Druid
Base Class: Druid

Like many druids you are part of a small community hidden in the wilderness. unlike many druids your community is a coven of occultists, and other worshipers of monsters. Your coven is not evil, instead believing that monsters, and other corrupted creatures are equally natural. Many types of outcasts are drawn to this small chapter, like werewolves, damphir, witches, warlocks, and monster lovers. The taboo nature of your relationship with death has forced your coven to work under the cover of darkness. You have come accustomed to the foggy, cold, dark nights used by the coven to practice their rituals. Your stewardship of monsters, fiends, aberrations, and the undead has given your coven unique abilities beyond the typical druid. Blood, decay, and death will come to your command, ripping vitality from the land and fueling creatures of darkness, restoring the balance of life and death. 

Deadshape

When wild shaping into a beast you instead transform into an undead creature of the same type. You retain all abilities, stats, and senses of the wild shape, with the additions:

While in wildshape, you cannot benefit from magical healing done by a player other than yourself. 

At 2nd level your wildshape gains resistance to cold damage. At 6th level your wildshape gains resistance to poison damage. At 10th level your wildshape gains resistance to necrotic damage. 

At 2nd level when your wildshape hit points are dropped to 0, you role a d6, on a 1 the wild shape remains with hit points equal to 1+ your constitution modifier. If your wildshape took more damage that it had, then the damage carries over to your trueform, even if the wildshape remained due to this ability. At level 10 the wild shape will also remains on a 2.

Vampiric shape

Starting at 6th level, you can gain life energy by ripping the life force from an enemy, reinforcing the strength of your wild shape. On a turn that you kill an enemy of CR 1 or higher, you can instead drain the body of it's blood and life force. Anytime in the next 24 hours you can wild shape with spend 2 charges to increase your maximum wild shape CR to a third of your druid level rounded down.

Monstrous shape

Starting at 10th level, in addition to beast shape, you can use your action to magically assume the shape of a monstrosity that you have seen before. Your druid level determines the monstrosities you can transform into, as shown in the monstrosity Shapes table. If the creature you wildshape into has weapons, you do not have them while as that creature, likewise, if the creature has spell casting you do not gain those spells. Otherwise your abilities during monstrous shape are the same as during beastshape. 

Monstrous Shape

Level and CR Limitations

2nd = 1/4 cr

4th = 1/2 cr

8th = 1 cr 

Creature of the night

At 14th level, when in dim light or darkness, you gain the ability to become one with the shadows. as a reaction, you become invisible and intangible, until your next turn. You must remain in your original location during this time. On your next turn, you re-appear within 45ft from your original position, conjured from a swarm of harmless creatures tiny or small. If while this ability is active a creature passes a wisdom check against your spell save dc you are no longer invisible or intangible to it. If you take damage during the round you are no longer invisible or intangible. You can use this ability equal to your constitution modifier. 

Cursed spells

Your mystical connection to the night curses you, with a magical disease, thirst for life force, or living death. These curses also allow you to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to cursed spells as you harness the darkness that plagues you. Your spellcasting ability for these spells is constitution.

Spell save DC = 8 + your proficiency bonus + your constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Thirst:

3rd Darkness/ wither and bloom

5th Vampiric touch/ life transference

7th Stone skin/ Shadow of moil

9th Enervation/ dominate person 

 

Death:

3rd Darkness/ levitate

5th animate dead/ Spirit shroud

7th shadow of moil/ blight

9th danse macabre/ negative energy flood

 

Disease:

3rd Darkness/ Tasha's mind whip

5th antagonize/ bestow curse

7th shadow of moil/ sickening radiance

9th Contagion/ insect plague

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.

Disease

You are diseased with a magical illness, a fiend, spirit, parasite, lycanthropy, plague or other curse riddles your body. Your druidic powers have taught you to use this curse to your advantage. 

Living death

You are dead, cursed to walk the living realm without any life yourself. You gain a keen power over the forces of death from your state of purgatory. 

Thirst

You share a curse with creatures of the night who hunger for life energy, you must rely on the life-force of others to sustain yourself. you've since mastered the control of vitality. 

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