Druid
Base Class: Druid

Even the finest swords can dull and rust; the great monuments that once demonstrated the glory of empires are now ruins on the verge of crumbling; soil erosion can transform a region's terrain; seemingly immutable rocks are slowly shaped by the elements; even the finest silk will wear out. The druids of this circle understand that deterioration is a natural and inevitable process; nothing made by mortals is eternal, and everything taken from nature must be returned to it. These druids tend to have little or no attachment to material possessions and use their powers over corrosion and other forms of deterioration to stem the reckless advance of civilization.

Level 3: Circle of Deterioration Spells

When you reach a Druid level specified in the table below, you will then always have the listed spells prepared. When you cast Armor of Agathys, the damage type dealt by that spell is acid instead of cold.

Druid Level

Spells

3

Armor of Agathys, Acid Splash, Melf's Acid Arrow, Shatter, Tasha's Caustic Brew

5

Elemental Weapon, Stinking Cloud

7

Blight, Vitriolic Sphere

9

Cloudkill, Passwall

Level 3: Corrosive Magic

Your understanding of the corrosion of various materials affects your magic. You gain the following features:

Corrode Defenses. Once per turn, when you deal acid or poison damage to a creature, you can, for 1 minute, cause it to take a -2 AC penalty and attack rolls against it are considered a critical hit on a d20 roll of 19 or 20. A creature can only be affected by one instance of this feature at a time. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses at the end of a long rest.

Deterioration Expertise. Instead of rolling, your spells deal maximum damage to non-magical objects and structures.

Nightmare for the Constructs. Creatures of the Construct type have disadvantage on saving throws against your spells, as you know how to exploit the weaknesses of their materials.

Level 6: Embodied Deterioration

At 6th level, you can expend one use of your Wild Shape as a bonus action to increase your corrosive powers instead of changing form. By doing so, you gain the following benefits:

  • Your spells ignore resistance to acid and poison damage.
  • When you cast a level 1+ spell that deals fire, cold, lightning, thunder, or necrotic damage, you can change the damage type to acid or poison.
  • When you cast a level 1+ spell that deals acid or poison damage, you can roll an additional die on a damage roll for that spell (once per casting).
  • The Corrode Defenses feature now gives the target a -3 AC penalty, and attacks against the target are considered critical hits on a d20 roll of 18-20.

These benefits last for 1 minute. They end early if you decide to end them (no action required), manifest them again, or have the Incapacitated condition.

Level 10: Acid Swamp

Starting at 10th level, you can, as a bonus action while the Embodied Deterioration feature is active, turn the ground into an acidic mud in a 20-foot square from a point you can see within 20 feet of you. The ground in the area is considered difficult terrain. A creature that starts its turn in the area or enters it while in contact with the ground takes 1d10 acid damage (it can only take this damage once per turn). Once per turn, when a creature attempts to move within the area, it must make a Dexterity saving throw against your spell save DC or be knocked prone.

The area remains this way for 1 minute, until you dismiss it with a bonus action or use this feature again. You can only use this feature once per Embodied Deterioration activation.

Level 14: Vitriolic Form

Starting at 14th level, as part of the bonus action you activate your Embodied Deterioration, you can assume a humanoid form of acidic greenish ooze. In this form, you have the following characteristics:

  • You are immune to acid and poison damage, as well as the Poisoned condition.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You have advantage on saving throws and ability checks to avoid and escape the Grappled condition. Additionally, the creature grappling you or being grabbed by you takes acid damage equal to your Wisdom modifier at the start of each of your turns for the duration of the grapple.
  • When you assume this form, you choose whether your equipment drops into your space, merges with your new form, or is worn by it. Worn equipment functions normally, but nonmagical items you're carrying or wearing in this form will be destroyed at the end of your next turn if they're still in contact with you (objects you've touched more than once but within this time limit may still be damaged, at the GM's discretion). Equipment that merges with the form has no effect while you're in this form.
  • Your unarmed strikes deal acid damage instead of normal bludgeoning damage, and your melee weapon attacks deal extra acid damage equal to your Wisdom modifier on a hit.
  • Creatures that hit you with a melee attack or attempt to grapple you take acid damage equal to your Wisdom modifier.
  • You have a burrow speed equal to half your speed.
  • You can pass through a narrow space up to 1 inch wide, as long as you're not wearing or carrying anything.
  • You ignore the material components of your Druid spells that have no specific cost and are not consumed by the spell.

You remain in this form until your Embodied Deterioration ends or until you return to your normal form as a bonus action. Once you assume this form, you cannot do so again until you complete a long rest.

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