Base Class: Druid
Druids of the Circle of the Corrupted draw their power from the dark and twisted aspects of nature. These druids have ventured into lands tainted by malevolent forces and emerged transformed, wielding the destructive energies they have encountered. They embrace necromancy and summoning to command corrupted minions and harness necrotic powers, seeking to restore balance by using the very corruption that threatens it. Often viewed with suspicion and fear, these druids walk a fine line between life and death, nature and decay, using their unique abilities to protect the natural world from its own dark reflections.
Level 3: Circle of the Corrupted Spells
Consult the table below; you have the spells listed for your Druid level and lower prepared.
| Druid Level | Circle Spells |
|---|---|
| 3 | False Life, Inflict Wounds |
| 5 | Gentle Repose |
| 7 | Animate Dead, Fear |
| 9 | Blight |
Level 3: Necromantic Shape
As a 3rd level feature, your connection to the undead imbues your Wild Shape with necrotic energy. When you use your Wild Shape, you can choose to take on the undead form of whatever creature you turn into. In this form:
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Your attacks deal an additional 1d6 necrotic damage.
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You have advantage on saving throws against being frightened or charmed.
- You gain immunity to poison damage, and the poisoned condition.
Level 3: Summon the Fallen
Also as a 3rd level feature, you can use your druidic magic to summon undead creatures to aid you in battle. Once per long rest you can spend 10 minutes performing a ritual to raise undead servants held together by withered vines. The number of undead servants raised this way is 1/4 your druid level (rounded down). These undead creatures remain for 1 hour, until they are destroyed, or until you dismiss them as a bonus action. Once dismissed, the undead turns to ash.
To summon undead with this ritual, you must have either bone or flesh harvested from a dead beast or humanoid that is size small or medium. This material is consumed by the ritual, creating a skeleton or zombie of the original creature depending on if a bone or flesh was used.
In combat, the undead's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
Level 6: Resurrective Recovery
As a 6th level feature, whenever you summon or create an undead creature, you regain hit points equal to your druid level. If you have no missing health, this healing is instead added onto your temp hp.
Level 10: Deathly Ward
As a 10th level feature, you become immune to diseases and have resistance to the necrotic damage type. Each of your undead summons also gain 10 temporary HP when they are created.
Level 14: Corpse Flowers
As a Magic action, you can expend a use of your Wild Shape and cause large, withered flowers to grow from all corpses in a 60ft radius of you. They do not grow on raised, summoned, or unwilling undead. Each flower emanates an aura of death and decay in a 10ft radius around it. This aura affects any living creature in it, causing multiple negative effects if their turn starts inside one of these auras. These effects can be seen below:
- Disadvantage on ability checks and saves.
- Movement speed is halved.
- Make a constitution save against your spell DC or lose their next action to nausea.
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Posted Jan 17, 2025Wow! The level 6 feature is absolutely op. Because once you are at level 20 you can straight up heal or add 50 hp to your character. Although i do wonder, if the Corpse Flowers were to be cut down does that cancel their effects or does it stop after a certain period of time.