Druid
Base Class: Druid

Corruption runs rampant these days. Pollutants, coals...the arcane...Forests of stone and metal that should never have come this far, though perhaps something can be said for the new opportunities this...bile on the land brings. Thus came the Forsaken Earth, the Urban Vine, more commonly known as the Circle of Bile, seen as a plague upon druid kind, thought that doesn't summarise them well. Many of the Forsaken follow this way of life as a means of adapting in life to the cities of Faerun and the lower levels of the slums and sewage communities. 

 The two "level 3" abilities are meant to be for level 2, I just wasn't able to make it public without conforming to 2024 format

Level 3: 2nd Level: Circle of Forsaken Earth Spells

You have the spells listed for your Druid level and lower prepared.

Druid Level Circle Spells
2 Tasha's Caustic Brew, Toll the Dead, Ray of Sickness
5 Hunger of Hadar
7 Sickening Radiance
9 Negative Energy Flood

Level 3: 2nd Level: Corrupt Earth

At 2nd level, you gain the ability to spread your form of corruption and adapt to it far greater.

As an action, you can mark an area within range of touch and corrupt it. Each turn, the area increases by 1d4x5 ft in a connected pattern of your choosing. Any creature other then you that enters or crosses this area halves movement speed and takes 1d4 of a damage type agreed upon by your dm (It may be a horde/stream of rats, causing Slashing, a splinter of the river Styx, Necrotic etc). For each turn in the area, affected creatures add 2 to the damage taken, with no damage cap.

Only one zone can exist at a time, a previous zone can be dispelled as an action, absorbed (Granting 2d4 temp HP) for an action or dispelled magically, counting as a 3rd level curse. You can mark an area with this ability Once per long rest.

At level 7 you can mark 3 times and the die increases to d6, and at 11 you can mark 5 times and the die increases to d8.

Level 6: 6th level: Unnatural Selection

Once per Long Rest, you can choose a friendly creature within the confines of your Marked land. That creature becomes immune to the Marks effects and gains access to all your Druid spells and has a number of Druid spell slots equal to half of what is available to you (Rounded up). e.g. The Fighter would get 3 third level spell slots if you have 5 or 6 third level spell slots. When the affected creature leaves your marked land, the effect lasts for one more turn before dissipating, and you gain 10 Temp HP, adding a number equal to the spell slots used (two level 4 spells and a level 1 spell means 9 added) by the target on top.

Level 10: 10th level: Hivemind of One

You’re immune to the Poisoned condition and poison damage. In addition, whenever either of you would take Poison damage, gain Temp HP equal to your Wisdom mod.

While you have Temporary HP, you can use a charge of Wild Shape to split your conscience among a swarm of rats, flies or another small creature. You can separate this swarm into a number of smaller clusters up to 5, and they must stay within 60ft of at least one two other clusters. You split your HP among these clusters as you wish and can see through all of them. When a swarm dies, you cannot resurrect or heal them, instead spreading your Marked land by 5 feet. Once all swarms drop to 0, you can re-manifest either where the last swarm died, or where your Marked land is.

Level 14: 14th Level: Arcane Corruption

You negatively charge the world around you, drawing on nature to only accept itself, not the foreign. While in wild shape, any creature you have hit this combat that casts a spell must make a Constitution save against your spell save. On a fail, the creature becomes "Intoxicated", gaining disadvantage on Dex and Str saves. Once per long rest you can petrify an Intoxicated target as a reaction to hitting an attack or it falling prone. A creature that succeeds is immune to this effect for 24 hours.

Circle Of Forsaken Earth Image

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