Base Class: Druid
While many considers the swamplands inhospitable, many druids choose their calling here. Learning the land that gives life to many strange, yet wondrous creatures. While each being's perspective of a swamp differs, these druids can channel the many faces of their land against their foes.
Naturally Adapted
At 2nd level you have a resistance to poison damage. Also you ignore difficult terrain, when on swamp.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.
Once you gain access to a circle spell, 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.
| Druid Level | Circle Spells |
|---|---|
| 3rd | Darkness, Melf's Acid Arrow |
| 5th | Water Walk, Stinking Cloud |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Insect Plague, Scrying |
Corrosive Touch
Starting at 3rd level, you know the cantrip Primal Savagery and it doesn't count against your cantrips known. You can cast this cantrip while in your Wild Shape form.
At 18th level, when you hit a creature with this cantrip, the creature must succeed a Constitution saving throw against your spellcasting DC or have their AC reduced by one for 1 minute. A creature's AC reduced through this cantrip cannot be affected by it until they recover from the effects of this feature.
If you hit an object or structure with this cantrip, you immediately reduce its AC equal to half of your druid level. The AC reduction is permanent unless repaired.
Bog's Water Resilience
At 6th level, your time within the swamps has strengthened your endurance and immunity. You gain resistance against acid damage. In addition, you gain advantage to all checks against diseases and curses.
Marsh Step
Starting at 10th level, your druidic nature awakens the sleeping marshes deep within the land, causing them to rise with each step. While in your Wild Shape form, you can use your bonus action to cause all creatures within 5 feet of you to make a Constitution saving throw or become Poisoned for 1 minute. In addition, whenever you use this feature, all spaces you move through while on the ground becomes difficult terrain for the duration until the start of your next turn.
You can use this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.
Call of the Swamp
At 14th level, the swamplands has bestowed its essence to you, granting you the following:
- Immunity against poison damage, Poisoned condition and diseases.
- Whenever you roll damage for a druid spell, you deal additional poison or acid damage (your choice) equal to half of your druid level.
- Whenever you take nonmagical bludgeoning, piercing or slashing damage, you deal poison or acid damage (your choice) to the attacker equal to your proficiency bonus.
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