Druid
Base Class: Druid

Druids of the Circle of Rebirth understand the necessity of death in nature and its place in a thriving ecosystem.

These druids use their magical connection to nature to point death into a direction of their choosing, pushing life back into the environment and granting second chances.

Although most druids may see this circle as an abomination that destroys the cycle that mother nature has laid out for all, druids of the Circle of Rebirth understand the fine line that they walk. Rather than showing their connection to nature through becoming one with it, they instead re-purpose nature to carry on the natural cycle in an expedited process

Bonus Cantrip

Your connection to death has granted you access to certain spells. At 2nd level, you learn the Spare the Dying cantrip, except with the added functionality of being able to instantaneously and painlessly kill a living beast that is at 0 hit points. A beast must be willing for this effect to work. When you use this effect on a beast, even if it is unconscious, it becomes aware of the spell being cast and understands the provided effect.

Life Redone

At 2nd level, you gain the ability to return life to the environment. As an action, you can expend a use of your Wild Shape feature to touch the corpse of a beast creature that fits the restrictions and requirements of your Wild Shape feature, that has been dead for no longer than 10 days, and that is not missing critical parts of its body it would need to survive. Life essence flows into the corpse, and a new soul is created for the creature. All wounds are healed and the creature regains all lost hit-points, although missing limbs or body parts are not restored. The creature is an undead as well as a beast, but operates just the same as the beast normally would if it was living. The creature is not a perfect recreation of life, and some undead traits may be present. You may roll on the quirk table provided for some examples of this, or you may work with your DM to create your own quirks.

The creature acts as though you were their mother, and magically understands Druidic, even if the beast could not understand a language before. 

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. Regardless of the creature you revive, it gains an additional action that it can use on its turn. This action is an attack that deals 1d6 + your Wisdom modifier in necrotic damage, and has an attack bonus equal to your Wisdom modifier. In addition, the beast's maximum hit points are increased by an amount equal to twice your Druid Level + your Wisdom Modifier. When the creature dies, it instantly begins to rot at a rapid pace, rendering the corpse useless.

The beast is charmed by you for 30 days, or until you or companions do anything harmful to it. When the charmed condition ends, the beast chooses whether to remain friendly to you based on how you treated it while it was charmed. If the beast chooses to leave your command, it still retains its knowledge of Druidic and still considers you to be its mother, regardless of any negative feelings it might have toward you.

You cannot use this feature while you already have a beast under your command through it. Once you have used this feature, you cannot use it again until you finish a long rest.

Quirk Table (1d10)
Result Quirk

1

Moss grows on the flesh, just the same as fur, scale, or feathers.

2

Fur, scales, or feathers are patchy and uneven in places.

3

A faint smell of death lingers with the creature’s presence.

4

A faint green glow is present in the creature’s eyes, resembling the lingering necromantic magic.

5

The creature remains slightly gaunt, regardless of how much they eat.

6

Occasional fits of coughing, hacking, or wheezing befall the creature.

7

The creature sheds fur, scales, or feathers at an abnormal rate.

8

The creature shakes uncontrollably while in the presence of holy or divine magic.

9

The creature is cold to the touch.

10

The creature often gives a dead stare off into the distance.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Rebirth Spells table. 

Once you gain access to one of 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, the spell is nonetheless a druid spell for you.

Circle of Rebirth Spells
DRUID LEVEL SPELLS

3rd

calm emotions, blindness/deafness

5th

life transference, speak with dead

7th

aura of life, sickening radiance

9th

danse macabre, raise dead 

Mortis Redirected

Starting at 6th level, when a non-undead creature you can see dies within 30ft of you, you may redirect the life force of that creature to another you can see within 30ft as a reaction, granting temporary hit points equal to your druid level plus your Wisdom modifier for up to an hour.

You may use this feature a number of times equal to your Wisdom modifier (minimum one). You regain all expended uses of this feature once you finish a long rest.

Living Assistant

Also at 6th level, you gain the ability to revive and befriend a second companion. As an action you may expend one use of your Wild Shape feature to touch the corpse of a Small or Tiny beast that fits the challenge rating requirement of your Wild Shape feature, has been dead for no longer than 10 days, and is not missing critical parts of its body it would need to survive. The creature is revived in an identical way to the Life Redone feature, a new soul is created to inhabit the body, the creature is an undead in addition to a beast, and you may roll on the quirk table for the creature.

The creature considers you to be its mother, and can magically understand Druidic even if it was not capable of understanding a language before.

In combat, the creature shares your initiative count, but takes its turn immediately after yours. If you have a creature under your control through the Life Redone feature, it acts after that creature’s turn as well. It can move on its own, but will only take the Dodge action on its turn, unless you spend your reaction on its turn to command it to take another action. Even if the creature has actions on its stat block, it is incapable of using them while under your control. Instead, the creature has access to all the actions that a familiar from the Find Familiar spell would have. In addition, the beast's maximum hit points are increased by an amount equal to your Druid level. When the creature dies, it instantly begins to rot at a rapid pace, rendering the corpse useless. 

The beast is charmed by you for 30 days, or until you or companions do anything harmful to it. When the charmed condition ends, the beast chooses whether to remain friendly to you based on how you treated it while it was charmed. If the beast chooses to leave your command, it still retains its knowledge of Druidic and still considers you to be its mother, regardless of any negative feelings it might have toward you.

You cannot use this feature while you already have a beast under your command through it. Once you have used this feature, you cannot use it again until you finish a long rest.

Resist the Veil

Starting at 10th level, you and your revived companions gain resistance to necrotic damage. In addition, when you cast Spare the Dying on a creature to stabilize it, you may choose to have the creature regain 1 hit point. The creature cannot benefit from this effect more than once per short or long rest.

Life Re-Purposed

Starting at 14th level, you gain the ability to re-purpose the essences of those around you. When a creature deals damage to you that would drop your hit points to 0, and you are currently not transformed using your Wild Shape feature, you may use a reaction to flood their body with necromantic magic. The creature must make a Constitution saving throw against your spell save DC. On a failure, they take 6d8 necrotic damage. You regain hit points equal to the amount of necrotic damage dealt this way. On a success, they take half damage instead and you do not regain any hit points.

Once you have used this feature, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2021 2:59:33 AM
90
14
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes