Base Class: Druid
Druids of the Circle of Microorganisms have found the beauty of nature even in what cannot be seen. They see within bacteria and viruses nature's ability to adapt brought to the extreme. These druids believe that life and death are parts of a grand cycle; where one prospers, the other always follows, for the death of one is always a tragedy, but it is accepted if necessary by the many.
Infection
Starting at 2nd level, you begin to grow a colony of microorganisms inside your body. They don't harm you in any way. You can choose what tipe of microorganism you can grow between the following: Virus or Bacteria.
Virus. Your colony is highly unstable an can easly mutate, spreading like a real plague. You gain the following benefits:
- Infect shot. As an action you can make a ranged attack with a range of 30 feet, on hit the creature bacomes infected and takes 1d6 of damage at the end of any of its turns. The target also gains one condition of your choosing between the following: blinded, deafened, paralyzed or poisoned. This effect lasts 1 hour or until the creature is no longer infected due to death or the lesser restoration or greater restoration spell.
- Virulent explosion. When an infected creature dies, it explodes in a plethora of deadly desease. every creature in a 15 feet radious from the explosion must succeed on a DC 13 constitution saving throw, if not they take 1d6 of damage and become infected, taking 1d6 damage at the end of its turn and gaining one condition of your choosing between the following: blinded, deafened, paralyzed or poisoned. This effect lasts 1 hour or until the creature is no longer infected due to death or the lesser restoration or greater restoration spell.
Bacteria. Your colony can adapt to almost any condition in order to survive. You gain the following benefits:
- Infected touch. You learned to coat your body in the bacteria. Whenever you make a meele or unarmed attack you deal an additional 1d4 + your wisdom modifier. The target must succeed on a DC 13 constitution saving throw or become infected. The infected target has disadvantage on its saving throws for as long as the infection lasts. This effect lasts 1 hour or until the creature is no longer infected due to death or the lesser restoration or greater restoration spell.
- Bacterial resistance. The bacteria that inhabit your body have learned to protect you from the inside an sometimes even from the outside. You gain resistance to poison damage. Moreover, when a creature hits you with a meele or unarmed attack you can use your reaction to try to infect them. The target must succeed on a DC 13 constitution saving throw or become infected. The infected target has disadvantage on attack rolls against you for as long as the infection lasts. This effect lasts 1 hour or until the creature is no longer infected due to death or the lesser restoration or greater restoration spell.
As an action you can absorb the microorganisms back into your body from an infected creature, doing so heals you by 1d6 + your wisdom modyfier and the opposing creature is no longer infected.
Circle Spells
Your symbiotic link to your colony of Microorganisms and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Microorganisms 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
Expanding Colony
At 3rd level your internal colony is expanding at brakeneck speed. You gain immunity to all other deseases, but you have to eat twice as much as before in order to make the colony survive.
Microscopic link
After several generations you feel more connected to your colony and can now control it to prevent it from harming a host individual. At 6th level once per long rest you can infect a willing creature and you both gain the following benefits:
- You can communicate telepathically as long as you remain on the same plane, you don't need to share a language in order to understand eachother, but you need to speak at least one.
- As a bonus action you can cast one of your spells throuth the infected creature. you can do this a number of times equal to half your proficiency bonus rounded up.
Better Infections
Your colony has become so powerful that it is able to survive outside of your body. At 10th level you gain the following benefits depending on your chosen microrganism:
Virus:
- Infection shot and virulent explosion now both deal 1d8 damage and the DC for the infected status is now 17.
- the radious of virulent explosion is now 30 feet and the initial explosion now deals 3d8 of damage.
Bacteria:
- Infected touch an bacterial resistance now both deal 1d6 + wisdom modifier damage and the DC for the infected status is now 17.
- Bacterial resistance now grants immunity to poison damage and resistance to either fire or cold damage, this choice is permanent.
Absorbing the colony from another creature now restores 2d6 + your wisdom modifier and the creature has disadvantage on its next saving throw.
The infection can no longer be cured be the lesser restoration spell.
Ultimate Symbiosis
At 14th level, after all the time you spent with your colony your DNA begin to mix with one another. You gain one of the following mutations:
- Reinforced cell wall: if you're not wearing any armor you gain a bonus to AC equal your proficiency bonus.
- Rapid cell division: at the end of your turn you gain a total of temporary hitpoints equal to double your wisdom modifier.
- Bioluminescence: your skin can cast light at your will in a 10 feet radious, all creatures with nightvision have disadvantage on attack rolls against you while in this area.
- Phagocytosis: you can find nutrients in every kind of biological compound. You can now eat and digest things like rotten food or corpses.
- Conjugation: whenever you touch a willing creature you can exchange some chromosomes with oneonother, granting you both the effect of the giude cantrip for 24 hours.
The aesthetic aspect of these mutations is at the player's discretion, however they do not confer any additional advantages other than those mentioned above, for example, if you pick the "Phagocytosis" mutation and give yourself three additional sets of teeth, you would still deal the same amount of damage as before with a bite, or if you take a gelatinous form with the "Conjugation" mutation you wont get any additional resistances
Previous Versions
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