Druid
Base Class: Druid

When vile magic corrupts nature, that corruption can also warp the druids meant to protect it; transforming them from guardians of nature to harbingers of its doom. Using cruel and sickening magic, the foul druids of the Circle of Defilement seek to corrupt nature further, scarring and polluting both landscapes and creatures alike. For some of these druids, their magic is a curse, forcing them to forever injure the very thing they love the most. For others, they take to their new vile gifts with a sickening glee, gladly defiling nature wherever they come across it.

Tainted Ground

When you choose this circle at 2nd level, you can defile nature, imbuing it with your tainted magic. As an action, you can choose to defile the ground within a 10-foot cube you can see within 60 feet of you, choosing one of the options listed below. You are immune to the effects of your Tainted Ground, which lasts for 1 minute, or until you use this feature again.

Corrosive Smog. Heavy, corrosive fog fills the area, damaging eyes and lungs as well as lightly obscuring the area. When a creature enters the area for the first time on a turn or begins its turn within it, it takes 1d6 acid damage and must make a Constitution saving throw. On a failed save, a creature is blinded until the beginning of its next turn. The acid damage increases by 1d6 when you reach 7th level (2d6), 11th level (3d6), and 17th level (4d6).

Draining Tar. Sticky black tar fills the area, coating any objects within it that aren’t being worn or carried. For every 1 foot a creature moves within the area, it must expend 4 feet of movement. When a creature enters the area for the first time on a turn or begins its turn within it, it takes 1d6 necrotic damage. The necrotic damage increases by 1d6 when you reach 7th level (2d6), 11th level (3d6), and 17th level (4d6).

Fungal Infestation. Toxic mushroom spores fills the area, inducing terrifying hallucinations in creatures within. When a creature enters the area for the first time on a turn or begins its turn within it, it takes 1d6 poison damage and must make a Wisdom saving throw. On a failed save, a creature is frightened of you until the beginning of its next turn. The poison damage increases by 1d6 when you reach 7th level (2d6), 11th level (3d6), and 17th level (4d6).

Sickening Radiation. Sickly bright light fills the area, befouling all it touches. When a creature enters the area for the first time on a turn or begins its turn within it, it takes 1d6 radiant damage and must make a Constitution saving throw. On a failed save, a creature is poisoned until the beginning of its next turn. The radiant damage increases by 1d6 when you reach 7th level (2d6), 11th level (3d6), and 17th level (4d6).

At the beginning of each of your turns while this feature is active, the corruption spreads to a 10-foot cube of your choice that is adjacent to your Tainted Ground. This new cube must have at least one face adjacent to another cube of Tainted Ground, and has the same effect as it.

You can use this feature once per long rest, unless you expend two uses of your Wild Shape feature to use it again.

Circle Spells

Your mystical connection to corruption and defiled nature grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Defilement Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Defilement Spells
Druid Level Spells

3rd

acid arrow, ray of enfeeblement

5th

bestow curse, stinking cloud

7th

blight, vitriolic sphere

9th

cloudkill, insect plague 

Defiled Form

At 6th level, even the beasts you Wild Shape into become defiled by your magic. Whenever you use your Wild Shape feature while your Tainted Ground feature is active, you gain the following benefits:

  • You gain resistance to the damage type dealt by your Tainted Ground feature. At 14th level, you become immune to it instead.
  • You can choose to have attacks you make while Wild Shaped deal the same damage type as your Tainted Ground feature.

Reduced Casualties

Also at 6th level, you’ve learnt how to shield others from your foul magic. Whenever you activate your Tainted Ground feature, you can choose a number of creatures equal to your Wisdom modifier. These creatures ignore the effects of your Tainted Ground and take no damage from it.

Creeping Corruption

At 10th level, you can channel your foul magic through the nature you defile. While your Tainted Ground feature is active, you can cast any of your druid spells as if you were standing in a space of your choice within the area. However, you must still use your own senses. In addition, you gain a bonus to the damage dealt by any attacks you make or spells you cast that deal the same damage type as your Tainted Ground feature equal to your Wisdom modifier.

Profane Protection

At 14th level, your connection to defilement and corruption invigorates you. You and creatures you choose as part of your Reduced Casualties feature gain the benefits of half cover while inside your Tainted Ground. In addition, whenever you begin your turn while inside your Tainted Ground, you gain a number of temporary hit points equal to your proficiency bonus.

Circle Of Defilement Image

Comments

Posts Quoted:
Reply
Clear All Quotes