Druid
Base Class: Druid

Sasel believe they have been gifted sapience by the God of life, Osan. They hold this gift in such high regard that they vow to never ask favors of Great Osan, as he has already given enough to survive, live, and love. To ask for more would incur the ire of their people or the sister Goddess of Osan, Osmea. Osmea is the opposite of Osan, for she brings death and incites greed and duplicity among those who seek it. She embodies the Melusan, or the apocalypse in Saselan culture. She, however, is not evil and is seen as an important part of the Melusan cycle. She cleanses Vhos of corruption when she believes that the cup has flowed over and leaves rebuilding to her brother and his people. Sasel themselves have a unique ability that allows them to pass on the history of their lives to another as a gesture of love to a potential partner or child. While difficult to share these visions with anything other than a Poel, it is still possible.

The Circle of the Apocalypse are followers of a forbidden link to the weave once discovered by a wicked soul known as Ot. Ot was said to have used the blood and flesh of animals within her rituals to enhance and tap into the darker side of the weave. The ability to shift into people they've known and killed granted them a grand advantage against those who believe the Circle to be corrupt and a twisted amalgamation of the spawn of Osmea. Believing that the Storm was the Melusan, druids turned to the Circle of the Apocalypse as a way to harness the now volatile and dangerous weave to destroy those who would wish to end what little life is left. Some go mad and use the powers for their own ends, but many learn to harness the eldritch art.

Flesh Shape

When you choose this circle at 2nd level, you gain the ability to transform into the perfect likeness of a humanoid that you've seen or killed when you use the Wild Shape feature. You gain the ability to expend a use of Wild Shape to cast Alter Self as an action. While you are in your Wild Shape form, you have advantage on Charisma checks to pass yourself off as another creature.

Additionally, whenever you use your Wild Shape feature, you may have creatures of your choice that can see or hear you transform within 30 ft. must make a Wisdom saving throw with a DC equal to your spellcasting modifier or become frightened until the end of your next turn. If you choose for your Wild Shape to be a duplicate of a living creature within range that can see you, that creature has disadvantage on the saving throw.

Circle Spells

Druid Level Spells
2nd Chill Touch, Ray of Sickness
3rd Hold Person, Locate Object
5th Bestow Curse, Lightning Bolt
7th Phantasmal Killer, Shadow of Moil
9th Contact Other Plane, Enervation

Your grasp of the dark side of the weave allows you to tap into the eldritch secrets of Duu'tash. At 2nd level, you learn the chill touch cantrip and the ray of sickness spell.

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

Fetish Craft

Starting at 6th level, you gain the ability to craft magical fetishes, trinkets, totems, or other magical paraphernalia to grant boons or hindrances. Crafting one such item requires 8 hours and 50 gp worth of materials to craft and imbue with power. It may be made of bone, wood, feathers, or flesh. A creature can only attune to the fetish if a part of them was used in the creation of their item. For example, blood, hair, or fingernails. The item itself has an AC of 10 + plus your proficiency bonus at the time of the crafting and 1 hit point. It has immunity to all conditions and poison damage. It must be visible or worn on one's person to function. The fetish can grant one of the following abilities:

  • Choose a creature during the crafting of the item. The chosen creature must be someone you have seen or are familiar with. Whenever the creature is within 30 ft. of the fetish, it has disadvantage on attacks made against you (the bearer). 
  • Choose a creature type during the crafting of this item such as Aberration, Humanoid, or Undead. Creatures of the chosen type cannot willingly come within 5 ft. of the fetish.
  • Whenever you make an attack against a creature that has already taken damage, you deal an additional d6 psychic damage to the creature.
  • Choose a creature during the crafting of the item. The chosen creature must be someone you have seen or are familiar with. While the chosen creature is within 30 ft. of the fetish, you always know its location as long as it's on the same plane of existence as you. It cannot become hidden from you, and if it's invisible, it gains no benefit from the condition against you. 

A dispel magic or remove curse spell destroys the item. At the DM's option, you may choose an alternative ability for the fetish, but it should be no more powerful than those described above. The DM has final say on the effect or ability of the fetish.

Skin Taker

At 10th level, you've learned to steal the essence of more powerful foes. When you use the Wild Shape feature, you can transform into a humanoid creature of CR 3 or lower. In addition, when you a hostile creature to 0 hit points, you can use your reaction to expend a use of Wild Shape become them.

Rite of Consumption

By 14th level, you have learned to harvest souls from those brazen enough to face you. You may perform a ritual that grants you a special effect. The ritual requires one hour and requires a part of a creature you or an ally has killed in the past 7 days like that of an eye, ear, finger, or internal organ. You may only use this feature once per soul consumed. You gain one of the following bonuses of your choice:

  • You gain a damage resistance or condition immunity that the creature may have had for 24 hours.
  • You may cast a spell that the creature knew once.
  • You may ask one question to the soul, and it must answer truthfully.

At the DM's option, you may choose an alternative bonus, but it should be no more powerful than those described above. The DM has final say on such a bonus.

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