Druid
Base Class: Druid

You are able to draw out every last drop of life energy from your surroundings to power your spells. 

Drain Life

As an action deal you deal 1d4 necrotic damage in a circle around you to every living thing in the area. The circle is size of your choice up to a maximum radius of your druid level x 10. Affected living creatures can make a constitution saving throw for half damage. Anything killed by this ability is left a dry, desiccated husk with cracked skin and blackened internals.

Unintelligent plant life automatically fails this save. Small-medium sized plants are considered to have 1 hp, large 3, and huge 5. Grass and tiny shrubs have negligible HP.

For every damage dealt you accrue Drained Life points. Creatures with less hit points than damage dealt only contribute their remaining hit points to this total.

As an action you can spend Drained Life points regain spell slots. Spell slots cost spell level x 10 in Drained Life points.

Accumulated Drained Life is lost if not used within a minute.

 The damage for this ability increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. 

Hunger for Life

The predatory perspective of consuming the life energy from other beings gives you a deeper understanding into the workings of the natural world. You can sense and feel every drop of life as you rend it from their form.

Starting at 2nd level you gain proficiency with Knowledge (Nature). If you are already proficient you gain expertise - adding double your proficiency bonus instead.

Fey creatures, brimming with life energy of the natural world due to their connection to the feywild, have disadvantage on saving throws made against your spells.

 

 

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells.

Once you gain access to a circle spell, 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.

 
Druid Level Spells

3rd

ray of enfeeblement, wither and bloom

5th

vampiric touch, life transference

7th

blight, death ward

9th

antilife shell, negative energy flood 

 
 

Consult the Slain

Starting at 6th level, you can cast speak with dead as a ritual without spending a spell slot and may target the corpses of animals or large plants as well as intelligent creatures. You can use this ability a number of times equal to your proficiency bonus between long rests.

Plants and animals are limited by their intelligence in their former life, their communication and awareness is as described in speak with animals and speak with plants

Harvest Life

When you reach 10th level, as an action you can spend a use of your wild shape to touch an unconscious living creature with less than 1/4 of its maximum hit points remaining. The creature must make a constitution saving throw or die instantly. If you kill a creature this way you recover HP equal to twice your druid level and gain life drain damage equal to 1/3 of the creature's maximum hit points. 

Your damage accumulated from life drain now lasts for one hour before expiring. 

Nature’s Corruptor

When you reach 14th level you are immune to necrotic damage. If you would take necrotic damage you instead gain temporary HP equal to the damage. 

As an action you can cause all fey creatures within 60ft of you to make a wisdom saving throw or become frightened for 1 minute. Creatures frightened this way must move away from you and use the dash action on their turn. Save ends at end of turn. 

Previous Versions

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7/13/2022 4:28:08 PM
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