Druid
Base Class: Druid

While most druids live in harmony with nature, druids of the circle of devastation seek the destruction of all living creatures. Using their powers of rot and corruption, a powerful druid of this circle can destroy a lively forest in mere hours. Their necrotic abilities allow them to survive the desolation that surrounds them, and the most powerful among them can rival the greatest wizards in destructive power.

Rotting Strikes

When you choose this circle at 2nd level, your unarmed attacks do necrotic damage equal to 1d4 + your Wisdom modifier against creatures, and twice as much damage against plants. 

Sickly Defense

Starting at 2nd level, you gain a measure of protection against toxins. You are resistant to poison damage and have advantage on saving thows against being poisoned. 

Circle Spells

Your dark connection to the forces of corruption infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your powers.

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.

Druid Level Spells

3rd

blindness/deafness, inflict wounds

5th

stinking cloud, vampiric touch

7th

blight, vitriolic sphere

9th

contagion, shadow soul

Infected Magic

Starting at 6th level, you learn how to use your powers of decay to inflict diseases upon your enemies. When you cast a spell, you can choose a number of creatures affected by the spell equal to your Wisdom modifier. Each creature must make a Constitution saving throw or be poisoned for 1 minute. 

Once you use this feature, you can't use it again until you finish a short or long rest.

Destructive Overflow

When you reach 10th level, if you cast a druid spell that does acid, necrotic, or poison damage, you can choose to deal the maximum amount of damage possible instead of rolling dice. 

Once you use this feature, you can't use it again until you finish a long rest. 

Nature's Terror

When you reach 14th level, creatures of the natural world are weakened by your aura of decay. When a beast, plant, or humanoid creature attacks you, that creature must make a Constitution saving throw against your druid spell save DC. On a failed save, the creature takes 3d10 necrotic damage and is frightened of you for 1 minute. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Previous Versions

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