Druid
Base Class: Druid

"Survival is Change. Control is Chaos. Annihilation is Creation." 

 Where most druids learn to harness and control nature, this outcasted circle allows nature to harness and control them. They do not believe there are good or bad acts in nature, nor are there limitations/conformity to it. Nature is magnificent and menacing, thoughtful and uncaring, lively and deadly. It is not something that can be controlled and any attempts to do so result in destruction. To even entertain this circle comes at a risk to yourself and those around you. While practicing it brings strong protection against those that would defile nature, a defeat is just as natural as a victory. You are now a harbinger of a force far greater than you. Be wary of its power…

"Our fear [of Area X] is expressed in a stupor instead of a scream. The soggy fading awareness of being absorbed into a larger ecosystem which doesn't know your name or your fears or your dreams... The only constant is change. The only dogma is oblivion."

~ Annihilation: Surrender To Creation (Acolytes of Horror) 

The originator of this circle once belonged to a commune of Land druids who made an accidental discovery. They and four other druids stumbled upon a rift in the planes where the Material Plane, Feywild, and Shadowfell collided and formed an alienating ecosystem. Vegetation was overgrown beyond reason, shadows moved like ocean waves, the atmosphere had a prismatic oily shimmer, and animals were barely recognizable. The time they spent trying to study and make sense of this phenomenon resulted in death and madness. The last of them only survived by surrendering to this realm’s power, accepting its unyielding neutrality to strangle and blossom inside them. When they returned to the Material Plane, they were not the same; their eyes forever shimmered like a pool of prism and any organism they altered or created became mutated. The Land druid circle they once belonged to cast them out in fear of what damage they could do. One fearfully called their power “annihilation.” It may have seemed that way, but this “magic” was just another part of creation.

Creator Note — This subclass is inspired by the book by Jeff VanderMeer/film by Alex Garland Annihilation, as well as a video essay dissecting it by the YouTube channel “Acolytes of Horror.” While there are some circles already official/homebrewed that could fit what these pieces of media portray, there is an ideology and effect that they left on me that I don’t think can be mimicked without proper dedication. I highly recommend you check out both the book and the film to see the whole pretty picture. If you decide to throw this subclass into your campaign, understand this circle is not a trifle one. But I hope you can enjoy it! (^w^)

Surge of Mutation

At 2nd level, you can incur quickened and chaotic mutations on yourself or the life around you. Whenever you cast a Transmutation spell (not cantrips) roll a d100. The numbered effect will occur after you cast your signature spell. However, the results are indiscriminate, just like Nature.

d100

Effect

01–02

 A lively brightness blossoms inside you. You have advantage on all attack rolls and skill checks for 1 minute.

03–04

A primitive instinct to self destruct overtakes you. You have disadvantage on all attack rolls and skill checks for 1 minute.

05–06

You feel a tickle in your ear and a swarm of mutated wasps fly out. They attack the creature you're currently engaged with. If not engaged with any creature, the swarm attacks the one closest to you and then disperses.

07–08

Golden spores pop from your skin, releasing a prismatic gas. Every creature in a 20ft radius must make a Constitution saving throw. Failures take 1d10 poison damage, successes take half damage. You regain HP equal to the sum of the lost HP.

09–10

A crown of flowers bloom on your head and release pleasant pheromones, attracting all creatures in a 50ft radius to move 10ft closer to you.

11–12

A second, purple tongue mutates in your mouth. Until a long rest, you can only speak gibberish.

13–14

You peel away the flesh on your face to reveal a rotting animal skull, taking 1d6 slashing damage. Every creature within a 30ft radius must make a Wisdom saving throw or be frightened of you for 1 minute.

15–16

Your hands shake with uncontrollable speed. Cast Haste on a creature within 30ft (other than yourself).

17–18

Mutated plant vines explode from your legs, creating difficult terrain centered on yourself in a 30ft radius.

19–20

A prismatic aura pulses from you. For 1 minute, all projectile attacks within a 10ft radius of you turn into flowers and do no damage.

21–22

Petals blow from your hair into the mouths of all creatures in a 20ft radius. They swap genders for 1d4 days.

23–24

A pain-filled shriek deafens your ears and any creature within 20ft of you. Silence is centered on yourself for 1 minute.

25–26

Your moving skin shifts to match your environment. Invisibility is cast for 1 minute.

27–28

You feel a burning bubble rise in your body, causing you to belch. Dragon’s Breath is cast through you. Creatures you face in a 15ft cone must make a Dexterity saving throw. Roll a d10 to see which energy you exhale. 

1-2 ) Acid

3-4 ) Cold

5-6 ) Fire

7-8 ) Lightning

9-10 ) Poison

29–30

You turn into a tree shaped like you until the start of your next turn. While a tree, you are incapacitated and have vulnerability to fire and frost damage and resistance to non-magical melee attacks and lightning damage. If you drop to 0 hit points, you revert back to your original form.

31–32

Fauna beckons you. Ask the DM for a random animal. You Wild Shape into that animal for 1 minute, or until your HP hits 0. (Does not cost Wild Shape slot.)

33–34

Fauna beckons those around you. Ask the DM for a random animal. Every creature within a 10ft radius is that animal for 1 minute, or until their animal HP hits 0.

35–36

Your head roots shift. Ask the DM for a random color. Your hair is that color for 1d10 days.

37–38

Rock-like boils grow on your skin, granting you +2 AC and resistance to bludgeoning damage for 1 minute.

39–40

You vomit an inky black slime that explodes into a 20ft radius sphere. Viscous Darkness centers on you for 1 minute.

41–42

The shadows glow bright through your eyes. You have Darkvision for 1d4 days. If you already have Darkvision, you no longer have it for 1d4 days.

43–44

Burning blood fills your eyes and you are Blinded for 1d6 rounds.

45–46

The weight of bones becomes unbearably heavy. The creature with the lowest Strength score within a 15ft radius is forcibly prone for 1d4 rounds. This effect can still apply to you.

47–48

Icy sweat and tears drip from your body. The ground becomes ice in a 30ft radius of you, creating difficult terrain for 1 minute. All creatures on the ice field must succeed on a Dexterity saving throw at the end of each turn or slip and become prone.

49–50

The nearest enemy looks into your changing eyes and must make a Wisdom saving throw. If they fail, snakes and bloody vomit erupt from their mouth. They take 2d6 Necrotic damage and creatures in a 10ft radius take 1d8 Psychic damage. If they succeed, they take half damage without projectile vomiting.

51–52

Thistles bloom and float from your arms, turning into Dancing Lights for 1 minute.

53–54

Your DNA refracts completely. Roll a d6 and your race changes (see below). You will stay that race for 1d6 days or until Dispel Magic is cast on you. Roll again if your race stays the same.

1. Dragonborn

2. High Elf

3. Kenku

4. Tortle

5. Centaur

6. Goblin

55–56

You drink from a flower grown from your hand. Its energizing nectar grants you advantage on all saving throws for 1d4 hours.

57–58

Your skin becomes bioluminescent. You glow in the dark for 1d6 days.

59–60

The bones in your back extend and plume multicolored feathers. Mutated wings sprout from your back for 1d6 hours with a 25ft fly speed.

61–62

Your body feels light, parting like ashes of a rainbow. You turn into a cloud of butterflies for 1d4 rounds, but are immune to damage in this state.

63–64

A strong vigor fills your chest. You cannot be poisoned or inebriated for 1d10 days.

65–66

 Intense pain swells within you. You peel away your torso flesh to reveal a swarm of mutated ravens pecking out of your rib cage. You take 2d6 piercing damage and any creatures within 20ft must make a Dexterity saving throw. Failures take 1d6 piercing damage.

67–68

The anguish of fallen creatures overtake your language. Until a long rest, you cannot speak and if you try, screams of dying creatures echo ominously.

69–70

Glowing cells erupt from your mouth, forming into a random monstrosity as your ally. It appears within 20ft of you and reunites inside you after 1 minute.

71–72

Mutated mushrooms grow in a circle around you. New circles appear when you move 30ft. This effect lasts 1d6 days.

73–74

Your head grows itchy and you scratch so hard until your hair falls out. It reappears 1d6 days later, clean, braided, and decorated with flowers.

75–76

Thick slime exudes from your skin. Grease is cast and centered on yourself.

77–78

Ask the DM for a random color. Your skin turns a vibrant shade of that color for 1d6 days.

79–80

An urge to become a beast overtakes you. Make a Wisdom saving throw and on a success, cast Polymorph on yourself. If you fail, you turn into a moth for the spell’s duration.

81–82

Your bones enlarge and stretch. Your size increases by one size category for 1d6 days.

83–84

You feel your body phase like a fading wave. Cast Blur.

85–86

Prismatic colors shine and dance on your skin, drawing the attention of those around you. Confusion is cast and centered on yourself.

87–88

Your body splits like a living cell, casting Mirror Image.

89–90

A natural but ethereal ally blinks into existence, casting Find Familiar available for 1d8 days.

91–92

A mutated fruit grows from your body, adding an at will Goodberry for 1d6 days.

93–94

Your body mass morphs into compact feathers, casting Levitate on yourself.

95–96

An alluring flower sprouts from your head and vapor releases from it. You and every creature in a 15ft radius must make a Constitution saving throw or fall asleep for 1d4 rounds.

97–98

Your vision doubles– triples, quadruples –and your eyes become large and insect-like. For 1d6 days, you have advantage on Perception checks and initiative rolls.

99–100

Your scent draws the attention of hungry wrath. A mutated brown bear intent on violence towards you, and with knowledge of your whereabouts, is summoned 100 ft away.

 

Circle Spells

Your connection with the unnaturally natural infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th levels, you gain access to spells of change and alteration. 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.

DRUID LEVEL

SPELLS

3rd Alter Self, Lesser Restoration
5th Hypnotic Pattern, Protection from Energy
7th Polymorph, Strangling Fruit
9th Modify Memory, True Seeing

Seeds of the Dead

Death is not a finality in the lens of creation. At 6th level, you can absorb dead creatures from the environment around you and exhale their dying screams. The echoes of their lives force each creature of your choice within 30 feet of you to make a Wisdom saving throw. On a failed save, a target becomes frightened of you for 1 minute. If targets can’t hear or see you, they automatically succeed. The frightened target can repeat the saving throw if it takes any damage, ending the effect on a success. Uses reset after a short rest and the range of effect increases at 10th and 14th.

"It was so strange hearing her voice in the mouth of that creature last night. I think as she was dying part of her mind became part of the creature that was killing her. Imagine dying frightened and in pain, and having that as the only part of you which survives... I wouldn’t like that at all."

~Annihilation (2018, Alex Garland Film)

Blossom Expands the Mind

Becoming nature’s harbinger requires a flowering mentality. An expanding seed is now firmly rooted in your mind. At 10th level, you are immune to being charmed and frightened. Those who try to charm or induce fear in you will receive 2d10 psychic damage. The only thing you surrender to is creation, not to the hands of sinners. What you have seen, and what you can do, is mesmerizing and frightening enough. Any pathetic attempts to control you ushers self-destruction.

"The shadows of the abyss are like the petals of a monstrous flower that shall blossom within the skull and expand the mind beyond what any man can bear..."

~Annihilation (Jeff VanderMeer, Book 1 of The Southern Reach Trilogy)

A Fire That Knows Your Name

Beneath your skin lies an organism that drives the weak minded to madness. At 14th level, you can show what power you guard with acceptance. As an action, choose one creature that can see you within 100ft. The target takes 5d8 psychic damage and must make a Wisdom saving throw. The save DC is equal to your spell save DC. If the target fails, you utter their name (of which you can learn through this feature) and reveal to them what you truly are: a beautiful, terrible, complex, awe-inspiring, dangerous, and almost alien creature. The target’s mind is shattered; they are considered paralyzed for their next turn, frightened of you for 10 mins, and have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 7 days. They can make another saving throw every 7 days to end this madness. Greater Restoration can also heal their mind. Either way, you are an existential and dreadful revelation forever burned into life. You can use this feature once per short or long rest.

"There shall be a fire that knows the naming of you, and in the presence of the strangling fruit, its dark flame shall acquire every part of you."

~Annihilation (Jeff VanderMeer, Book 1 of The Southern Reach Trilogy)

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