Base Class: Druid
the old witch of the forest that may or may not have all the remedies or maledictions you need.
Bonus Tool
At 2nd Level, your familiarity with nature's gifts and fangs have helped you learn more about toxicology. You can choose to gain proficiency with Alchemist's Supplies or Poisoner's kit.
Alchemist's Supplies
You can choose to gain proficiency with Alchemist's Supplies.
Poisoner's kit
You can choose to gain proficiency with Poisoner's kit.
Malady Form: Maledictions in Malady
At 2nd Level, you gain the ability to harness the latent toxicity within to protect yourself. As a bonus action, you can expend a use of your Wild Shape feature to take on your Malady form, rather than transforming into a beast.
While in this form, you retain your game statistics, but your body takes on a form appropriate to a poisonous/venomous/toxic creature that you choose to embody (just aesthetic change, no mechanical benefit even if you sprout extra appendages). This form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die.
Whenever you assume this form, if you would deal poison or acid damage to a hostile creature and they would be immune to the damage, you may try to afflict them with one of three Maledictions a number of times per day equal to half your proficiency bonus rounded down:
Weakening. The hostile Creature must make a Strength Save against your Spell Save DC, on a failure they are subjected to the Weakening Malediction. The Hostile Creature must subtract half your proficiency bonus rounded down to any and all of their attacks roll.
Brittleness. The hostile Creature must make a Constitution Save against your Spell Save DC, on a failure they are subjected to the Brittleness Malediction. The Hostile Creature must reduce their Armor Class equal to half of your proficiency bonus rounded down (Armor Class).
Lethargy. The hostile Creature must make a Wisdom Save against your Spell Save DC, on a failure they are subjected to the Lethargy Malediction. The Hostile Creature must subtract half your proficiency bonus rounded down to their saves (Saves).
These maledictions can stack with itself and last for 1 minute and their time refreshes back to 1 minute every time they fail the related saving throw.
When you reach 16th level in this subclass, your Maledictions improves. You may apply your maledictions to a hostile creature even if it is not immune to Acid or Poison damage only if they are alive after taking damage.
Circle Spells
Your familiarity with the art of Poisons and Toxins infuses you with the ability to cast certain spells. At 2nd, 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.
2nd - Acid Splash, Infestation, Poison Spray, Primal Savagery
3rd - Melf's Acid Arrow / Acid Arrow
5th - Elemental Weapon
7th - Vitriolic Sphere
9th - Cloud Kill
Avrae:
!sb add "<Spell name here>"
Toxic Lash
Starting 6th level, when you use your action to cast Primal Savagery you may treat it as a blade cantrip. You may brandish a melee weapon, worth at least 1 sp, and make an attack with it. On a hit, the target suffers the weapon attack’s normal effects and then takes additional damage as if you have hit the target with the Primal Savagery cantrip.
You may also cast the cantrips you learned from your Circle Spells as a bonus action.
Malady Form: Viral Tenacity
When you reach 10th level, you gain resistance to both Acid and Poison Damage. You also gain immunity to the poisoned condition and diseases.
Your grasp of the art of Toxicology has given you access to new abilities. While in your Malady form, if you would deal acid or poison damage to yourself or allied creatures via a source other than a cantrip, you and those allies may heal for half the damage they would have taken instead. When you cast a levelled spell in this form, you gain a bonus to your AC equal to half of the spell's level (rounded up). Should you use this feature again, the bonus to your AC doesn't stack, instead being replaced by the higher bonus. This bonus to your AC lasts until you leave your Malady form. Your resistance to Acid and Poison damage become immunity while in this form.
Miasma Contagion
At 14th level, whenever you would deal acid or poison damage, you may change its type to the other type instead. When you use this feature, you become aware of any poison or acid immunities or vulnerabilities your target may have. Should you kill a creature by dealing acid or poison damage to them, they release a potent mixture that spreads to enemies within a 30ft radius. Creatures within that radius take the same amount of that damage. When a creature afflicted by a Malediction dies, their Malediction spreads to all hostile creatures within 60ft without the need make a save. If a creature would be dealt damage with Miasma Contagion and receive a Malediction at the same time, the malediction would only transfer if the creature would be alive after the damage has been dealt.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/18/2023 3:55:24 PM
|
43
|
0
|
1
|
Coming Soon
|
|
|
8/18/2023 3:06:25 PM
|
26
|
0
|
--
|
Coming Soon
|
|
|
8/20/2023 5:39:01 AM
|
48
|
0
|
3
|
Coming Soon
|
|
|
8/24/2023 8:50:41 AM
|
39
|
1
|
--
|
Coming Soon
|
|
|
8/25/2023 8:01:42 AM
|
31
|
0
|
--
|
Coming Soon
|
|
|
5/23/2024 8:42:26 AM
|
183
|
10
|
6
|
Coming Soon
|
Comments