Circle of the Primeval, Variant (5e Subclass)

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Circle of the Primeval[edit]

Druid Subclass

The Circle of the Primeval teaches that although all living organisms are transient, their memory will always subsist; and that the living memory of the earth believes before its knowing inhabitants remember. Often isolated from the political struggles of urban cities, druids of the Primeval Circle are raised to revere and protect the blighted sites of the Material Plane: the hallowed earth of sacred prehistoric ground, prone to rupture under the chaos of converging primordial elements. When these elements threaten to overwhelm nature's delicate balance, it is the role of these druids to subdue the living memory of the earth, and the inhabitants it remembers.

Through their innate connection with the living memory of the earth, druids of the Primeval Circle embody the indomitable will of nature's prehistoric past. Bound to one of eight blighted sites, druids of the Primeval Circle can transform into a powerful primeval creature as influenced by the land they are bound to. Ephemeral as the land, a druid of this circle might soar over mountains as a Pteranodon, scavenge for remains in the desert as a Troodon, brave the frigid depths of the arctic as a Mammoth or even wade through swamps as an Arthropleura.


Plight of The Primeval

2nd-Level Circle of the Primeval Feature

Raised in isolation from the turmoil of urban cities, you have learnt to revere the intransient legacy of the prehistoric world. When you choose this subclass, you gain proficiency in the History skill; or the Survival skill, if you already have proficiency in History. When you make an ability check with either skill selected from this feature, you may roll a d4 and add the number rolled to the ability check.


Primeval Wild Shapes

2nd-Level Circle of the Primeval Feature

Your connection to the hallowed earth of sacred prehistoric ground infuses you with the ability to transform into certain primeval creatures sooner than other druids. Starting at 2nd level, you can use your Wild Shape to transform into any primeval creature associated with your chosen land with a challenge rating as high as 1* (you can ignore the Max CR. column of the Beast Shapes table, but must abide by the other limitations there).

At 6th level, you can transform into any primeval creature with a challenge rating as high as your druid level divided by 3 (rounded down).


Primeval Fury

6th-Level Circle of the Primeval Feature

The chaos of converging primordial elements has imbued your primeval creatures with the resilience of nature and its indomitable will. At 6th level you gain an additional attack action on your turn.

Additionally, those primordial elements have imbued your primeval creatures with power from the elemental planes. Whenever you use your Wild Shape to transform into a primeval creature, you gain Resistance to the damage type associated with your chosen land, and your attacks can deal damage of that type.


Primeval Fright

10th-Level Circle of the Primeval Feature

At 10th level you have become an extension of the indomitable will of nature's prehistoric past, giving you Resistance to the Frightened condition.

In addition, while you are transformed into one of your primeval Wild Shapes you can use either a bonus action or a reaction to force one creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature is Frightened of you for 1 minute. A creature can repeat this save at the end of its turns, ending the effect on a success. Once you use this feature, you cannot do so again until you finish a long rest.


Pestilence of the Prehistoric

14th-Level Circle of the Primeval Feature

By 14th level you have learnt to fully harness the legacy of primeval creatures. Whenever you use your action to Wild Shape, you can expend a spell slot of any level to transform into a primeval Wild Shape with a challenge rating of your druid level divided by 3, plus the level of the expended spell slot (rounded down).

Additionally, the primordial elements that have imbued your attacks have become empowered. Whilst in your primeval Wild Shape, your attacks deal additional damage equal to 1d6 per level of the expended spell slot on a successful hit. As a bonus action, you may choose to change your damage and resistance type to that of another land.


Primeval Creature Table
CR Primeval Creature
1/4 Dimetrodon
1/4 Hadrosaurus
1/4 Pteranodon
1/4 Velociraptor
1 Deinoychus
1 Pleistocene Wolf (Dire Wolf)
2 Allosaurus
2 Cave Bear
2 Plesiosaurus
2 Quetzalcoutlus
2 Smilodon (Saber-Toothed Tiger)
2 Wooly Rhinoceros
3 Ankylosaurus
4 Stegosaurus
5 Brontosaurus
5 Sarcosuchus (Giant Crocodile)
5 Triceratops
6 Mammoth
8 Tyrannosaurus Rex
Primeval Fury Table
Land Resistance and Damage Types
Arctic Cold
Coast Lightening
Desert Fire
Forest Poison
Grassland Acid
Mountain Thunder
Swamp Poison
Underdark Necrotic

* Due to the limited number of primeval creatures, you may want to consider using homebrewed content. Always check with your DM before use.

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