Base Class: Druid
The Circle of the Rabid Spirit is an unusual and chaotic druidic tradition, born from an affliction that merges primal instincts with an unpredictable, wild energy. Druids of this circle walk the line between sanity and madness, their bodies and spirits infused with a feral essence that changes them in ways they can barely control. Whether afflicted by a curse, a disease, or the bite of an unnatural creature, these druids find themselves bound to a wilder, more erratic power.
Their erratic nature begins to make them unpredictable. Their connection to the wild is more savage and chaotic, making them prone to feral outbursts, strange visions, or uncontrollable instincts. They may struggle with their own transformation, trying to maintain control over their mind while their body craves wild, unfiltered freedom. The madness from the rabid bite spreads into the druid’s very thoughts, breaking the limits of their consciousness. They hear whispers from the Feywild, gaining telepathic abilities, uncontrollable insight, and eerie prophetic visions.
Additional Circle Spells
Spells specifically associated with The Circle of the Rabid Kobold
Rabid Kobold
| Druid Level | Circle Spells |
|---|---|
| 3 | Acid Splash, Ray of Sickness, Web |
| 5 | Stinking Cloud |
| 7 | Polymorph |
| 9 | Insect Plague |
Level 2: Rabid Infusion
Upon choosing this circle, you begin to feel the affects of a feral essence that starts to change your body and spirit. You gain the following benefits:
Feral Agility: Your movement speed increases by 10 feet, and you ignore difficult terrain created by natural obstacles (such as overgrowth, mud, or rubble).
Rabid Bite: As a bonus action, you can make an unarmed bite attack that deals 1d6 piercing damage + your Wisdom modifier. If you hit a creature, it must succeed on a Constitution saving thrown (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or be cursed with Wild Affliction for 1 minute. While afflicted, the creature suffers disadvantage on Intelligence and Wisdom checks and cannot take reactions.
Instinctive Awareness: You gain proficiency Survival, have advantage on Wisdom (Perception) checks that rely on smell or relating to natural terrain, as well as +2 to any saving throw rolled to dodge traps.
Level 6: Wild Mutation
The energy coursing through you begins to mutate your body - altering your wild shape and magical abilities:
Mutated Wild Shape: When you Wild Shape into a beast, you can choose to take on a Rabid Form, gaining the following effects.
+ You gain advantage on attack rolls if your current hit points are less than half of your maximum.
+ Your melee weapon attacks deal extra poison damage equal to your Wisdom modifier.
+ When you drop to 0 HP in Wild Shape, you can make a Constitution saving throw (DC 10). On a success, you drop to 1 HP instead (usable once per long rest)
Rabid Endurance: When you fail a saving throw against an affect that would charm or frighten you, you can use your reaction to re-roll it. You must use the second roll.
Level 10: Fevered Frenzy
Your body becomes a conduit for wild, rabid energy, allowing you to unleash a terrifying bursts of speed and aggression. As a bonus action, you can enter a Frenzied State for 1 minute, gaining the following effects:
+ Your movement speed increase by 20 feet and your ignore opportunity attacks.
+ When you hit a creature with a melee weapon or unarmed strike, you can deal additional poison damage equal to your to your Wisdom modifier (minimum of 1).
+ You can take the Dash or Disengage action as a bonus action on each of your turns.
+ At the start of each of your turns while Frenzied, you must make a DC 10 Wisdom saving throw or suffer 1 level of exhaustion at the end of the frenzy (this exhaustion fades after a short or long rest). You can use this ability once per short of long rest.
Level 14: Contagious Wildness
As an action, you can target up to 3 creatures within 30 feet, forcing them to make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save:
+ The creature is forced into a Feral Rage for 1 minute, during which it must attack the nearest creature (even allies).
+ If the creature is a beast or humanoid, it temporarily takes on animalistic features, such as elongated claws or fangs, and gains advantage on melee attack rolls, but suffers disadvantage on Intelligence and Wisdom checks.
+ The effect ends if the creature is knocked unconscious or at the end of the duration.
You can use this ability once per long rest, and while you are in Rabid Form, you can use it as a bonus action instead of an action.
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