Base Class: Druid
Druids of the Circle of Undeath employ the services of the undead to assist in the protection of Nature and their groves.
Frowned upon by other druids and the community at large, these druids nonetheless get results without bending to the forces of Evil typically associated with the undead. The undead, lesser undead that is, after all, are what they are made to be. They can fight against Evil as effectively as they can fight for it.
The Black Arts, the divine domain of Necromancy, and the magical school of Necromancy are at your disposal and you've studied them well. Now it's your decision how best to use them. Will it be for Evil or Good?
When you assume wild form, it is in an undead type of whatever form you have chosen. You additionally gain special attributes unique to the undead at levels 6, 10, and 14.
Undead Wild Shape
Though largely cosmetic, when a druid of the Circle of Undeath assumes Wild Shape, the form they take is an undead version of that form unless the form is a unique undead creature.
A zombie wolf is pretty much a wolf that looks like it could use a visit to the vet. However, an undead form must be used to take advantage of abilities like Ghoul Touch.
Bonus Cantrips
When you join this circle at 2nd level, you learn the Chill Touch and Spare the Dying cantrips. These cantrips don't count against the number of druid cantrips you know.
Life Drain
Starting at 2nd level, you can use an action to drain the residual life energy from a dead opponent. This ability may be used once per short or long rest and restores 2d4 hit points per use. This ability must be used within 1 minute of the enemy's death and takes 1 minute of uninterrupted concentration.
Bonus Proficiencies
Druids of the Circle of Undeath have no compunction about the use of metal. But they cannot, under any circumstances, wear heavy armor. They may wear medium armor and use any martial weapon as long as it employs wood and/or leather as part of its make, i. e. a wooden haft on a spear or leather grip on a sword.
Circle Spells
Your mystical connection to the Black Arts infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to to these spells.
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, it is nonetheless a druid spell for you.
The following spells are available to you as your Circle Spells. Additionally, at 11th level, you gain access to two powerful attacks spells that draw on the forces of nature (Cloudkill and Cone of Cold) as well as the Raise Dead spell.
CIRCLE SPELLS
Druid Level Spells
3rd False Life, Inflict Wounds
5th Blindness/Deafness, Silence
7th Animate Dead, Speak With Dead
9th Banishment, Black Tentacles
11th Cloudkill, Cone of Cold, Raise Dead
Ghoul Touch
Starting at 6th level, when you make contact with an enemy with a melee attack, you have a chance to paralyze them for 1 minute.
The enemy must make a DC 15 CON saving throw or be paralyzed for 1 minute. The enemy may roll a saving throw at the end of each of its turns, ending the effect on itself on a success.
This ability is effective for all attacks including multiple attacks made while in Wild Shape.
Necromantic Touch
Your melee attacks do an additional 1d6+WIS modifier necrotic damage on a successful hit. This damage scales to 2d6 at level 10, 3d6;at level 14, and 4d6 at level 18.
Vampiric Touch
Starting at 10th level, for every melee attack you land, you drain half the damage amount rounded down of hit points which are transferred to you in the form of temporary hit points. These hit points go away after a short or long rest.
Necrotic Immunity
You are immune to necrotic damage.
Wraith Form
Starting at 14th level, once per long rest, you can use a bonus action to assume Wraith Form for 1 minute.
While in Wraith Form, all attacks made against you are at disadvantage and you can evade attacks against you that require a saving throw. Attacks that require a DEX saving throw inflict only half damage on an unsuccessful save and no damage on a successful save.
Previous Versions
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