The Circle of Evolution is a path taken Druids who found themselves in the most dire of circumstances. Druids from this circle have learned that there come times when one must adapt or die. These druid are rare enough that there is no formal organizational structure so they assimilate into other communities. The versatility of their powers makes them excellent explorers, and in small towns people tell folk tales of sometimes heroic, sometimes monstrous shapeshifters.

Symbiosis

Beginning at 2nd level, whenever you mutate roll 1d4 per level of the spell used and gain that many temporary hit points.

Forced Mutation

Beginning at 6th level, you can alter the genetic structure of others as well. Once per short or long rest you may as an action touch a creature and give it advantage on ability checks and saving throws that use one attribute of your choosing. You may instead force that creature to make a Constitution saving throw against your spell save DC, on a failure they gain disadvantage on ability checks and saving throws of the chosen attribute. These effects last until your next short or long rest.

Metamorphosis

At 10th level the maximum CR of creatures you can wildshape into increases to 2. This increases to 3 at 12th level.

Divergent Evolution

At 14th level, your Forced Mutation ability becomes much more potent. Rather than touching a single target you may individually target all creatures, including yourself, within a 15-foot radius sphere centered on you.

Mutations

Mutations are the changes that you undergo. In order to mutate you must expend a spell slot of at least the minimum level required for the mutation. You can mutate in both normal and wildshaped forms. Mutating takes a bonus action unless otherwise specified, and requires no components of any kind, nor is it affected by Antimagic Field or Dispel Magic. Mutations persist between forms and last until you take a short or long rest or are dismissed as a bonus action.

Mutation Table

Druid Level/Spell Slot Available Mutations 2nd, 1st or Higher Enhanced Mobility, Nocturnal Predator, Aquatic, Thick Skin, Natural Weapons 6th, 3rd or Higher Explosive Speed, Acid Spit, Tough Hide, Spiderlike, Alloimmunity 10th, 5th or Higher Hardened Scales, Adaptive Lungs, Echolocation, Acquired Resistance, Venom 14th, 7th or Higher Armor Plated, Chameleon, Regeneration, Toxic Cloud, Poison Breath

Acid Spit. You gain Acid Spit: As an action, you hurl a ball of acid at a point up to 30 feet away. It explodes in a 5 foot radius at the point you choose, all creatures in that radius must make a dexterity saving throw against your spell save DC. Those who fail take 4d4 acid damage and an additional 2d4 damage at the end of their next turn. Those who succeed take half the initial damage and no subsequent damage.

Acquired Resistance. As a reaction to taking damage from any damage type that is not psychic, you may gain this mutation. You gain resistance to the triggering damage type, and your weapon attacks deal an additional 1d6 damage of that type.

Adaptive Lungs. You can breathe in any environment.

Alloimmunity. You are immune to poisons and diseases.

Aquatic. As a reaction to entering water, you may gain this mutation. You gain a swimming speed equal to your ground speed.

Armor Plated. Your AC can't be less than 20.

Chameleon. You become invisible. You can suppress and reactivate this as a bonus action.

Echolocation. While you can hear you may have blindsight out to 20 feet. Doing so causes you to emit a barely audible and high-pitched noise.

Enhanced Mobility. Your base speed increases by 5 feet and you're not affected by difficult terrain.

Explosive Speed. Your jump distance is tripled and you can dash as a bonus action. When you lose this mutation you gain a level of exhaustion.

Hardened Scales. Your AC can't be less than 18.

Natural Weapons. You grow claws, fangs, spines, horns, or another natural weapon of your choice. You are proficient with them and your unarmed strikes deal 1d6 + Strength of the appropriate damage type. Natural weapon attacks you make are magic and have a +1 bonus to attack and damage rolls.

Nocturnal Predator. You have darkvision out to 60 ft. and advantage on Stealth checks.

Poison Breath. You gain Poison Breath: As an action a cloud of poisonous gas pours from your mouth. Each creature in a 15-foot cone must make a Constitution saving throw against your spell save DC. On a failed save a creature takes 6d6 poison damage and is poisoned for one hour. On a success it takes half damage and is not poisoned.

Regeneration. At the end of each of your turns, you regain health equal to your constitution modifier, gaining a minimum of 1 health.

Spiderlike. You can move up, down, and across vertical surfaces and upside down along ceilings, as if you were moving normally. You have a climbing speed equal to your walking speed.

Thick Skin. Your AC can't be less than 14.

Tough Skin. Your AC can't be less than 16.

Toxic Cloud. As a bonus action or as a reaction to taking damage from a melee attack you may gain this mutation. When you gain this mutation create a 20-foot-radius sphere of nauseating gas centered on you as if you had cast the Stinking Cloud spell. You are immune to its effects. You can repeat this effect as a bonus action or as a reaction to taking damage from a melee attack.

Venom. Your weapon attacks do an additional 2d4 poison damage, when a creature takes this damage it must make a Constitution saving throw against your spell save DC or be poisoned until the end of its next turn.