Druid
Base Class: Druid

Death is just another part of life. Druids belonging to the Circle of Desolation exemplify this philosophy, believing that all things must end and that the natural world is doomed to fall to ruin. These druids thrive where life does not, in planes of barren wasteland, blight-filled forests or plague-ridden countries. Where suffering, struggle and earthly decay can be found, a Circle of Desolation druid is sure to be nearby.

These druids are often seen as the harbingers of misfortune and are shunned by other druids, who view them as abominations and the antithesis of everything their kind is supposed to represent. Members of the Circle of Desolation do not bring death however, they simply follow it. They have an uncanny sense for when it is time for something to perish, and move to follow that trail of deterioration as it snakes its way across the land. On occasion they are known to aid in this process, but usually only in circumstances where some other force is acting to prevent it.

Circle of Desolation druids use necrotic damage as their primary damage type, but this may not make sense for all character ideas. A Circle of Desolation druid native to the Nine Hells, for example, may burn the life around it to ash rather reduce it to dust. Therefore, it makes sense for their Blighting Touch and Aura of Decay features to deal fire damage instead of necrotic damage. Likewise, if a player wants their character to focus on the poison and disease aspect of the subclass, allowing them to deal poison damage instead of necrotic may help with their immersion.

Circle Spells

n/a

Blighting Touch

Your touch can mar any living thing and bring it closer to decay. At 2nd level, as an action, you can make a melee spell attack against a creature within 5 feet of you. On a hit they take necrotic damage equal to 1d8 + your spellcasting ability modifier. Undead and constructs have resistance to this damage. If you target a plant creature or magical plant, you have advantage on the attack roll, and this feature deals maximum damage to it. Also as an action, you can touch an already deceased creature or plant and reduce it to dust. When you do so, you gain temporary hit points equal to your druid level. You must complete a short or long rest before you can gain temporary hit points from this feature again.

The damage of your blighted touch increases as you gain levels in this class: to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.

Plague Swarm

Your hunger to devour all life allows you to transform into a consuming, insectoid swarm. When you choose this circle at 2nd level, you can use your Wild Shape feature to transform into a Swarm of Insects (you ignore the Max CR column of the Beast Shapes table, but still abide by the other limitations there). When you are in this form, your hit points equal 4 times your druid level or the average hit points of the swarm, whichever is higher. Also Your AC is equal to 10 + proficiency bonus + wisdom modifier. In this form you may regain hit points normally, but you are unable to gain temp hit points (if any features rely on having these temp hit points, lose those features after next taking damage). If a creature ends its turn while occupying the same space as you it must succeed a Dexterity save against your spell save DC or take 1d4 necrotic damage (this damage increases with levels in this class at the same time your Blighting touch damage increases). In addition, as a reaction to being hit by an attack, you can use your Wild Shape to immediately transform into a Swarm of Insects. When you use this feature creatures have disadvantage on opportunity attacks against you until the start of your next turn, you may also move up to your walking speed as the same action.

Aura of Decay

When you reach 6th level, rot and destruction follow you wherever you go. As a bonus action, you can conjure an aura of decay in a 20-foot radius centered on you that moves with you for 1 minute. All natural plants and terrain that enter your aura wither and die, allowing you to move through them without being slowed or taking damage from them if they had spines, thorns, or a similar hazard. In addition, hostile creatures cannot regain hit points while in your aura, and make a Constitution save against your spell save DC at the start of each of their turns or take necrotic damage equal to your Wisdom modifier. Once you use this feature, you cannot do so again until you finish a short or long rest.

Presence of Pestilence

Starting at 10th level, sickness and infection have bound themselves to your very essence. You no longer need to food or drink to survive and are immune to disease and poison. You can also cast the detect poison and disease spell at-will without expending a spell slot. Additionally, as an action, you can touch one creature, food or drink and poison it for 1 hour. If a creature is touched by you or consumes the food or drink in that time it make a Constitution save against your spell save DC or become poisoned and be afflicted by one of the following choices: 

  • It takes 2d4 damage at the start of its turn.
  • Its movement speed is reduced to 0ft.

The creature can repeat the saving throw at the end of each of it's turns, ending the poisoned condition on a success. Only one creature, food or drink can be poisoned in this way at a time, if you use this feature again the first piece of food or drink becomes safe to eat.

Curse of Desolation

At 14th level, you can exacerbate the afflictions of the lifeforms around you. As an action, all creatures of your choice within 60 feet of you who are poisoned or diseased (or another painful affliction at your DM's discretion) must make a Constitution save against your spell save DC. On a failed save, they take 12d6 necrotic damage and are incapacitated until the end of your next turn. On a successful save they take half as much damage and aren't incapacitated. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. Once you use this feature, you cannot do so again until after you finish a long rest.

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