Druid
Base Class: Druid

The Circle of Cataclysm preaches nature's destructive qualities. Typhoons, tsunamis, wildfires, earthquakes, floods, the natural world is rife with means to destroy environments. But the flood brings nutrients to the river banks, and the wildfire allows plants to germinate, spread, and grow. This is what the Circle of Cataclysm holds to heart; the notion of destruction to foster new growth. They can be found creating smaller cataclysms among farms, forests, and cities. But the ultimate goal is to have the whole world be almost utterly destroyed, so it can begin to grow again anew.

Bonus Cantrip

2nd-level Circle of Cataclysm feature

You learn one additional druid cantrip of your choice.

Harbinger

2nd-level Circle of Cataclysm feature
You announce the arrival of great destruction. When you cast a spell with an area of effect that allows a creature to make a saving throw to take half damage, you may grant creatures advantage on the saving throws and double the size of the area of effect.

Circle Spells

3nd-level Circle of Cataclysm feature
Your devotion to mass destruction or pandemonium grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Cataclysm Spells table to further your apocalyptic objectives.

Once you gain access to a cataclysm 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 SPELLS

3rd

darkness, gust of wind

5th

erupting earth, melf's minute meteors

7th

confusion, storm sphere

9th

cloudkill, insect plague 

Demolition

6th-level Circle of Cataclysm feature

Your destruction becomes more effective against unnatural makings. You and your spells deal triple damage to objects and structures. Additionally, when a spell you cast ignites a flammable object, the ignited object's fire fills a 5-foot cube.

Renewal

10th-level Circle of Cataclysm feature

The blood and corpse of a creature can germinate new plant life under your service. If you reduce a creature that is not a construct or undead to 0 hit points on your turn and its body remains, you may use your reaction to have an awakened tree sprout from the ground growing from the creature's body. Roll initiative for the awakened tree, which has its own turns and obeys your verbal commands.

The awakened tree remains in your service for 1 minute, at which point it turns into a tree.

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

Cataclysm

14th-level Circle of Cataclysm feature

You can choose the form of destruction you wish to reign down around you. As an action, bring forth the cataclysm of your choice from one of the options below. Any save required will be against your druid spell save DC. Once you use this feature, you cannot use it again until you finish a long rest.

Flood. Water bursts from the ground within 15 feet of you in a 10 feet long 10 feet high and 5 feet thick wall and travels 5 feet in a direction of your choice. On your subsequent turns, the flood moves 10 feet in the same direction. Each creature of size Large or smaller in an area the flood occupies must succeed on a Strength saving throw or become restrained by the flood. The flood carries any restrained creatures with it when it moves as well as any objects not being worn or carried and puts out any fire or flame in the area. A creature restrained by the flood can use an action on its turn to make a Strength saving throw ending the condition on a success. The flood continues for 1 minute before receding.

Ice Age. You surround yourself with frigid air and wind in a 120 foot radius for 1 minute. Each creature other than you that begins its turn within the radius or moves into the radius for the first time on its turn must succeed on a Constitution saving throw or take cold damage equal to 1d10 plus your Wisdom modifier.

Tectonic Shift. A fault line bursts in 5 foot by 30 foot line within 30 feet of you. The opening is 5d10 feet deep. Each creature on that line must make a Dexterity saving throw. On a failure, the creature falls into the opening. A creature that successfully saves moves with the fault line's edge as it opens. Each creature within 5 feet of the line when it opens must succeed a Dexterity saving throw or fall prone.

Wildfire. Choose a creature or flammable object within 60 feet. If it is a creature, it must make a Constitution saving throw. On a failure or if it is a flammable object, it is on fire. At the beginning of its turn if a creature or object is on fire as a result of this feature (objects are on initiative count 20), it takes 1d10 fire damage, any flammable object within 10 feet of it is now on fire, and any creature within 10 feet of it must succeed a Constitution saving throw or become on fire. The creatures and objects remain on fire until a creature uses an action to put the fire out

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