Druid
Base Class: Druid

Some prefer to fight battles with shiny swords or flashy spells, but members of the Circle of Alchemy have a different, more subtle approach. These druids know the world of the green better than anyone, and use their knowledge to prepare brews that give fantastic benefits to their allies-- or deadly results for their enemies.

Bonus Proficiency

When you choose this circle at the 2nd level, you become proficient with Alchemist's Supplies.

Pick Your Poison

Starting at the 2nd level, you can channel the powers of certain plants to help you and your allies or harm those around you. As an action, you may expend a use of your Wild Shape to choose from one of the following abilities:

  • Seed of Burdock. All allies within 10 ft of you gain temporary hit points equal to your Druid level plus five.
  • Root of Monkshood. Your allies may deal an additional 1d6 poison damage to their total damage once until the start of your next turn.

Circle Spells

Your knowledge of the natural world and magical connection to plants gives you the ability to cast certain spells. At the 3rd, 5th, 7th, and 9th level, you gain access to circle spells connected to the realm of venom you are the most familiar with. Choose a plant-- elderberry, ginseng, nightshade, or snakeroot-- and consult the associated list of spells.

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.

Elderberry
Druid Level Spells

3rd

Lesser Restoration, Prayer of Healing

5th

Aura of Vitality, Mass Healing Word

7th

Aura of Life, Death Ward

9th

Greater Restoration, Mass Cure Wounds 

Ginseng
Druid Level Spells

3rd

Aid, Enhance Ability

5th

Beacon of Hope, Crusader's Mantle

7th

Aura of Purity, Stoneskin

9th

Circle of Power, Skill Empowerment

Nightshade
Druid Level Spells

3rd

Acid Arrow, Maximilian's Earthen Grasp

5th

Erupting Earth, Vampiric Touch

7th

Blight, Vitriolic Sphere

9th

Cloudkill, Wrath of Nature

Snakeroot
Druid Level Spells

3rd

Blindness/Deafness, Ray of Enfeeblement

5th

Bestow Curse, Slow

7th

Elemental Bane, Grasping Vine

9th

Contagion, Hallow



Touch of the Sage

Also starting at the 2nd level, you are so familiar with poisons and ailments that certain spells and abilities related to them take very little effort.

You learn the spells Detect Poison and Disease and Protection from Poison without affecting your known spells. You can cast these spells without expending a spell slot once per short or long rest, after which you must use a spell slot as normal. You also have advantage on ability checks made to identify potions or illnesses.

Toxic Embrace

Starting at the 10th level, the virulent damage you deal can now turn even more deadly or give life to you and your allies. When you deal poison damage, you may use a bonus action and choose to do one of the following:

  • Stem of Comfrey. Halve the amount of poison damage you dealt and restore that much health to yourself or one ally.
  • Bloom of Oleander. Have the target roll a Constitution saving throw against your spell DC. If they fail, they are poisoned. If they succeed, they take the damage as normal but are not poisoned.

You may use this ability a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest.

Venom in the Veins

Starting at the 14th level, you have a magical connection to the poisons you work with, and it has altered your physical form. You gain the following benefits:

  • You have immunity to poison damage in all forms.
  • You cannot be poisoned through normal or magical means.
  • Any critical hit made against you counts as a normal hit unless you are incapacitated.

Previous Versions

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