Druid
Base Class: Druid

Druids of the Circle of the Nine accept that fiends are a natural part not of the cycle of life, but of the cycle of death. Such druids see the hellscape the world has become, and they’ll be damned (perhaps literally) if they don’t sculpt the land to make it someone else’s personal hell. In a world where nearly everyone is complicit in evil deeds, these druids terraform the world to punish everyone around them. Some may do this out of a belief it’s the natural order of things— after all, even the Nine Hells are shaped to torment corrupt souls—while others simply mourn the world they lost and wish others to understand their pain

Infernal Mentor

2nd-level Circle of the Nine feature

You gain an infernal contact within the Nine Hells. When you first gain this feature they are indifferent to you, but you may be able to curry favor with them in time. Once per day, you can cast the Sending spell with no components, targeting this devil only.

In addition, you learn to speak, read, and write Infernal or one other language of your choice..

Hellscape Architect

2nd-level Circle of the Nine feature

You’ve seen truly hellish landscapes and can ensure everyone shares your vision (whether they like it or not).

As a bonus action, you can expend a use of your Wild Shape feature to take on a fiendish form and manipulate the surrounding area to torment your enemies. You retain your game statistics, but horns of flame protrude from your forehead (if you don’t have them already) and the area around you smells of brimstone. This form lasts for 10 minutes. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Whenever you assume this fiendish form, choose a hellscape that manifests around you, which grants you its benefits for the duration:

Festering Hellscape. Winds of salt blow into open wounds and your surroundings develop a coating of tarnish and rust. Immediately after you deal damage to a creature within 60 feet of you, you can use a bonus action to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature’s wounds fester and it takes necrotic damage equal to 1d8 + your Wisdom modifier at the start of each of its turns. Any creature can take an action to staunch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. A creature can only have one festering wound at a time.

Tempting Hellscape. You present dark temptations of vice and desire to sway your foes. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can target one creature you can see within 60 feet of you and cause it to make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target makes attacks with disadvantage on until the end of its next turn, provided you remain within its line of sight.

Grasping Hellscape. You conjure claws, vines, tentacles, or an unspeakable horror that grasps at its victims. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can target one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw against your spell save DC or have its speed reduced to 0 until the end of your next turn, as pieces of the environment grasp the target. If a target fails the save by 5 or more, it is restrained for the duration.

Freedom's Cost

6th-level Circle of the Nine feature

Your time among the devils has taught you much about making sinister deals. You can use an action to target one creature you can see that is currently affected by your Hellscape Architect feature and offer it a deal: its freedom for momentary servitude. The creature is forced to use its reaction to respond to the deal, either accepting or declining it.

If the creature accepts the deal, it becomes charmed by you. While charmed in this way, it obeys your reasonable commands, granting you favors it would offer to someone it was indebted to. This effect ends on a target after 1 hour, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If the creature declines the deal, it must succeed on a Wisdom saving throw against your spell save DC or be stunned until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Emboldened Hellscape

10th-level Circle of the Nine feature

The tormenting nature of your Hellscape Architect form improves. At the start of each of your turns while in your Hellscape Architect form, you can change which hellscape manifests around you (no action required). Additionally, the benefits of each form increase as follows:

Festering Hellscape. The damage dealt by your Festering Hellscape wounds increases from 1d8 to 2d8.

Tempting Hellscape. On a failed saving throw, the target has disadvantage on ability checks, in addition to attack rolls.

Grasping Hellscape. You can target two creatures instead of one.

Fiendish Perfection

14th-level Circle of the Nine feature

Your fiendish form has evolved gloriously beyond that of real devils. While in your Hellscape Architect form, fiendish wings sprout from your back, giving you a flying speed of 30 feet. You also gain advantage on saving throws against spells and other magical effects.

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Taken from Doomed Forgotten Realms: Sword Coast Gazetter by Quill & Cauldron

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