Druid
Base Class: Druid

Sometimes seen as the boogieman of the druid circles, those that choose to join the Circle of Rot take on the grim but essential duty of ensuring the process of death and decay continues on. Circle of Rot druids are critical to the ebb and flow of nature in all Her beauty, even if they are often mistakenly seen as malicious.

Circle of Rot Spells

When you reach a Druid level specified in the Circle of Rot Spells table, you thereafter always have the listed spells prepared.

Circle of Rot Spells
Druid Level Prepared Spells
3 Bane, Wither and Bloom, Toll the Dead
5 Speak with Dead, Vampiric Touch
7 Blight, Shadow of Moil
9 Danse Macabre, Negative Energy Flood

Cloud of Rot

Beginning at 3rd level when you enter the Circle of Rot, your magic of decay allows you to project a grayish-green cloud of decomposing magical mist. Everything touched by this sickening miasma begins to wither and die. Plants shrivel up and brown, or dry out to dust. Small animals fall ill, and quickly die and become one with the soil.

As an action, you can spread your Cloud of Rot. The cloud is a 15 foot radius Emanation centered around you, and it lasts until you dismiss it or are rendered unconscious. The first time any creature or object, yourself included, within the cloud is damaged in a turn, they take additional necrotic damage equal to your Druid level. Every subsequent time a creature in the cloud takes damage from any source, they take and additional 1d4+1 necrotic damage.

When you first create the cloud, choose a number of creatures up to your Wisdom modifier. You may choose yourself as one of the chosen creatures. The chosen creatures receive half of this necrotic damage while in the cloud. You may end the cloud as a bonus action.

Shared Decomposition

At 6th level, you are able to channel life between decaying bodies to more evenly distribute their moldering. As an action, you may choose two conscious creatures within the area of your Cloud of Rot. You may have both creatures' hit points become the average value between the two of them. An unwilling target may resist this effect by making a Constitution save against your spell casting DC.

If this causes one of the creatures to obtain hit points beyond their hit point maximum, they gain temporary hit points equal to the difference. You may use this ability a number of times equal to your Proficiency bonus per long rest.

Shrivel Away

At 10th level, your Cloud of Rot can now cause violently accelerated decay within its area, and its influence has grown more profound. When you summon your Cloud of Rot, you may choose to make it a Deathly Cloud of Rot.

If you do, the cloud will extend out to a 30 foot radius sphere and counts as difficult terrain. When a creature ends its turn in the Deathly Cloud of Rot, it takes 6d4 points of necrotic damage plus an additional 2d4 points if it has already spent a turn within the cloud.

Snuff Out

At 14th level, your duty to Mother Nature drives you to bring those close to death to their inevitable end. As an action, you may force one creature that you can see within your Cloud of Rot to make a Constitution saving throw against your spell casting DC.

If it fails, the creature takes 1d6 necrotic damage for every 10 hit points it is missing from its hit point total. If the creature succeeds, it cannot be targeted by this effect for another 24 hours.

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