Palaeo Games
Caption
“The Circle of Cycles observe the evolution of all creatures, great and small.”
A druidic circle whom venerate the passage of time itself. They read the sun, moon, stars, and seasons to glimpse into the future and delve into the past. They wish to see the aeons pass with their own eyes and value longevity above all else.
Level 3: Circle of Cycles Spells
When you reach the Druid level specified in the Circle of Cycles Spells table, you thereafter always have the listed spells prepared.
Circle of Cycles Spells Table
| Druid Level | Circle Spells |
|---|---|
| 3 | Augury, Evolution/Devolution (included here) |
| 5 | Clairvoyance, Tongues, Meld into Stone |
| 9 | Legend Lore, Contact Other Plane |
| 13 | Find the Path, Contingency, Flesh to Stone, Circle of Death |
| 17 | Foresight, Glibness, Time Stop |
Level 3: Evolution/Devolution
Evolution/Devolution
Level 2 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: Up to 10 minutes
By touching a creature, you can cause it to take on attributes of its ancestors or descendants. A creature may accept these changes willingly or, if not, they must make a Wisdom Saving Throw against your spell save DC. On a failed save, you may pick one of the following changes and apply it to the creature’s stat block.
- Increase or decrease the damage of all of the creature’s attacks by 1d4.
- Increase or decrease the creature’s speed by 20 ft.
- The creature gains a climbing speed equal to half its speed, or its climbing speed is reduced by 30 ft. (it can be reduced to 0).
- The creature gains a flying speed of 10 ft., or its flying speed is reduced by 30 ft. (it can be reduced to 0).
- Select one of the creature’s attacks or abilities that deals damage and change the damage type of that attack. If it deals Bludgeoning, Piercing, or Slashing damage, you may change it to Acid or Poison damage. If it deals any other damage type, you may change it to Bludgeoning, Piercing, or Slashing damage.
- The creature gains Darkvision 60 ft., or reduces its Darkvision (if it has it) by 60 ft. (it can be reduced to 0). If this creature does not have Darkvision, you may alternatively reduce its maximum normal vision range to 60 ft. instead, causing anything beyond 60 ft. from it to only be visible as amorphous blurry shapes.
- Increase the creature’s maximum and current hit points by 1d4 + 4, or reduce its maximum and current hit points by 1d4 + 4 (to a minimum of 1).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may pick another Trait to change for each slot above 2nd level. You cannot pick the same Trait more than once.
Level 3: Adaptive Wild Shape
Through your knowledge of time and evolution, your wild shapes can gain the Traits of the animal’s ancestors or descendants to adapt to your needs. Whenever you assume the form of an animal with your Wild Shape, you may choose to add one of the following additional characteristics to whatever you Wild Shape into:
- You gain a climb speed of 30 ft., or it increases by 20 ft.
- You gain a flight speed of 15 ft., or it increases by 10 ft. (optional rule at the DMs discretion, however we suggest allowing it, but limiting its use to Tiny and Small creatures you wild shape into until level 8).
- You can breathe underwater and gain a swim speedof 30 ft., or it increases by 20 ft.
- You gain Darkvision (60 ft.) or increase your Darkvision by an additional 30 ft.
- You may change the type of damage one of your attacks deals to Acid or Poison damage.
Level 3: Glimpse Future
You have Advantage on Dexterity Saving Throws. When an ally that you can see makes a Dexterity Saving Throw, you may use your Reaction to give them Advantage on that Dexterity Saving Throw, so long as they can hear and understand you.
Level 6: Improved Evolution/Devolution
You gain better control over how you manipulate a creature’s evolution. You can push or pull parts of their body through time, rapidly evolving or devolving them, sometimes painfully so.
Your spell Evolution/Devolution gains a range of 30 ft. and a casting time of one Bonus Action. If you choose a harmful Devolution effect, it also deals 1d8 + your Wisdom modifier as Necrotic damage on a failed save, or half as much on a successful save.
Additionally, you can cast the spell Evolution/Devolution at 2nd level without expending a spell slot. You may do this once, then must complete a Long Rest before you can do so again.
Level 6: Deep Hibernation
You gain the ability to go into a deep rejuvenating hibernation at will. This hibernation lasts for a minimum of 24 hours but has no maximum length. While in this state, you do not age and do not need to eat, drink, or sleep. After the minimum 24 hours has passed, you become aware of your surroundings and can wake at any point you choose. When you wake up from your hibernation, you gain the benefits of a Long Rest and can permanently change how old you appear to be.
During your Deep Hibernation you can connect with the minds of past or future peoples, either your own ancestors/descendants or other inhabitants of this world.
If you commune with the past, you learn details about your world’s history, from a time of your choosing in the past. These can be details that were long forgotten and have no written history but must have been common knowledge at some point in time. This can include things such as ancient legends, tribal rivalries, local wildlife, geography, and other noticeable differences between the past and the current time.
If you commune with the future, you learn details about your world’s future, from a time of your choosing in the future. However, the answers provided are not set in stone and are merely one possible future - usually what would occur if your party were to be absent for the rest of their lifetimes. These details must be common knowledge for people of the time explored and can include things such as legends, civilisation rivalries, local wildlife, geography, and other noticeable differences between the current time and the future.
Designers’ Note
This feature gives the Dungeon Master the opportunity to show the consequences of the BBEG’s long-term plans if they are not foiled by the party, or to show the history of your world that led to the rise of the BBEG (or other major factions)
Level 10: Improved Glimpse Future
When you’re subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed on the Saving Throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
When an ally that you can see makes a Dexterity Saving Throw, you may use your Reaction to give them the same ability above, causing them to take no damage if they succeed on the Dexterity Saving Throw, and only half damage if they fail, so long as they can hear and understand you.
Level 10: Cosmological Evolution
You have the ability to superficially recreate ancient cosmological events from your world’s past for a brief moment, drawing upon long past magic to empower yourself and your allies.
As an Action, you may enact one of the following events, then must complete a Long Rest before you can do so again:
- Partial Eclipse: Using illusionary magic, you recreate a moment where another celestial body briefly blots out the sun. You may shroud an outside area of up to 10 miles in diameter in non-magical darkness for 10 minutes.
- Full Lunar Phase: Using illusionary magic, you recreate a moment where another celestial body brightly reflects the sun’s light. You may illuminate an outside area of up to 10 miles in diameter in natural light for 10 minutes.
- Comet of the Warrior: Using illusionary magic, you recreate a moment when a golden comet passes through the sky, invigorating your battle senses. For the next minute, you and any allies within 15 ft. of you can each reroll a single missed melee attack roll once per turn.
- Archer’s Meteor: Using illusionary magic, you recreate a moment when a shower of tiny red meteors shoots across the sky towards your foes, guiding your ranged strikes. For the next minute, you and any allies within 15 ft. of you can each reroll a single missed ranged attack roll once per turn.
- Planetary Rings: Using illusionary magic, you recreate a moment when your planet had rings before any moon(s) formed, empowering you with a sense of protection. For the next minute, you and any allies within 15 ft. of you can each reroll one failed Saving Throw once per turn.
Level 14: Guided Evolution
When casting Evolution/Devolution, you may Concentrate on that spell for 10 minutes. If you do, the changes become permanent until Evolution/Devolution is cast on this creature again or until that creature completes a Long Rest.
Level 17: Future Sight
As an Action, you can peer into your own future, allowing you to glimpse moments just before they happen. For the next hour, so long as you are not Incapacitated or Blinded, you have Advantage on all attacks and all attacks against you have Disadvantage. Once you use this feature, you can’t do so again until you finish a Long Rest.
