Base Class: Druid
Bonus cantrip
When you join this Circle at 2nd level, you learn an additional, necromancy cantrip of your choice
Blight Form
Starting at 2nd level. As an action, you can expend a use of your Wild Shape feature to become an avatar of rot, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- You are Immune to being blinded, deafened.
- Gain Blindsight to 60ft. Blind beyond this point.
- False Appearance. While you remain motionless you are indistinguishable from nature.
In addition you gain the ability to summon a blighted vine that strikes at your foes. As a bonus action, you create a 10-foot-long vine at a point you can see within 60 feet of you. The vine lasts for 1 minute or until you use this feature to create another vine.
When you create the vine, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 necrotic or poison damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the vine increases to 2d8.
As a bonus action on your turn, you can move the vine up to 30 feet and repeat the attack.
You can summon the vine a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Circle spells
Your connection to the forces of decay and rotting infuse you with newfound magical energy. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to pestilence and decay.
Once you gain access to a circle spell, 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.
Rot Spells
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Plaguemaster
Starting at 6th level, you become a true master of inflicting your foes with poison and disease. If any of your abilities cause poison damage, or the poisoned condition, or diseases, your opponents roll their saves with disadvantage.
Blight Touched
Starting at 10th level, you become immune to decay and rot. You gain immunity to poison and disease, and resistance to necrotic damage.
Aura of decay
When you reach 14th level, creatures of the natural world sense your connection to blight and become afraid of you. When a beast or plant creature attacks you, that creature must make a wisdom saving throw against your druid spell save DC. On a failed save, the creature becomes frightened and the attack misses. On a successful save the creature is immune to this effect for 24 hours.
Part of nature slowly decay while you are in their vicinity. Smaller plants wither and die in a few days, larger trees might last for several weeks. People and animals often feel sickly around you.
Bonus Cantrip
When you join this Circle at 2nd level, you learn an additional, necromancy cantrip of your choice
Blight Form
Starting at 2nd level. As an action, you can expend a use of your Wild Shape feature to become an avatar of rot, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- You are Immune to being blinded, deafened.
- Gain Blindsight to 60ft. Blind beyond this point.
- False Appearance. While the blight remains motionless, it is indistinguishable from nature.
In addition you gain the ability to summon a blighted vine that strikes at your foes. As a bonus action, you create a 10-foot-long vine at a point you can see within 60 feet of you. The vine lasts for 1 minute or until you use this feature to create another vine.
When you create the vine, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 necrotic or poison damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the vine increases to 2d8.
As a bonus action on your turn, you can move the vine up to 30 feet and repeat the attack.
You can summon the vine a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Circle Spells
Your connection to the forces of decay and rotting infuse you with newfound magical energy. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to pestilence and decay.
Once you gain access to a circle spell, 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.
Rot Spells
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Plaguemaster
Starting at 6th level, you become a true master of inflicting your foes with poison and disease. If any of your abilities cause poison damage, or the poisoned condition, or diseases, your opponents roll their saves with disadvantage.
Blight Touched
Starting at 10th level, you become immune to decay and rot. You gain immunity to poison and disease, and resistance to necrotic damage.
Aura of decay
When you reach 14th level, creatures of the natural world sense your connection to blight and become afraid of you. When a beast or plant creature attacks you, that creature must make a wisdom saving throw against your druid spell save DC. On a failed save, the creature becomes frightened and the attack misses. On a successful save the creature is immune to this effect for 24 hours.
Part of nature slowly decay while you are in their vicinity. Smaller plants wither and die in a few days, larger trees might last for several weeks. People and animals often feel sickly around you.
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