Base Class: Druid
In the forests of the world, there are many dangers that lurk around each corner, and one of the most common causes of death that many dismiss is illness. From venoms used by predators, to poisons from their prey, or even diseases caused by just trying to survive in the wild, it is a large threat to keep in mind, and not many are able to keep such dangers at bay. However, through the Children of the Briar, many can finally sleep at night, free of their sickness. Roaming plague doctors, with medicinal powers gained from their prayer to the forest itself, the Children of the Briar travel through the world, curing people of illness, and bringing them peace of mind.
Circle Spells
Your study over the immune systems of different creatures, as well as the cause and prevention of disease, grants you access to certain spells.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Pestilence 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.
| Druid Level | CircleSpells |
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3rd |
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5th |
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7th |
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9th |
Pseudo-Medicinal Practice
When you choose this circle at 2nd level, you gain general knowledge on how to detect and cure poisons. You can add half of your proficiency bonus (rounded up) to any Wisdom (Medicine) and Wisdom (Nature) checks you make, if you are not already proficient in those skills.
Infectious Flora
Starting at 2nd level, you can create a terrible disease as an action, sending it along the wind towards a creature within 60 feet. That creature must make a Constitution saving throw, the DC being equal to your Spell Save DC. On a failed save, the creature becomes afflicted with the disease, and you can impose one of the following effects as a part of the disease:
- Weakness. The diseased creature's Strength, Dexterity, and Constitution saving throws get a penalty equal to your Wisdom modifier.
- Frailty. The diseased creature has their AC reduced by an amount equal to half of your proficiency bonus (rounded down). The diseased creature's AC can not be reduced to below 10 from this effect.
- Immunocompromised. If the diseased creature has poison immunity, it instead is treated as poison resistance. If they have poison resistance, that resistance is ignored. If the creature has neither poison resistance nor immunity, they gain vulnerability to poison.
- Bio-Deficiency. Any healing or temporary hit points the diseased creature would gain is halved (rounded up).
- Disruptive Symptoms (6th Level or higher). Whenever the diseased creature uses their reaction, the creature must make a Constitution saving throw against your Spell Save DC. On a failed save, the creature instead uses their reaction to sneeze, cough, or otherwise do nothing.
- Anti-Coagulant (6th Level or higher). The diseased creature's skin becomes fragile, with bleeding being caused easily. Whenever the creature takes bludgeoning, piercing, or slashing damage, they take additional damage equal to your Wisdom modifier.
- Brain Fog (10th level or higher). At the start of the diseased creature's turn, if they are concentrating on a spell, they must make a Constitution saving throw against your Spell Save DC. On a failed save, the creature loses concentration.
- Autoimmune Disorder (14th level or higher). The diseased creature is afflicted with the poisoned condition. If the diseased creature has immunity to the poisoned condition, that immunity is ignored.
You can impose two simultaneous effects at level 10, or three at level 14. While this disease is active, you can use your bonus action to attempt to afflict another creature with the same disease. The creature you attempt to afflict in this way must be within 60 feet of the diseased creature. On a failed save, the disease transfers to the non-diseased creature. On a successful save, the disease becomes inactive once more. Only one creature can be afflicted with the disease at a time.
This disease requires you to maintain concentration on it for it to remain active in a creature's body. Constructs and undead are unaffected by this disease.
You can use this feature once per short rest or long rest. You can also use this feature by expending one use of your Wild Shape feature.
All-Natural Cure-All
Starting at 6th level, your own knowledge on sickness and how it works grants you greater ability to avoid it. When you make a saving throw against being poisoned or afflicted with a disease, or when you make a saving throw to remove poison or disease, you can choose to give yourself advantage on the roll. As a reaction, you can also choose to use this feature to grant another creature within 60 feet advantage on the same type of saving throw. You can use this feature an amount of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Adaptive Disease
When you reach 10th level, if a creature would succeed the saving throw to not be afflicted by the disease caused by Infectious Flora, you can force the creature to reroll the saving throw. You can use this feature twice. You regain expended uses of this feature after a short or long rest.
The disease caused by Infectious Flora can now afflict constructs, undead, and creatures immune to disease.
Incurable Plague
When you reach 14th level, when you fail the saving throw to maintain concentration on your Infectious Flora, you can choose to reroll the save. You can use this feature twice. You regain all expended uses of this feature after a short or long rest. Additionally, the disease created by your Infectious Flora can not be removed by the effects of spells that would remove disease.
Previous Versions
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4/27/2024 8:26:57 PM
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4/27/2024 8:38:54 PM
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