Druid
Base Class: Druid

While druids usually draw their forms from creatures familiar to the natural world, the Circle of Horrors finds its shapes among the occult and twisted—creatures born from the darkest corners of dreams and nightmares.

These druids have been changed by the ever-shifting nature of the world around them. Where other druids nurture and protect the wilds, members of this circle seek to corrupt them, spreading decay and necrosis wherever they tread. Their presence twists the land itself, turning life into something unnatural and leaving behind an environment as horrifying and alien as the forms they take.

Blank Space (Due to restraint)

This is here to just fill the dnd beyond requirement that requires the 2014 subclass to have a 3rd level even druid circles dont get a 3rd level improvement based on the rules book

Horror Shape

When you choose this circle at 2nd level, you can change into two new creature types, Monstrosities and Abberations, from this level you also gain the ability to use your Wild Shape to transform into a Monstrosities and Abberation with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a Monstrosities and Abberations with a challenge rating as high as your druid level divided by 2, rounded down 

Grim Cycles

When you join this Circle, you gain access to two spell tables: the Decay table and the Renewal table.

Whenever you gain a spell from this feature, you can choose a spell from either table, allowing you to mix and match spells from both cycles.

Once you gain access to a spell through this feature, you always have it prepared. These spells don'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, that spell is nonetheless a druid spell for you.

Decay Table
Cleric Level Spells
2nd Dissonant Whispers, Cause Fear
3rd Ray of Enfeeblement, Wither and Bloom
5th Feign Death, Vampiric Touch
7th Blight, Evard's Black Tentacles
9th Contagion, Destructive Wave
Renewal Table
Druid Level Spells
2nd Animal Friendship, Cure Wounds
3rd Summon Beast, Lesser Restoration
5th Plant Growth, Revivify
7th Polymorph, Guardian of Nature
9th Skill Empowerment, Reincarnate

 

Necrotic Rituals

Starting at 6th level, you can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

you can perform a ritual to commune with dead or decaying natural matter, such as burnt wood, dead plants, bones, and wooden objects. You can ask it simple questions about things it has experienced or witnessed, though its memories may be vague or incomplete.

You can also attempt to communicate with living, non-hostile creatures associated with death, decay, or nature. The DM may require a Wisdom (Nature) or Wisdom (Animal Handling) check to establish communication.

Horrorfied Strikes

Starting at 10th level, your connection to your Wild Shape empowers your attacks. While in Wild Shape, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, whenever you enter Wild Shape, gain a bonus to your attack rolls equal to your wisdom modifier, and also roll a d6 + Wisdom Modifier. your damage rolls equal to the number rolled for the duration of that Wild Shape.

Horrifed Sanctuary

Starting at 14th level, the decay of your Circle of Horrors surrounds you, creating a dreadful sanctuary of withered roots, rotting earth, and dying vegetation.

The area within 30 feet of you is difficult terrain for creatures of your choice.

Whenever a creature moves more than 5 feet while within the sanctuary, the decay begins to leach into its body. The creature must make a Constitution saving throw against your druid spell save DC. On a failed save, it takes 2d8 + your Wisdom modifier necrotic damage. On a successful save, it takes half as much damage.

Once a creature succeeds on this saving throw, it is immune to Horrified Sanctuary for 24 hours.

Creatures can see and sense the sanctuaries effects before entering or while being inside

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