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 companion's 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.

You can use the companion as a mount if your size is Medium or smaller.

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.


Primeval Fury

At 6th level you learn to channel primal energy into extra attacks. When you are in beast form you can attack twice instead of once whenever you take the Attack action on your turn. If your Primal Companion has been summoned, it can attack twice instead of once whenever it takes the Attack action on its turn.

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.


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:





Primeval Companion

Medium Beast, Any Alignment


  • Armor Class 13 + PB (natural armor)
  • Hit Points 6 + six times your druid level (the primeval companion 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


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.