Druid
Base Class: Druid

These druids have been awakened by the hollowness of death and decay of the world. This faction of druids is small yet its powers with death and decay are mighty. Usually these druids have seen as the life they ever so protected was stripped away now they dwelve into the concepts they had ever lasted having hatred for and learned without death and decay the world would have imbalance. After realizing this these druids turned to these ways to give into the balance of life keeping the world in the proper cycle of life and death.

Circle Spells

2nd-level Circle of Spores feature

Your symbiotic link to the hollowed souls and your ability to tap into the cycle of death and decay grants you access to certain spells.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Hollowed Spells table. 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.

Circle of Spores Spells
Druid Level Spells
3rd

blindness/deafness, chill touch, gentle repose

5th gaseous form, insect plague, phantasmal killer, speak with dead,
7th blight, confusion, finger of death, circle of death
9th cloudkill, contagion, power word kill,

Hallowed Heart

3rd-level Circle of the Hollowed feature

You are connected straight towards the decay of the world and it allows you to deal 1d6 necrotic damage. To a creature you damage it must make a constitution saving throw, if it succeeds on a Constitution saving throw against your spell save DC then the damage is halved and additional effects are not applied and if it is failed hen this damage is done on every time it comes back to your turn and the body of the target gets more decayed. The necrotic damage increases to 1d8 at 6th level, 2d10 at 10th level, and 3d12 at 14th level.

Decay of the Wild

3rd-level Circle of the Hollowed feature
You're connection with the decay of the world effects your wild shape effects. As a part of wild shape, the area around you decays in a 5 feet cube for each level you have in this class. While this feature is active, you gain the following benefits:

  • The area around you in a {{(classlevel*5)#signed}} feet cube decays
  • Any creature that enters or starts it turn there takes 1d6 necrotic damage.

These all last for 1 hour, or until a healing or reviving spell is used on the area.

Soul Reaping

6th-level Circle of the Hollowed feature

Your alignment with decay gives you the ability to reap a corpse for your wild shape. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to reap the soul of that creature into your wild shape this fully decays the body to nothing. When the soul is reaped your next wild shape allows you to wild shape into that creature without expending a wild shape slot. This wild shape is temporary and does not incur any other additional effect, this wild shape lasts 2 of your turns and this effect cannot be used again until 1 minute after the initial reaping.

You can use this feature a number of times equal to your proficiency bonus+ Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Transfer of Decay

10th-level Circle of the Hollowed feature

You're connection between decay itself gives you the ability to empower your Decay of the Wild. As a bonus action while your Decay of the Wild feature is active and an area is still decayed, you can draw the life force out of creatures within the area and transfer it into your allies.

The creatures roll a Constitution saving throw against your spell save DC if they fail they take 3d8 necrotic damage and all damage took is then transferred into an ally or allies

 

Decayed Soul

14th-level Circle of  the Hollowed feature

The decay of your soul starts effecting your body, altering you: you can’t be blinded, deafened, frightened, or poisoned, and creatures that deal melee attacks against you also take 2d6 necrotic damage for the decay of your body spreads to them or if a weapon is stabbed or penetrates you that weapon gets damaged and decays over time.

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