Base Class: Druid
A druid circle focused around using toxins, poisons, and acids in order to create patches of dead earth wherein new life can grow. Druids that choose this circle alter their very blood to be poisonous to life around themselves and use this toxin to maintain overgrowth where they reside. Members of this circle believe that only under the careful curation and watch of sentient races can nature be maintained and allowed to flourish. An untamed and uncontrolled growth is deadly and can leave an area unable to grow anything at all.
Toxic Traits
2nd-level Circle of Toxins feature
You are resistant to poison damage and immune to being poisoned. You also gain proficiency with poisoner's kits.
Circle Spells
2nd-level Circle of Toxins feature
Your knowledge of toxins and practice in controlling the forest grants you access to certain spells. At 2nd level, you learn the poison spray cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Toxins 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 Toxins Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | poison spray |
| 3rd | acid arrow, lesser restoration |
| 5th | gaseous form, plant growth |
| 7th | giant insect, blight |
| 9th | insect plague, cloudkill |
Cleansing Cloud
2nd-level Circle of Toxins feature
You gain the ability to emit a toxic cloud. As an action, you can expend a use of your Wild Shape feature to emit a cloud of poison rather than transforming into a beast form. While this feature is active, you gain the following benefits:
- You gain immunity to poison damage.
- Creatures and plants that move within 5 ft. of you or start their turn there must succeed on a constitution saving throw against your spell save DC or become poisoned. A creature poisoned this way may repeat the save at the end of each of its turns, ending the effect on a success.
- Whenever you poison a creature, you gain temp HP equal to twice your proficiency bonus.
These benefits last for 10 minutes, until you are knocked unconscious, or until you use your Wild Shape again.
Puff of Smoke
3rd-level Circle of Toxins feature
You've learned to store and pressurize toxins in your skin. You can release them all at once if threatened.
As a bonus action, you can escape in a puff of toxic smoke. When you use this feature, each creature within 5 feet of you must succeed on a constitution saving throw against your spell save DC or be blinded for one round. You don't trigger opportunity attacks when moving the same turn you use this feature.
You can use this feature only once per long rest.
Designer Toxins
6th-level Circle of Toxins feature
Your practice and experimentation with various toxins and substances has left you with the ability to brew certain poisons within your own body.
As an action, you can create a vial's worth of specially crafted poison. A poison created this way lasts until used, and only one vial can exist at a time since you are willing it into existence with your magic.
When you create the poison, you choose whether it must be ingested, inhaled, contact, or coated on a weapon:
- Ingested poisons must be mixed into food or drink and swallowed. A creature must ingest a whole dose to be affected. Detecting a poison hidden this way requires a successful perception check against your spell save DC.
- Inhaled poisons are a gas or fume. Opening the vial they are in immediately causes all creatures that inhale the poison to be affected. A creature that knows it is inhaling poison can hold its breath to avoid inhaling it.
- Contact poisons affect anyone who touches them with bare skin. A creature wearing clothes or armor is not affected.
- Coated poisons must be applied to a weapon or piece of ammunition. Applying the poison this way takes an action. A creature hit and damaged by the poisoned weapon or ammunition is affected by the poison. Once applied the poison retains potency for 1 minute before drying out and becoming ineffective.
A creature affected by your Designer Toxins must succeed on a constitution saving throw against your spell save DC or take a number of d6s in poison damage equal to half your druid level rounded down.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Increased Efficacy
10th-level Circle of Toxins feature
You've gained the ability to enhance your poisons to the point where they are toxic even to creatures that shouldn't be affected by them. You gain the following effects:
- You ignore resistance to poison damage and creatures cannot gain advantage on saving throws against being poisoned by you.
- Whenever you deal poison damage to a creature or cause a creature to become poisoned, it takes extra poison damage equal to your wisdom modifier
When you reach 15th level in this class, you also ignore immunity to poison damage and the poisoned condition.
One with Poison
14th-level Circle of Toxins feature
You have become one with the poison coursing through your veins to the point that even being near you in battle is potentially hazardous. Your Cleansing Cloud feature gains additional effects while it is active:
- Creatures poisoned by your cleansing cloud feature have disadvantage on saving throws in addition to the other effects.
- Whenever you take damage, creatures in your cloud must succeed on a dexterity saving throw equal to your spell save DC or take acid damage equal to half the damage you have taken, rounded down.
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