Base Class: Druid
Druids of the Circle of the Harvest are sowers and reapers. They believe that in order for life to flourish, it must be culled when it becomes overgrown or rotten. These druids see little difference between taking a life and trimming a plant, or saving a life and planting a seed. As a harvest druid, it is all part of your hallowed duty to preserve the balance of life and death.
Druids of this circle often have a neutral out look on death, and rarely show emotions when it claims the life of a close one. Druids from the Circle of the harvest see beauty in the cycle of life, knowing with the death that naturally comes to all, that new light and life will be born soon after.
Harvester of Sorrow
Starting at 2nd level, your circle grants you a scythe--a symbol of your sacred purpose. Your scythe is a martial melee weapon with the two-handed and reach properties that deals 1d10 slashing damage on a hit. You are proficient with it and it can serve as a spellcasting focus for your druid spells.
If your scythe is lost or destroyed, you can perform a 1-hour ritual to retrieve it.
Reaper Form
Also at 2nd level, you can expend a use of your Wild Shape to assume reaper form as a bonus action, granting the following benefits for 10 minutes or until you are incapacitated:
• Twilight Veil. Shadows envelop you like a hooded cloak. Bright light or darkness within 10 feet of you becomes dim light. When you or a creature within 10 feet of you is the target of an attack, you can use your reaction to shift these shadows, imposing disadvantage on the attack roll.
• Dread Culling. Attacks with your scythe are considered magical, and you can use your Wisdom modifier for attack and damage rolls with it. Each creature you hit with your scythe takes extra necrotic damage equal to 1d6 + half your druid level, and you or one creature within 30 feet of you gains temporary hit points equal to the extra damage dealt.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Harvest 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.
Harvest Spells
3rd level: Blindness/Deafness and Wither and Bloom
5th Level: Life Transference and Revivify
7th Level: Shadow of Moil and Deathward
9th Level: Negative Energy Flood and Raise Dead
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fear the Reaper
By 6th level, your reaper form terrifies your foes. When you assume your reaper form, each hostile creature within 30 feet of you must succeed on a Wisdom saving throw vs your spell save DC or be frightened of you. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Afterlife Passage
At 10th level, your innate ability to control and harness the falling of another had become a far more useful tool, aiding allies or punishing enemies.
As a reaction when a creature within 60ft of you is reduced to 0 hit points, you may trigger one of the following effects:
- You quicken the creatures travels to the afterlife, harnessing what is left of their life force for your own use. The target dies and the next attack roll you make had Advantage and does 3d6 extra necrotic damage.
- You draw a soul back from passing over to the other side. The target regains hit points equal to your druid level + your Wisdom modifier.
- You steal the creatures limited life force, empowering your own. You gain temporary hit points equal to your druid level + your Wisdom modifier.
You can use this trait a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Marked for Death
At 14th level you have mastered the balance of life and death, quickening the speed at which your enemies pass while allowing yourself to live on.
You gain the following benefits:
- You gain resistance to necrotic and cold damage, and are immune to diseases.
- Enemies hit by your scythe are marked by the Grim Reaper until the beginning of your next turn. The target can't regain hit points, and whenever it receives damage from an attack or spell, it takes necrotic damage equal to your Wisdom modifier. This damage bypasses resistances.
- When you are reduced to 0 hit points or are subjected to an effect that would would kill it instantaneously without dealing damage, that effect is instead negated against you. This trait can only be used once per long rest.
Comments