Base Class: Druid
There exists natural cycles of life and death within nearly all the planes of the great cosmology; The Feywild, the Elemental planes, and even the highest reaches of Mount Celeste, all share in that aspect of nature in some capacity. It is not so strange then, that there too exists this cycle within the lower planes, and deepest reaches of the world. Far beneath the Underdark lays vast mineral riches yet un-plundered, lower still lays the domain of the dead souls of mortalkind.
There in the deepest recesses of the earth, there is a cycle of nature that too needs shepherds to guide it's balance. These keepers of this cycle, are the Druids of the Underworld, commanding the power of the worlds deepest fathoms as well as the souls that reside within it. Druids drawn to this circle typically hold respect or reverence for the souls of the departed, oft acting as their guides to the afterlife; or perhaps instead they see a bond with the strength of the earth beneath their feet. Whatever their calling, these druids command a force that some may call unnatural; But to the druids of the Underworld, it is but another cycle.
One with the Foregone
Starting at 2nd Level, you have grown to accept death and the afterlife as a part of the natural cycle. You learn the Toll the Dead cantrip, it counts as a Druid cantrip for you. Additionally, spells that would heal undead creatures treat you as undead.
Shepherd of the Lost
Your bond with the deep reaches of the world as well as it's denizens has granted you a portion of that realms mystic power. At 3rd, 5th, 7th, and 9th level you gain circle spells listed for that level in the Circle of the Underworld Spells table. Additionally, you gain darkvision that is also capable of seeing through magical darkness that you create
Once you gain access to 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, it is nonetheless a Druid spell for you.
| DRUID LEVEL | SPELLS |
|---|---|
| 3rd | Darkness, Maximilian's Earthen Grasp |
| 5th | Speak with Dead, Spirit Guardians |
| 7th | Banishment, Shadow of Moil |
| 9th | Dispel Evil and Good, Negative Energy Flood |
Call of the Damned
Starting at 6th Level, Once per long rest, You gain the ability to call upon the souls of the truly wretched and horrible to aid you in sundering the earth at a point you can see within 60 feet of you. At the point you designate, the earth cracks open with the wails of the long dead in a 20ft cube around the point you chose. This area is considered magical difficult terrain, and deals 2d4 Necrotic damage to all creatures when it first appears, and any time a creature attempts a movement action within it for every 5ft of movement. You can use a bonus action on your turn to cause the area to expand by 5ft in every direction, up to a maximum of 40ft. This terrain remains sundered until the encounter ends, or it is dispelled. If used outside of an encounter, it lasts for 1 minute. This terrain does not affect the Druid themselves, and you regain the use of this feature at the end of a long rest.
Wailing Cowl
Starting at 10th Level, your connection to the realm of countless dead grants you the ability to call them to your side as cloak of ethereal souls. As a bonus action, you form a cloak of ghastly souls that surround yourself that grant you +3 bonus to your AC and become lightly obscured for the next 1 minute. When using this ability, you can instead choose to use up to three uses of this feature, with extra uses providing additional benefits; At two uses, it grants all prior benefits and damage resistance to one damage type of the user's choosing. If used with three uses, it grants all prior benefits and advantage on one saving throw of the user's choice for the duration of this feature. You have a number of uses for this ability equal to your Wisdom modifier plus one, regenerating on a long rest.
Crown of Darkness
At 14th Level, you have forged your bond with the realm of the dead and the souls that call it home such that the darkness of the Underworld and the darkness you yourself produce are all but indistinguishable. You gain resistance to Necrotic or Radiant damage (your choice) when you get this feature, and become immune to the frightened condition.
You gain the ability to cast the Darkness spell at will, and additionally, any creature that enters magical darkness that you create or starts their turn within it, suffers 1d12 psychic damage, you do not take this damage.
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