Druid
Base Class: Druid

The Circle of the Withering walks the liminal edge between life and decay. These druids are guardians of the natural cycle, ensuring not just the flourishing of life, but the sacredness of death and decomposition.

To them, rot is not corruption — it is transformation. They speak with fungi, guide the dying to their rest, and awaken dormant forces beneath bark and bone. Wherever stagnation festers or imbalance grows, Withering druids bring renewal through withering touch.

Some fear their grim countenance and eerie calm, mistaking them for necromancers. But the Withering druid knows better: decay is not destruction, but rebirth. They are not agents of death, but of the hidden beauty in endings.

Level 2: Circle of the Withering Path Spells

 

When you reach a druid level listed in the Circle of the Withering Path Spells table, you always have the listed spells prepared. They do not count against your number of prepared spells.

**3rd Level:** *Poison Spray*, *Gentle Repose*, *wither and bloom*
**5th Level:** *Life Transference*, *Aura of Vitality*
**7th Level:** *Blight*, *Aura of Purity*
**9th Level:** *Contagion*, *Mass Cure Wounds*

 

Circle of the Withering Path Spells
Druid Level Spells
3rd

poison spray, gentle repose, wither and bloom

5th life transference, aura of vitality
7th blight, aura of purity
9th mass cure wounds, contagion

Level 3: Druidic Fungal Bond

**Withering Halo.**
When a creature you can see within 10 feet of you takes damage, you can use your reaction to unleash necrotic spores. That creature takes extra necrotic damage equal to your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your Wisdom modifier per long rest.

**Silent Step.**
You gain proficiency in Stealth. If you already have it, you gain expertise instead. In dim light or darkness, you can attempt to hide as a bonus action, even if lightly obscured.

 

Level 6: Forest’s Phantom

**Umbral Bloom.**
When in natural terrain, you can cast *Invisibility* on yourself without using a spell slot. While invisible this way, your footsteps do not disturb natural surfaces (no tracks or sound). You may use this feature once per long rest.

**Sense the Rot.**
You can cast *Detect Evil and Good* once per short rest, flavored as sensing spiritual imbalance.

Level 10: Raven’s Omen

**Raven Familiar.**
You can summon a spirit raven as a familiar using *Find Familiar*, but it requires no components and can be summoned once per long rest. The raven is resistant to nonmagical damage and can deliver your touch spells.

**Echoing Flight.**
Once per turn when your raven is within 30 feet of you, you may cast a cantrip or a 1st-level druid spell through it as if you were in its space.

Level 14: The Verdant Silence

 

**Bloom of the Dead.**
When you reduce a creature to 0 HP, you can cause fungal growth to erupt from their body. Choose one:
- **Distract:** Enemies within 10 ft. must succeed on a Dexterity saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or have disadvantage on attack rolls until the start of your next turn.
- **Choke:** One creature within 5 ft. takes necrotic damage equal to your druid level.

**Shadowed Sanctuary.**
In dim light or darkness, you gain resistance to necrotic and fire damage.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2025 7:16:10 PM
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