Base Class: Druid
Not all druids serve harmony. Some bend the natural world through eldritch precision, exploiting ancient roots and unseen stars. These druids wield nature as a weapon, hiding their unnatural precision behind grace and ritual. Circle of the Verdant Eclipse draws from the eldritch and the elemental, warping terrain and sapping its energy, pretending it is still natural magic.
Level 2: Spell Acceleration
Your hands move faster than normal casting allows. Magic seems to “snap” into place, like you’re cheating the weave.
At 2nd level, you gain the ability to cast minor spells with flicks of unnatural force:
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When you cast a cantrip or 1st-level spell as an action, you can immediately cast another cantrip as a bonus action.
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If both spells deal damage, the second one deals force or necrotic damage instead of its original damage type, and leaves a visible, disturbing trace—cracked earth, recoiling grass, or a howl in the wind.
You can use this feature Proficiency Bonus times per long rest.
Level 2: Nature as a Weapon
At 2nd level, you can expend one Wild Shape use to manipulate the battlefield:
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Earth Crack – Hurl a massive slab of rock at a target within 30 ft (Dex save or 2d10 bludgeoning, prone).
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Rootwhip – Summon spiked roots to lash a creature within 15 ft (Str save or restrained for 1 round).
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Timber Fall – Target a large object (tree, stone pillar, etc.) to collapse in a 10-ft line, forcing a Dex save or take 3d6 bludgeoning and be knocked back.
Each Save DC is equal to your Spell Save DC. In addition, each damage roll gains an extra damage dice every 6 levels (Ex: 2d10 at level 2 and 5d10 at level 20)
Level 3: Circle Spells
Your corruption of the natural order grants you access to spells that bend both the supernatural and the physical world to your will. At the druid levels listed, you gain access to the following spells. These spells are always prepared and don't count against your number of prepared spells.
**3rd Level:** Ray of Sickness, Spike Growth
**5th Level:** Animate Dead, Bestow Curse
**7th Level:** Phantasmal Killer, Blight
**9th Level:** Wall of Force, Cloudkill
Level 6: Shatterroot Mastery
You become a conduit for both ruin and raw nature.
Once per long rest, you can channel both aspects at once for 1 minute:
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Your terrain-based abilities do not consume Wild Shape Charges
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Your spells deal +1d6 force or necrotic damage, depending on the terrain beneath you. (Force for lifeless, Necrotic for nature)
During this state, your spell effects cause ghostly afterimages, flickering starlight, or surges of roots that coil too fast.
Aftermath: The environment may be ruined, twisted, or drained—an old tree petrified, a stone circle cracked and floating.
Level 10: Split Aspect
You now have two magical modes, and can switch between them as a bonus action:
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Form of the Hollow Beyond – Your spells gain the Ethereal tag: they ignore half and three-quarters cover, and faint lights drift around your hands.
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Form of the Verdant Engine – Your terrain-based attacks (from Nature as a Weapon) now deal extra damage equal to your Wisdom modifier, and your movement is unaffected by nonmagical difficult terrain.
Level 14: Sapping Pulse
When you damage an enemy with a druid spell, you can siphon the life of nearby terrain. If the terrain is natural (grassy field, forest, cave), the area around you withers or dies in a 10-foot radius. Choose one of the following affects:
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Gain temp HP equal to half your druid level, or restore a spell slot of 1st level.
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Deal extra necrotic damage equal to half your druid level.
Usable Wisdom modifier times per long rest.
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