Base Class: Druid
Though druids are most associated with wild, uncontrolled growth, those of the Circle of Rot take their role on the opposite end of the circle of life. They are druids of fungus, mold, rust, and decomposition, ensuring that all dead creatures are returned to the cycle of rebirth, including the undead that attempt to break that cycle.
Cycle of Life
Starting at level 2 when you join the Circle of Rot, when a living creature dies within 30 feet of you, you heal hit points equal to its CR rounded down. If an undead creature dies near you, you are healed for double its CR, or 1 hit point if the undead's CR is less than 1.
Circle Spells
Your connection with death and decay infuses you with the ability to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected with the forces of death and decay. 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 acces to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
| 3 | acid arrow, ray of enfeeblement |
| 5 | feign death, stinking cloud |
| 7 | blight, giant insect |
| 9 | contagion, insect plague |
Reclaim
At 6th level, you are able to reclaim dead things for the earth. As an action, you can cause an object that fits within a 5 foot cube to decay. Metal rusts and crumbles into red flakes, dead wood rots and leaves behind a handful of soft splinters, and dead corpses decay and turn to nothing but a small pile of mushy bone dust. If you attempt to Reclaim an object currently held by an opponent, the opponent can make a Dexterity saving throw against your touch attack result to avoid the object's destruction.
This feature can also be used as a touch attack against an undead creature. If this is the case, the undead target must make a Constitution saving throw against your spell save DC. If it fails, this ability deals 8d6 necrotic damage, or half damage on a successful save. This damage cannot be reduced by an undead creature's natural resistance or immunity to necrotic damage.
This ability has no effect on the living or on magical objects.
After using this ability, you must complete a long rest before using it again.
Decomposing Form
At level 10, your Wild Shape forms are covered in mushrooms, moss, and mold. Each time you take a Wild Shape, you may release a gas of toxic spores in a 20 foot radius as an action. Those in the radius must make a Constitution saving throw. On a failure, a creature is dealt 3d8 necrotic damage. Undead creatures cannot reduce this damage with resistance or immunity to necrotic damage. On a successful saving throw, the damage is halved. Creatures that can breathe that fail the saving throw are also poisoned until the beginning of your next turn.
This ability can be used once per Wild Shape use.
Spore Form
At 14th level, you may use your Wild Shape ability to take the form of a toxic cloud of spores. This feature grants all the abilities and detriments described in the Gaseous Form spell (see pg. 244 of the Player's Handbook), with some additional changes:
- Creatures that begin their turn in the same space as you must make a Constitution saving throw equal to your spell save DC or take 3d8 necrotic damage and become poisoned until the beginning of their next turn. On a successful save, this damage is halved, and the creature does not gain the poisoned condition.
- The toxic spore cloud is a bright yellow dust instead of being a misty vapor.
- Your flying speed is 30 feet instead of the 10 feet described in the Gaseous Form spell.
- In gaseous form, you may spread yourself out to occupy up to 3 contiguous 5x5 foot spaces.
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