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### Circle of the Primeval The Circle of the Primeval teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primeval have also taken the form of ancient predecessors to today’s common beasts and other fantastical titanic creatures. #### Keeper of Old Your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain proficiency in the History skill. When you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check. Additionally, you learn the *Primal Savagery* cantrip, and can add your wisdom modifier to the damage it deals. Finally, when you reach 5th level, you learn the *speak with dead* spell, and can communicate with animal corpses while you use it. #### Primeval Companion Starting when you choose this circle, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you. The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion’s game statistics. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes. \columnbreak #### Prehistoric Conduit At 6th level You learn how to channel your magic through your primeval companion. When you cast a spell with a range other than self, the spell can originate from you or your primeval companion. Additionally, your companions attacks count as magical for the purpose of overcoming resistance. Additionally, as a bonus action you can command your companion to let out a mighty roar. All creatures of your choice within 30 feet of your companion must make a wisdom saving throw. On a failure, the creature is frightened for 1 minute. A creature can repeat this save at the end of it's turns, ending the effect on a success. Once you use this feature, you cannot do so again until you finish a long rest or expend a spell slot of 2nd level or higher. #### Titanic Bond Starting at 10th level, the primeval companion grows to Large size, and when you summon it, you can grant it either a climbing speed or a swimming speed equal to its walking speed. Additionally, when your companion uses its intercept attack reaction, the attacking creature takes 2d8 thunder damage, as your beast roars in defiance. #### Scourge of the Ancients At 14th level, you have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primeval companion’s might, granting it the following benefits: - **Hulking Behemoth.** The companion becomes Huge and gains temporary hit points equal to 5 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available. - **Mauler.** On a hit, the companion’s Strike deals additional damage equal to 1d4 per level of the spell slot expended. - **Titanic Stride.** The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended. These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again. \pagebreak
___ > ## Primeval Companion >*Medium Beast, Any Alignment* > ___ > - **Armor Class** 13 + PB (natural armor) > - **Hit Points** 5 + five times your druid level (the drake has a number of hit dice [d10s] equal to your druid level) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|17 (+3)| 6 (−2)|12 (+1)| 6 (−2)| >___ > - **Saving Throws** Str +4 plus PB, Con +3 plus PB > - **Skills** Athletics +4 plus PB, Survival +1 plus PB > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** understands the languages you speak > ___ >**Proficiency Bonus (PB):** equals your bonus > >**Prehistoric Predator** When the Primeval Companion hits a creature with a melee attack, it can attempt to grapple the creature as a bonus action. > ___ > ### Actions > ***Strike*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage. > > ___ > ### Reactions > ***Intercept Attack.*** When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage. > ##### Changelog >- Added primal savagery and speak with dead to keeper of old to make it cooler. >- Made the dino better at grappling and use spell attack for attack rolls > - Moved the fear ability to 6th level replacing the shitty old feature and removing the ability to spam it, also made the dinos attacks magical. >- Added some extra damage at 10, buffed the bonus damage from the level of spell slot in the 14th level feature.