Druid
Base Class: Druid

The circle of decay is dedicated to the study of the decay of living life, with a profound understanding in the cycle of death and decay. These druids are well studied in biology and how the body works. Members of the circle often find themselves in large cities, stalking alleyways and sewers to study bodies and decaying matter.

Decaying form

When you choose this circle at 2nd level, Your wild shape is rotten and decaying, while In the wild shape you are considered an undead and you are resistant to necrotic damage. You also learn one free necromancy cantrip, this cantrip is considered a Druid cantrip but don’t count against your known druid spells.

Rotten Shroud

Starting at 2nd level, 

You can expend a spell slot to surround yourself in a shroud of decay reaching 10 feet in all directions , all creatures that are not undead within the shroud take 1d8 necrotic damage.

At higher spell slots the damage increases by 1d8, if a 2nd level spell slot is used it deals 2d8 necrotic, if a 3rd level spell slot is used it deals 3d8, Etc.

This feature can be used once before a long rest.

Macabre Corpse

Starting at 6th level, your body begins to hold the very thing you study and becomes a time bomb until your death. If you are killed, your body begins to fester immediately, all creatures within 10 feet must make a constitution saving throw or take 3d10 poison damage and be infected with a random illness.

Decomposing form

When you reach 10th level, your very being has been surrounded by decay and death so much it begins to alter your body. You are immune to poison damage, illness, and being poisoned, you are resistant to necrotic damage, and you cannot be frightened. 

The Visage of Rot

When you reach 14th level, When you assume your wild form, you are so horrifying to look at that it can harm all creatures. As an action you can make yourself a visage of Rot and death. You can force all creatures that you can see to make a Wisdom saving throw or be frightened and paralyzed in fear for a minute and take 10d10 psychic damage. At the beginning of each of the creature’s turns they can choose to try and save with a successful wisdom save. If you are within 15 feet of them they have disadvantage on this save.

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