Base Class: Druid
Sometimes when a druid has garnered their abilities from the land around them, it has been corrupted. Whether by undead, fiends, or other twisted creatures, it affects the druids relationship with nature. When this happens, some of that corruption will reflect in the nature of the druid, and it's abilities.
Aura of Death
You are surrounded by invisible, necrotic energy that is harmless until you unleash it on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Corrupted Strikes
You can expend a spell slot to deal an additional 1d6 necrotic damage. For every spell slot used above first (maximum of 6), you add 1d6 to your damage roll.
Circle Spells
Your symbiotic link to the twisted and your ability to tap into corruption and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Corruption 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 Corruption Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 3rd | chill touch |
| 3rd | inflict wounds, bane |
| 5th | animate dead, bestow curse |
| 7th | blight, confusion |
| 9th | cloudkill, geas |
Corrupted Energy
The corruption of the land starts to flow through you, making it easier to bring death to those that surround you. When casting a spell, you can expend one use of your Wild Shape to change the damage type of a spell to necrotic. When doing so, you can roll an additional damage die when determining damage.
If a creature dies in this way, it becomes a zombie. The zombie follows your commands for 24 hours, after which point it dies.
Necrotic Burst
The necrotic energy that surrounds you becomes stronger. When it becomes too much, you are able to release it in a burst of dark energy.
As a bonus action, you can have a burst of necrotic energy come from you. Every creature in a 30ft radius must succeed on a CON save based off of your spell save DC. If it fails, each creature takes 3d10 necrotic damage, and is stunned until your next turn. If it succeeds, it takes half damage and isn't stunned. Once you use this trait, it can't be used again until you've taken a long rest.
Twisted Body
At 14th level, the corruption in your body protects you from similar types of corruption. You gain resistance to poison, necrotic, and cold damage. Additionally, you are immune to being poisoned and you are immune to critical hits.
Previous Versions
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6/17/2022 3:30:29 AM
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