Circle of the Obelisk
During the horrid events of the Calamity, the country of Cleiya was torn usunder by Al Nacash's evil. In the aftermath, after the elder dragon's banishment, the land seemed to respond to the pain it had been caused. It seemed to explode with vibrant, untamed wilds and beasts that would rend a humanoid in half. It was as if the land of Cleiya itself vowed never to be brought to its knees again.
At the center of Cleiya, there grew a mystical stone pillar that seemed to fuel the evolution of the land, spurring the development and adaptation of a new predatory world. This mysterious artifact is known as the Obelisk.
The survivors have divided themselves into three factions, each with its own unique ideology on how to combat its growing wilds. A select few outsiders have embraced the Obelisk and its guidance, and seek to unravel its mysteries, and raise themselves to a higher evolutionary rate, just like the wild beasts that rule over the Shattered Lands.
Mutate Shape: Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape.
In adition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of Evolution Points equal to the level of the spell slot expended. These Evolution Points last until they are spent or your use of Wild Shape ends. While you are in your beast shape, you can expend one or more Evolution Points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome or impressive display.
Chosen mutations last for the duration of your Wild Shape. Listed below are the mutations in alphabetical order.
- Creature of the Sea. For 1 evolution point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 evolution point, your swim speed increases to 60 feet.
- Creature of the Sky. For 3 evolution points, you gain a fly speed of 30 feet. For an additinoal 2 evolution points, your fly speed increases to 60 feet.
- Darkvision. For 1 evolution point, you gain darkvision out to a distance of 60 feet.
- Echolocation. For 4 evolution points, you have blindsight out to a distance of 30 feet while you are not deafened.
- Enchanted Attacks. For 1 evolution point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Enlarge. For 1 evolution point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 evolution points to increase your size by two steps instead (from Medium to Huge, for example).
- Multiattack. For a number of evolution points equal to 2 + (2 x your beast form's CR), whenever you use your action to make a natural weapon attack, you can make two natural weapon attacks instead. Creatures that already have multiattack can take one additional natural weapon attack. Creatures with a CR less than 1 are treated as having a CR equal to 1 for calculating the evolution points cost.
- Natural Armor. For 1, 2, or 3 evolution points you can increase your AC by an equal amount.
- Reduce. For 1 evolution point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 evolution points to decrease your size by two steps instead (from Medium to Tiny, for example).
- Unnatural Voice. For 1 evolution point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting in the Wild Shape form.
- Venomous Attacks. For 2 evolution points, attacks you make with your natural weapons deal an additional 1d4 poison damage.
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