Druid
Base Class: Druid

Druids of the Circle of the Muck are guardians and protectors of that which humans look down upon.  They protect that in the wild which is considered dirty, ugly, or dangerous.  They live almost exclusively in the wilds that they protect, paying very little attention to civilization, only interacting with those from villages, towns, and cities when it is necessary for their survival so that they may continue to watch over the muck.  As a member of the Circle of the Muck, your magic is influenced by the beauty you find in that which others find ugly.  Your spells may be considered vile to most, but you see the grace in all of them equally.

There is no real initiation process for those in the Circle of the Muck.  Instead, a druid who has been guarding over the muck for long enough naturally will be gifted their rite as a member of the circle when the forces of nature deem them worthy.

Stench

When you choose this circle, at 2nd level, you gain the power of your stench from living in the muck for so long.  Once per long rest, as a bonus action, you release your putrid stink and anyone in a 15 ft. radius must make a wisdom saving throw with a DC equal to 10 + your Wisdom modifier.  On a failed save, the creature is turned and must use their movement to move as far away from you as possible.

While turned, a creature must spend its turns moving as far away from you as it can, and can not willingly move into a space within 30 ft. of you.  This creature also can not take reactions.  If the creature takes an action, it must use the dash or try to escape an effect preventing it from moving.  If the creature can no longer move, it may take the dodge action.  A creature is no longer turned as soon as it takes damage.

Long Term Exposure

Starting at 2nd level, your long term exposure to the vile conditions around you has made you become used to living in mud, grime, and bacteria.  You become resistant to poison and immune to disease.

At 10th level, your body has fully developed its resistances, and you become immune to both poison and disease.

Muck Spells

Living in the muck for so long has had an influence on you, not only in your behavior and outlook, but in your spell casting as well.  Your spells have become dirty and repulsive, though you do not see them this way.  To you, they are a beautiful expression of the parts of nature that are often undermined or overlooked.

When you gain access to a Circle of the Muck spell, it is always prepared.  It does not count towards your prepared spells for that day, and is always available in your spell list.  Even if a spell on the list is not considered a druid spell, it counts as one for you.

DRUID LEVEL SPELLS

3rd

acid arrow, web

5th

gaseous form, water walk

7th

black tentacles, private sanctum

9th

cloudkill, seeming 

Natural Weapon

At the 6th level, you can pick parts of plants and manipulate them with your magic to treat as an improvised weapon.  When you attack with one of these plants, you do 1d4 + the appropriate modifier for melee or ranged attacks damage.

You also gain proficiency in improvised weapons, but only for improvised plant weapons.  You can add your proficiency, as well as your attack modifier, when you make your attack.

These plant weapons are considered non-magical weapons unless the target is a fey, plant, or beast.

Wild Plant Shape

Upon reaching 10th level, you learn how to wild shape into beings beyond merely beasts.  You can now wild shape into three different living plants, with the same benefits, restrictions, and features you would have if you were to wild shape into an animal.

You can expend a wild shape to transform into an awakened shrub, an awakened tree, or you can expend two wild shapes to transform into a shambling mound.

Odious Aura

At the 14th level, your grime and stench become so strong that they are constantly a factor.  You emit an aura of absolute disgust in a 30 ft. radius.  Any creature who attempts to poison or disease you or an ally within your aura must succeed on a Wisdom saving throw against your druid spell save DC.  On a failed save, the creature who attempted to poison or disease you or your ally is subjected to the very same poison or disease, regardless of whether their attempt on you or your ally is successful.

Any creature immune to being poisoned or [condition]diseased[/conditioned] is not affected by this aura.

Improved Long Term Exposure

At 10th level, your resistance to poison becomes an immunity to it.

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