Druid
Base Class: Druid

Circle of Ruin druids are fervent preservationists, working tirelessly to remove the bastardizations of civilizations and over-industrialization from precious lands. Druids understand that expansion is inevitable and that sentient creatures need to live and expand, but the Circle of Ruin tends to believe that the the line between comfort and opulence is trod precariously. 

Reclamation

When you choose this circle at 2nd level, you can imprint nature magics into any non-magical, unworn and unwielded fabricated objects, in an attempt to hasten their return to the earth. This ability takes an action and has a range of 60 feet. 

Choose a point within range and expend a spell slot to deal damage to any unattended, non-magical items, in a cylinder. The cylinder has a height of 20 feet and a width equal to 10 times the level of the spell slot that you expended while using this ability. You deal a number of d6s in damage to items in the cylinder, split evenly between any number you choose that you can see, equal to the level of the spell slot that you expended.

The damage is untyped, and destroying an object or structure in this way erodes it completely, leaving nothing behind more than dust or rubble.

Abolish Magic

Starting at 2nd level, you can focus your intimate connection to nature into magic items, suppressing and, with enough time and effort, even removing, magical traits. The strength of the magic you are able to suppress and destroy increases as you level.

By expending one wild shape charge as part of an unarmed melee strike, you can attempt to suppress the magic on a worn or held magic item for a number of rounds equal to your druid level. On a successful hit, the creature holding or wearing the item must make a Charisma saving throw against your spell DC. If the save fails, the targeted item has its magic suppressed. This invalidates constant abilities like magical +1 bonuses and the flaming quality, and prevents items such as staves and wands from activating successfully. This does not end or suppress magical effects already put in place by such items, though, such as an ongoing Hold Monster from a Staff of Power. Non-sentient items that are not being held or worn do not require an attack roll to use this feature, though a sentient magic weapon can still make a Charisma saving throw to resist.

By expending one wild shape charge and performing an abolishing ritual for four hours, you may completely remove the magical qualities of an item that is not being worn or held. The item must be in physical contact with the druid for the entire ritual, otherwise it fails.

At 2nd level, you may suppress/destroy magical items up to uncommon quality.
At 8th level, you may suppress/destroy magical items up to rare quality.
At 14th level, you may suppress/destroy magical items up to very rare quality.
At 20th level, you may suppress/destroy magical items up to legendary quality.

You can never suppress or destroy artifact quality items with this ability.

Detect Artifice

When you reach 3rd level, Identify is added to your spell list.

In addition, you gain proficiency in Arcana, Investigation, or Perception, and all checks you make with that skill to determine the magical nature of a structure or object are made with advantage.

Resist Artifice

Starting at 6th level, you gain resistance to physical damage when attacked by constructs, and have advantage on saving throws against spells or abilities originating from constructs.

In addition, you can use your Reclamation ability on constructs as if they were non-magical, unattended objects. A successful Constitution save against your spell DC negates the effect.

Steward of the Cycle

When you reach 10th level, you can use your Reclamation ability on undead as if they were non-magical, unattended objects. A successful Constitution save against your spell DC negates the effect.

Additionally, you can use this ability on the non-living, unanimated remains of a creature. Doing so, at any spell level, destroys the corpse, rendering it unable to be risen or resurrected again, except through True Resurrection or Wish. 

Reclaimer's Wrath

When you reach 14th level, the Wrath of Nature spell is always prepared for you. Once per long rest, you can cast it without using a spell slot.

In addition, when a construct or undead fails its saving throw against Reclamation, it loses its reaction and its speed is halved until the start of its next turn.

Previous Versions

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