Druid Level requirement for. - *Spellcasting:* Your Adaptive Form does not prevent you from casting spells. The form lasts for 10 minutes, until you are incapacitated, die, or until you dismiss it as a free action. : \column {{classTable,frame,decoration ##### Adaptations Table | Adaptation | Benefit | Level | |:-----------|:-------:|:-----:| |Thick Hide |Your AC becomes 13 + your Constitution modifier|-| |High Muscle Density|You gain advantage on Strength checks and Strength saving throws. You count as one size larger for grappling, shoving, and carrying capacity.|-| |Keen Senses| You gain advantage on Wisdom (Perception) checks.|-| |Bioluminescence| You emit bright light to a range of 20 feet, and dim light to a range of 20ft|-| |Night Vision | You gain darkvision out to a range of 60 feet.|-| |Burrowing Claws| You gain a burrow speed equal to half your walking speed. You can move through nonmagical earth and soil but not stone.|-| |Natural Camouflage | When occupying a space that is lightly obscured, you are considered heavily obscured. You also gain advantage on Dexterity (Stealth) checks to hide.|-| |Amphibious Form| You gain a swim speed equal to your walking speed, and you can breathe both air and water.|4| |Setae|You gain a climb speed equal to your walking speed. Additionally, you can climb difficult surfaces, including ceilings, without making an ability check.|4| |Courtship Display| As an action, you force creatures of your choice within 10 feet to make a Wisdom saving throw or become charmed until the end of your next turn. Charmed creatures cannot target you with attacks or harmful abilities.|4| |Vocal Mimicry|You gain the ability to mimic the voice and cries made by another creature you know. |4| |Clawed Appendages|You grow an additional set of arms, each ending in sharp claws. These arms allow you to make an additional unarmed strike as a bonus action. The unarmed strike deals slashing damage equal to 1d6 + your Strength or Dexterity modifier (your choice). You cannot wield weapons or shields with these additional arms.|4| |Spiked Carapace|Creatures that hit you with a melee attack take 2 magical piercing damage.|6| }} {{footnote Druid Circle: Adaptation}} {{pageNumber 2}} {{imageMaskCorner27,--offsetX:-45%,--offsetY:-85%,--rotation:0 ![](https://www.mtgpics.com/pics/art/iko/064.jpg){height:45%,top:81%,left:-5%} }} \page {{classTable,frame,decoration | Adaptation | Benefit | Level | |:-----------|:-------:|:-----:| |Molting Husk|Once during each use of your Adaptive Form, you can use a bonus action to shed an outer layer of your form. This immediately ends the grappled or restrained condition on you. |6| |Pheromonal Toxicity|At the start of your turn, creatures of your choice within 10 feet must make a Constitution saving throw or take poison damage equal to your Wisdom modifier (minimum of 1) and be poisoned until the start of your next turn. Creatures who succeed are immune for 24 hours|6| |Weather Resilience|You gain resistance to cold and fire damage. Additionally, you ignore the effects of extreme tempature, as described in the Dungeon Master’s Guide.|6| |Feathered Mantle| You gain a fly speed equal to your walking speed. You cannot hover.|8| |Gliding Patagia|While in Adaptive Form, you gain a glide speed. When you fall at least 10 feet, you can move up to 30 feet horizontally, and you take no fall damage.|8| |Blinding Flare| When a creature attempts to hit you with an attack, you can use your reaction to emit a burst of light. The attacker must succeed on a Constitution saving throw or the attack misses and they are blinded until the end of their next turn.| 8| |Grasping Tendrils|You grow tendrils that extend your reach by 10 feet for grappling and interacting with objects.|8| |Echolocation | You gain blindsight out to a range of 15 feet.|10| |Tremorsense| You gain tremorsense out to a range of 15 feet.|10| |Paralyzing Sting|When you hit a creature with a melee attack, you can force it to make a Constitution saving throw. On a failed save, the creature is paralyzed until the end of your next turn. You can use this ability again only after you roll a 6 on a d6 at the start of your turn.|10| |||10| |Lightning Reflexes| You have advantage on opportunity attacks| 12| |Parasitic| At the start of your turn if you are grappling a creature, you can deal 1d12 magical piercing damage, gaining that many hitpoints|12| |Regenerative Tissue|You can regrow up to one missing limb during the course of your adaptive form.|14| |Vacuum Tolerance|You can survive without air, ignoring the effects of suffocation. Additionally, you take no damage from vacuum exposure, extreme pressure, or lack of pressure.|14| }} ### Enhanced Evolution When you reach 6th level, Your Adaptive Form becomes a greater expression of your mastery. While in your Adaptive Form, your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. You also gain the ability to attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when entering your Adaptive Form, you can now choose a third adaptation from the Adaptation Table. : ### Instinctive Deterrents Also at 6th level, you learn to channel elemental forces to coat your form in a protective and destructive energy. While in Adaptive Form, you can expend a spell slot of 1st level or higher as a bonus action to gain the following benefits until the start of your next turn: - *Elemental Offense:* Your melee attacks deal an additional 1d6 damage per level of the spell slot expended in your choice of acid, poison, cold, fire, lightning, or thunder damage. - *Elemental Defense:* You gain resistance to your choice of acid, poison, cold, fire, lightning, or thunder damage. {{imageMaskCorner27,--offsetX:50%,--offsetY:-48%,--rotation:0 ![](https://www.mtgpics.com/pics/art/rna/153.jpg){height:55%,top:45%,left:22%} }} {{footnote Druid Circle: Adaptation}} {{pageNumber 3}} \page \column ### Shifting Stature Starting at 10th level, Your Adaptive Form can now shift its size and shape to suit your needs. When you enter your Adaptive Form, you can choose to expand or compress, altering your size for the duration of the form. - **Expand:** Your size increases by one tier, and you gain the following benefits: - You have advantage on Strength checks and Strength saving throws. - Your melee attack reach increases by 5 feet. - Your melee attacks deal an additional 1d4 damage. - **Compress:** Your size decreases by one tier, and you gain the following benefits: - You have advantage on Dexterity checks and Dexterity saving throws. - You can use the Disengage or Hide action as a bonus action on your turn. - Your movement speed increases by half your base speed (rounded down). Additionally, when entering your Adaptive Form you can now choose a fourth adaptation from the Adaptation Table. : ### Master of Change Finally at 14th level, your connection to nature’s endless drive to adapt has reached its pinnacle. You have mastered your ability to evolve, and your body permanently adopts an adaptation of your choice. At the end of each long rest, you can choose one adaptation from the Adaptation Table to have active at all times, regardless of if you are in your Adaptive Form. This adaptation does not count toward the number of adaptations you can choose while in Adaptive Form. Additionally, while in your Adaptive Form, you can change one of your chosen adaptations to a different adaptation from the Adaptation Table at the start of your turn. : {{descriptive #### Thanks for Reading! You can find more of my work at [u/ghost2rm](https://www.reddit.com/user/ghost2rm/). \ All the art you saw in this homebrew is owned by Wizards of the Coast. Be sure to check out and support the artist behind the card work used in this project: - Svetlin Velinov (Cover Art): ["Roalesk, Apex Hybrid"](https://www.mtgpics.com/card?ref=ncc349) - Dan Scott (Page 1 Image): ["Pouncing Shoreshark"](https://www.mtgpics.com/card?ref=iko064) - Sidharth Chaturvedi (Page 2 Image): ["Applied Biomancy"](https://www.mtgpics.com/card?ref=rna153) - Simon Dominic (Page 3 Image): ["Evolution Sage"](https://www.mtgpics.com/card?ref=lcc240) }} {{imageMaskEdge1,--offset:5%,--rotation:90 ![](https://www.mtgpics.com/pics/art/war/159.jpg){height:100%,top:0%,left:-38%} }} {{footnote Druid Circle: Adaptation}} {{pageNumber 4}}