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.
Working alongside their companion spirit, most druids
of the Circle of the Primeval spend their lives delving into
long-forgotten places and preserving the remnants of
bygone eras. As a druid’s power grows, so does their
companion, the beast starting near equal in size to its
druid partner before increasing in stature until it too
towers over the land.
Features
Keeper of Old
2nd-Level Circle of the Primeval Feature
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.
Primeval Companion
2nd-Level Circle of the Primeval Feature
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.
Prehistoric Conduit
6th-Level Circle of the Primeval Feature
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.
In addition, if the primeval companion is affected by a
spell you cast that allows creatures to make a saving
throw against its effects, the primeval companion has
advantage on its saving throw. If the primeval companion
would normally take half damage on a successful save
against this spell, the companion instead takes no damage
on a successful save and half damage with no additional
effects on a failed save.
Titanic Bond
10th-Level Circle of the Primeval Feature
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.
In turn, the primeval companion lends you some of its
terrifying might. Once per turn while your primeval
companion is summoned, when you hit a creature with an
attack or deal damage to a creature you can see with a
spell you cast, you can force that creature to make a
Wisdom saving throw against your spell save DC; on a
failure, the creature is frightened of you until the end of
your next turn.
Scourge of the Ancients
14th-Level Circle of the Primeval Feature
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 10 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 1d8 plus the 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.