Druid
Base Class: Druid

The Blightcaller stirs elemental storms and souls lost to the putrid waters of swamp and bog—only the Blightcaller may grant them frenzied reprieve, rousing their spirits with mystical totems to swarm their foes with elemental fury. The Blightcaller can also call forth a miasmatic storm to choke and char their enemies with poison clouds and bolts of elemental energy. At the crossroads of life and death, rot and bloom, the Blightcaller thrives.

Bog Totem

From 2nd level, you may, as a bonus action, expend one use of your wild shape to spawn a Bog Totem at a location you can see within 60 feet. The bog totem appears as an intricately carved wooden plinth approximately 4 feet tall and one foot wide. You can determine its specific form, for example as a statue of twisting snakes, a rotting log, or a mound of skeletal bones. You may wish to make it appear to smoke slightly, or glow a dim green, or appear to ooze swamp water or slime.

The totem has hit points equal to your character level multiplied by your wisdom modifier (for example, if you are level 4 and your wisdom modifier is +3, your totem has 12 hit points) and is immune to poison, acid, and psychic damage. The totem lasts for as long as your wild-shapes do,  or until destroyed. You can also, as an action, send a mental command to your totem, detonating it and dealing 2d8 poison damage to adjacent creatures.

At the start of each of your turns, you may may select a creature within 30 feet of the totem. They must succeed on a dexterity saving throw or take 1d4 damage (increasing to 2d4 at 7th level and 3d4 at 14th level), plus suffer an infliction until the start of their next turn.  The damage and infliction type is determined randomly: 

  1. Lightning Damage / Blinded
  2. Poison Damage / Poisoned
  3. Acid Damage / Diseased
  4. Necrotic Damage / Weakened

All damage caused by your totem is doubled if it is created in a swamp terrain. 

Whisper of Rot

Starting at 2nd level, your elemental damage deals additional damage to weakened enemies. When you deal Fire, Cold, Lightning, Thunder, Acid, Poison, or Thunder damage against any creature who is Stunned, Poisoned, Burning, Diseased, Blinded, Deafened, Exhausted, Paralyzed, or Weakened (such as from enfeebling ray) you deal an additional 1d8 of the relevant damage type. This increases to 1d10, 2d8, and then 2d10, at 6th, 11th, and 16th level respectively. 

Circle Spells

 Whenever you learn a new spell at a higher level than you were previously able to use, you gain access to the spells listed for that level in the Blightcaller table below. Once you gain access to one of these spells, 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.

Spell Level Spells Druid Level
1st Fog Cloud, Ray of Sickness 3rd
2nd Melf's Acid Arrow, Web 3rd
3rd Stinking Cloud, Erupting Earth 5th
4th Vitriolic Sphere, Grasping Vine 7th
5th Cloudkill, Contagion 9th
6th Wall of Thorns 11th
7th Delayed Blast Fireball 13th
8th Abi-Dalzim's Horrid Wilting 15th
9th Meteor Swarm 17th

Plague Burst

Starting at 6th level, creatures hitting you in melee have a chance to be infected from the contact. You may use your reaction to require a creature hitting you in melee to make a Constitution saving throw. If they fail, they suffer a condition determined by a d4 roll until the end of their next turn: 

  1. Blinded
  2. Poisoned
  3. Diseased
  4. Weakened

From 10th level when you use this feature, creatures must make their save with disadvantage, and from 14th level you do not need to use your reaction to use this feature. 

Bog Down

When you reach 10th level, you become immune to poison and disease, and resist poison and necrotic damage. 

Additionally, when you land a critical hit against a creature, they are encompassed in a magical putrid fog, which swirls momentarily and then clings to their form. Until the end of their next turn, their speed is halved, and the next time you or an ally of yours hits the creature with a spell or weapon attack,, they have vulnerability to all of that attack's damage. 

Toxicity

 At 14th level when you deal cause a creature to become blinded, diseased, poisoned or weakened, they also become Marked for 1 minute, or until the condition is removed. Marked creatures cannot be healed by magical or non-magical means; should they be healed while marked they are not, instead taking poison damage equal to the healing they would have received. Additionally, you have resistance against to all damage dealt by creatures you have marked. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2024 2:05:54 AM
5
1
--
Coming Soon
7/23/2024 3:27:31 AM
12
2
--
Coming Soon
4/28/2025 1:13:29 PM
28
15
1.3
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes