Druid
Base Class: Druid

In nature, balance is extremely important. Life and Death are barriers that are rarely meant to be questioned. However, there are times when it becomes necessary to fight death, with death. Or rather, Undeath. Harness the power of beyond the grave, and become a true guardian of the forest by scaring away all who would threaten it.

Circle Spells

2nd-level Circle of Undeath feature

Your ability to tap into the cycle of life and death grants you access to certain spells.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Undeath 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 Undeath Spells
Druid Level Spells
2nd false life, inflict wounds
3rd levitate, ray of enfeeblement
5th vampiric touch, revivify
7th confusion, greater invisibility
9th wall of force, raise dead

Protection From Death

As a barrier between Life and Death, it still falls to you to prevent Life from being cut short. You learn the Spare the Dying cantrip, and may cast it as a bonus action, and without verbal or somatic components.

Zombified Wild Shape

2nd level Circle of Undeath feature

Your ties to the cycle of life and death have crept their way into your Wild Shape. You become a zombified version of the animal you Wild Shape into, granting several characteristics:

  • You have resistance to Poison and Necrotic Damage
  • You are immune to the Poisoned Condition
  • On the first attack you land per turn, you deal an extra damage die of Necrotic Damage.
  • If you drop a creature to 0 hp, the target makes a Con save equal to your spell save DC, or become a zombie that understands your commands which take a bonus action (even while Wild Shaped). When the target becomes a Zombie, it is granted an amount of hit points equal to 1d10 + your Wis modifier. The zombie lasts for 1 hour or until dismissed. Once true death takes hold, the body dissipates into a harmless plant (with no stat block) of your choice, and the soul is witnessed moving on. These zombies do not have the Undead Fortitude trait.

Ghostly Shift

6th level Circle of Undeath feature

Your ties to beyond the grave grow stronger, and your Wild Shape reflects this. While using Wild Shape, you may spend a Spell Slot to become a Ghost version of the animal for an amount of minutes equal to the level of Spell Slot used, earning the following characteristics:

  • You gain a fly speed equal to the creature’s walking speed, and can hover.
  • You can fly through creatures and objects as if they were difficult terrain, though you take 1d10 damage if your turn ends inside an object.
  • You may attempt to Possess a humanoid of a CR equal or less to your character level. If you are double the CR or greater it happens automatically, otherwise the creature may attempt a Cha saving throw versus your spellcasting DC. If you are possessing a creature when you would no longer be in your ghostly form, you are shunted 5 ft. behind the creature, both of you taking 1d4 psychic damage.

Vampiric Power

10th level Circle of Undeath feature

Your ties to undead are becoming even stronger, and your Wild Shape is twisted to become even more unrecognizable. In addition to the benefits of the Zombified Wild Shape, you gain two new abilities.

  • While Wild Shaped, you gain the benefits of Spider Climb.
  • Regardless of the animal you Wild Shape into, you also gain a Bite Attack, which deals 1d8 + Str piercing damage. With the Bite Attack, if you land it and your Wild Shape is below half health, it heals an amount equal to half your damage roll. If the creature is not grappled, restrained, incapacitated, or paralyzed the Bite Attack is at disadvantage.

Undead Master

14th level Circle of Undeath feature

You are a master of Undeath. Even outside of Wild Shape you have resistance to necrotic damage, and have advantage on saving throws against the Frightened condition.

Additionally, your Wild Shape now includes any creature of the Undead type, provided it meets all other Wild Shape conditions.

word

This is only here because DnDBeyond will not allow publishing of Druid subclasses without a third level ability for some reason.

Comments

Posts Quoted:
Reply
Clear All Quotes