Base Class: Druid
Perhaps you died and were sent to one of the Lower Planes, and were bestowed with what little natural magic resides there. Perhaps you are a scholar, fascinated with the flora and fauna of the Nine Hells. Perhaps you have been to a Lower Plane, and you have decided that the brutal efficiency and sheer, unstoppable survivability of the life on that plane is perfect, and should be the end goal for life, even on the Prime Material. Idea from dumpstatpodcast over on tiktok!
Fiendish Spirit
At 2nd level, your soul becomes suffused with the hellish power of the Lower Planes, and you channel that power into your body. As an action, you can expend a use of your Wild Shape feature to take on a more fiendish appearance. While this feature is active, you gain the following benefits:
- You gain resistance to one of the following damage types: acid, cold, fire, or necrotic.
- Your melee weapon attacks deal an extra 1d6 damage of the chosen type to any target they hit. This damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
These benefits last for 1 minute, or until you use your Wild Shape again.
Circle Spells
Your fiendish origin grants you access to certain spells. At 2nd level, you learn the Fire Bolt cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Infernal 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.
Infernal Spell List
| Druid Level | Spells |
|---|---|
|
3rd |
Blindness/Deafness, Darkness |
|
5th |
Spirit Shroud, Summon Lesser Demons |
|
7th |
Blight, Summon Greater Demon |
|
9th |
Infernal Calling, Insect Plague |
Hellish Affinity
At 6th level, your fiendish nature causes you to radiate malice. Plants wilt around you, and nonmagical beasts are uneasy in your presence. You cannot have advantage on Animal Handling checks you make to interact with animals from the Prime Material plane, but you have advantage on any Animal Handling or Nature check to interact with animals or plants from the Lower Planes.
While your Fiendish Spirit feature is active, that malice becomes palpable. Whenever you activate Fiendish Spirit, you emanate an aura that extends 5 feet from you in every direction, but not through total cover. At the start of each of your turns, each creature of your choice in that aura takes necrotic damage equal to your Wisdom modifier. Creatures with the plant type take twice as much damage, and nonmagical plants not native to a Lower Plane within the aura at the start of your turn wither and die immediately.
Infernal Aspect
Starting at 10th level, the infernal nature of your powers begins to mimic the natural traits of devils. When you finish a long rest, you can choose one of the following infernal benefits:
- Devil’s Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Empowered Spirit: When you use your Fiendish Spirit feature, you gain immunity instead of resistance to the damage type of your choice, and you can make two attacks instead of one when you take the Attack action while Fiendish Spirit is active.
- Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Stygian Arcana
By 14th level, the dreadful magic of the Lower Planes has granted you considerable arcane might. You can cast one of the following spells without expending a spell slot: Summon Fiend, Finger of Death, Horrid WIlting, or Gate. You must finish a long rest before you can do so again. If you choose to cast Gate with this feature, you can't cast it with this feature again for 7 days.
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