Base Class: Druid
The Druids of this circle believe that all life comes to an end, a glorious end in which the soil and decomposers consume them to lead back to growth. Though the sun can be called the mother of all life, decay is what drives the cycle past a single instant.
Decomposing Defense
When you choose this Circle at level 2, you gain the ability to transform the dying world around you. Over the course of a long rest, you may upgrade any non-metal armor or fashion a piece of armor from a log. This rudimentary armor is medium armor with 9 AC + Dex modifier (max 3) and weighs 30 lbs. If you choose to upgrade a piece of armor in this way, you lighten the weight of the natural material and, by removing the weak links, cause your now improved armor to be enhanced. Add 1 to the base AC of the armor and remove any Dexterity caps on the armor, as well as reduce the armor’s weight by 30% (rounded down)
Rejuvinate
Starting at level 2, you can transfer the remedial property of rich soil and earth into your allies. As an action, you target the space anywhere an enemy died within the last 24 hours and you harness half of their guaranteed hit points (i.e. if the creature is 2d12+8, you heal 4 health) and bring it to a living creature, restoring their hit points. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), restoring all uses at the start of next dawn.
Decay and Disease
Starting at level 6, your attacks in both druid and beast form have adapted to the powers of decay and disease. In your original form, you deal an extra 2d4 necrotic damage with your melee attacks. Every time you wild shape into a beast, you can choose one of the following to apply to your melee weapon attacks:
-A horrible disease that causes the target to roll a Constitution saving throw or go temporarily insane for 1 hour
-A dissolving venom that deals 2d6 poison damage every time you hit an enemy
-An infectious bacterium that causes the target to roll a Constitution saving throw or lose their reaction for the next hour
The DC (if necessary) for the rolls is equal to your spell save. If the target succeeds, they are immune to this feature's effects for the next 8 hours. Any spell that cleanses the effects of disease will cleanse the effects of the target
Rot
Starting at level 10, you can cause horrible rotting of the flesh upon a group of enemies. As an action, you may target an area no larger than 10 feet by 10 feet, up to 30 feet away from you. All creatures in this area must succeed a Constitution saving throw of your Spell DC or take 2d6 necrotic damage whenever they begin a turn and be poisoned. The target may spend their action to reroll this saving throw. If they succeed, they are immune to this feature’s effects for one minute and stop taking damage, as well as ceasing to be poisoned. If the target didn’t succeed the saving throw, they continue to take damage at the start of their turns and remain poisoned. You may use this feature a number of times equal to your wisdom modifier (minimum of once), regaining all uses after a long rest.
Deplete
Just as too much plant growth can deplete the soil, so can you target a spell caster’s greatest resource. Once you reach level 14, as an action, you can deprive a spell caster of up to half your druid level (rounded down) of spell slot levels equivalent. For example, if you are level 16 in druid, you gain remove up to 8 levels of spell slots from your target. You can use this feature only once per long rest. You may only take away spell slots of seventh level or lower.
Circle Spells
FILLER
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