Base Class: Druid
This druidic circle seeks to consume and destroy nature as opposed to protecting and preserving it.
Plague Circle Spells
At 2nd Level, Your sickened and cursed flesh grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Plague Spells table below. 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 the Plague Spells
| Druid Level | Spells |
|---|---|
| 2nd | Hex, Inflict Wounds |
| 3rd | Acid Arrow, Web |
| 5th | Slow, Stinking Cloud |
| 7th | Giant Insect, Vitriolic Sphere |
| 9th | Contagion, Cloud Kill |
Tainted Flesh
At 2nd Level, Your blood is replaced by an ichorous pus with a rotten smell. The ichor in your veins make you more disease than flesh, allowing you to use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls of your attacks.
Additionally, a slimy venomous film exudes from your pores, making you resistant to necrotic, poison and acid damage. Once per turn, a creature takes 1d8 necrotic, poison or acid damage if it is grappling you at the start of its turn or if it hits you with a melee weapon attack while within 10 ft. of you. This damage increases to 1d10 at 10th Druid Level. and 1d12 at 18th Druid Level.
Diseased Host
At 2nd Level, You are always under the poisoned condition, but you do not suffer from it. Likewise, whenever you are inflicted with a disease, it happens without fail, but you do not suffer from any symptoms or ill effects. If you are cured of the poisoned condition or a disease by any means, you can choose to have the cure not take effect.
Additionally, once per turn, when you hit with a weapon attack, you can choose to deal an additional amount of necrotic, poison or acid damage equal to your Durid Level. A creature dealt this additional damage must make and succeed a Constitution saving throw, or else become poisoned for one minute and become diseased by any diseases you currently carry. If the creature is a beast, fey, or plant type creature, its saving throw is made with disadvantage.
You can deal this additional damage up to an amount of times per short or long rest equal to your Wisdom modifier.
Rotten Menagerie
At 6th Level, If you have consumed the flesh of a beast, your wild shape of that beast is a decayed version of it. This decayed version of your "Wild Shape" is considered undead, and its Hit Points and Hit Point maximum are increased by an amount equal to your Druid Level. Whenever you revert to your normal form from a decayed "Wild Shape" by means of taking damage, you can use a Reaction to expel a noxious or corrosive blast as you revert, causing any creature of your choice within 10 ft. of you to make a Constitution saving throw. A creature that fails the save, is dealt 2d6 necrotic, poison or acid damage and is poisoned for 1 minute. A creature that succeeds the save is dealt half as much damage and is not poisoned.
The damage of the blast increases to 3d6 at 10th Druid Level, to 4d6 at 14th Druid Level, and to 5d6 at 18th Druid Level.
Feast on the Afflicted
At 10th Level, You can cast Lesser Restoration as a Bonus Action without requiring vocal or somatic components or expending a spell slot. Upon removing any conditions or diseases in this way, you gain an amount of temporary Hit Points equal to your Wisdom modifier + your Druid Level. This amount if doubled if you are in a "Wild Shape" form decayed through your "Rotten Menagerie" feature. You can do so up to an amount of times per long rest equal to your Wisdom Modifier. Whenever you hit with an attack, you can expend any amount of temporary Hit Points you gain from this feature to inflict an additional amount of necrotic, poison or acid damage equal to how much you expended.
Epidemic Swarm
At 14th Level, Once per long rest, as an Action, you can summon disease-ridden locusts to swarm around you in a 15 ft. radius for one minute. This area is considered heavily obscured and difficult terrain towards all creatures other than yourself throughout its duration. Additionally, if you slay a creature with necrotic, poison or acid damage while it is within this area, unless already poison, it must make and succeed a Constitution saving throw or else be treated as if it had the poisoned condition upon dying.
Whenever a poisoned or diseased creature dies within the area, and is at least level 2 or at least have a CR of 2, an undead humanoid bursts out from its corpse at the start of your next turn. This undead creature has the stats of a zombie and becomes your servant, acting to the best of its ability to follow your verbal commands during your turn (no Action required from you). The undead is under your command for an amount of hours equal to your Wisdom modifier. Once the hours run out, it withers to ash. An undead formed this way gains an amount of temporary Hit points equal to your Druid Level and benefits from your "Tainted Flesh" feature. It also gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of +0). When an undead formed in this way is slain, you can use a Reaction to have it expel a noxious or corrosive blast as it dies, causing any creature of your choice within 10 ft. of it to make a Constitution saving throw. A creature that fails the save, is dealt 3d6 necrotic, poison or acid damage and is poisoned. A creature that succeeds the save is dealt half as much damage and is not poisoned.
Previous Versions
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5/1/2021 2:38:29 AM
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5/3/2021 5:51:04 PM
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2.0.0
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Coming Soon
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