Base Class: Druid
For centuries, various esoteric cults and clandestine orders have sought to bring entropic goals to fruition. There is perhaps no greater example than the Circle of Rust and the Worm, who operate at some of the highest levels, with their deranged cabal of mystics aiming to bring about the end of the world. One thing that all of these groups have in common is their shared devotion to Talos, the Lord of the Storm, and the greater deity of destruction. Perhaps splintered in ages past from the Circle of Wildfire, the Circle of Rust and the Worm operates with markedly less altruistic and moral goals. For example, where other druids shun metal, especially in arms and armor, members of this Circle embrace it as a means to an end (though they frequently marked by rusting, decrepit arms and armor). And while other druids see balance as a cycle of destruction and creation, the Circle of Rust and the Worm believes only in entropy, and that balance must be achieved through destruction alone. Though the avowed of the Circle are typically insular and only trusting of other followers of Talos, they have been known to associate with followers of Talos' trio of destruction: Umberlee, Auril, and Malar, as well as followers of any other deity, ascetic, or philosophy that focuses on decay and destruction. Nevertheless, while zealous, members of the Circle of Rust and the Worm pride themselves on their pragmatism and will frequently work with 'enemies' if they believe it will bring about their goal of entropic balance quicker.
Circle Spells
2nd-level Circle of Rust and the Worm feature
Your dedication to natural entropy has imbued you with an unrivaled destructive power. Embracing all of the corruption and decay, you gain access to some spells when you reach certain levels in this class, as shown on the Circle of Rust and the Worm 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.
Circle of Rust and the Worm Spells
|
DRUID LEVEL |
SPELLS |
|
2 |
Inflict Wounds, Bane |
|
3 |
Acid Arrow, Darkness |
|
5 |
Vampiric Touch, Call Lightning |
|
7 |
Blight, Giant Insect |
|
9 |
Raise Dead, Insect Plague |
Embrace of Steel
2nd-level Circle of Rust and the Worm feature
The Circle of Rust and the Worm has set aside typical druid customs in the use of metal. Balance by any means necessary can only, realistically, be achieved with the best weapons and armor available. As such, you gain proficiency in Heavy Armor and one Martial Weapon of your choice.
Whenever you finish a short or long rest, you can touch one weapon and focus your wretched magic on it; that weapon is considered Embraced, and you can use your Wisdom ability score when making attacks with it, until you use this feature again.
Wretched Diseasecraft
2nd-level Circle of Rust and the Worm feature
Your druidic connection to nature has been corrupted by dark, life-sapping magic. As a bonus action, you can expend one use of your Wild Shape feature to unleash a wave of corrupted druidic magic, rather than assuming a beast form.
The Wretched cloud of disease emanates from you in a circle with a 5 ft. radius, instantly destroying all non-magical plants in the area. Any water coming from a non-magical source within the cloud turns black and becomes poisonous. The air within the cloud becomes stale and cold, and can smell like rotting flesh, mold, or plant decay. Apart from these effects, the disease cloud is invisible; however, creatures with Truesight will be able to see the disease particles in the air, though it does not obstruct their view. All creatures you choose, within the cloud, must succeed on a Constitution saving throw against your spell save DC, or come under the influence of the Wretched Disease. Any creature you choose, that enters the cloud willingly, or begins its turn in the cloud, must also succeed on a Constitution saving throw, or else be influenced by the active disease.
The diseases created by Wretched Diseasecraft are considered magical and can only be removed with a Lesser Restoration or Greater Restoration spell. The effects of Wretched Diseasecraft also end at the beginning of the first turn a creature begins outside the range of the Wretched cloud. Permanent effects, such as those imparted by Claud's Black Pathogen, do not revert until they are removed with a Lesser Restoration or Greater Restoration spell.
Upon reaching the 2nd level, you can select two diseases from the Wretched Diseasecraft list, an additional one at the 7th level, and a final one at the 14th level. The radius for the aura increases to 10 ft. at the 5th level, and 15 ft. at the 9th level.
The Wretched cloud manifests for 1 hour, until you use this feature again, or until you die. The Wretched cloud is centered on you and, while active, follows when you move. You may only have one Wretched Disease active at a time.
Claud's Black Pathogen
Available at 14th level
Creatures affected by this Wretched Diseasecraft show no immediate symptoms; as the disease progresses, they become visibly paler and more withered. At the beginning of an affected creature's turn, their maximum Hit Points are reduced by your Proficiency Bonus + half your Druid level rounded down. A creature whose Hit Points are reduced to 0 by this effect, dies immediately.
Ebbing Poxy
Available at 2nd level
Creatures that have succumbed to your Wretched Diseasecraft are covered in bright pink and red rashes that slither and move across the body. They have disadvantage on Charisma checks and saving throws and make melee and ranged weapon attacks at disadvantage.
Finnigin's Neurosis
Available at 7th level
Creatures that have succumbed to your Wretched Diseasecraft are shocked by unbearable static in their mind. Affected creatures that are concentrating on spells automatically end their concentration and must make a Wisdom saving throw against your spell save DC to begin concentrating on a new spell. Additionally, when an affected creature makes a melee attack against you, they take 1d8 + half your Druid level rounded down Psychic damage.
Hecton's Cariosis
Available at 7th level
Creatures that have succumbed to your Wretched Diseasecraft find their vision begins to fade, as their flesh sloughs off in chunks. Affected creatures are Blinded and take 1d8 + half your Druid level rounded down Necrotic damage at the start of each of their turns.
Mordeo's Grip
Available at 2nd level
Creatures that have succumbed to your Wretched Diseasecraft find their joints and bones swollen and heavy. Their speed is reduced to 0 ft. and they have disadvantage on Dexterity checks and saving throws.
Pessimyn's Buboes
Available at 7th level
Creatures affected by your Wretched Diseasecraft sprout 1d4 + your Proficiency Bonus hideous purple boils all over their body. When you make a melee attack against an affected creature, if you roll a 15 or higher, you burst one of the boils, dealing an additional 2d10 Necrotic damage to your attack.
Plague of Markor
Available at 2nd level
Creatures that have succumbed to the effects of your Wretched Diseasecraft take 1d4 + your Druid level Necrotic damage at the start of each of their turns. Additionally, your cloud inhibits regenerative effects; whenever an affected creature is healed, roll 1d4 and subtract it from the healed amount.
Rubigo's Gloom
Available at 2nd level
Creatures that have succumbed to the effects of your Wretched Diseasecraft begin to sprout a dark green mold and have their AC reduced by your Proficiency Bonus. Additionally, affected creatures that are either made of metal or use metal weapons, have disadvantage on melee attacks.
Ruinous Necrosis
Available at 14th level
Creatures affected by your Wretched Diseasecraft have their skin turn dark and begin spewing thick, black sludge. If an affected creature takes an action or a reaction, they take 2d8 + half your Druid level rounded down Necrotic damage. You then gain the same number of Hit Points.
Tabe's Putrefying Bile
Available at 2nd level
Creatures that have succumbed to your Wretched Diseasecraft are overwhelmed by fits of coughing. They have disadvantage on Constitution checks and saving throws and cannot take attacks of opportunity on enemies that leave their range without disengaging.
Esoteric Virology
3rd-level Circle of Rust and the Worm feature
Your study and mastery of the finer aspects of decay have made you an expert in diseases and poisons. You can identify both magical and non-magical diseases and poisons on sight and have advantage on Survival and Nature (Wisdom) checks to track their origin or deduce a cure.
Extra Attack
6th-level Circle of Rust and the Worm feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Monstrous Wild Shape
10th-level Circle of Rust and the Worm feature
Your transgressions against nature manifest in your Wild Shape. You can now use your Wild Shape feature to transform into Monstrosities of CR 1 or lower, that you have seen before.
Additionally, when transforming into your Wild Shape or use your Wretched Diseasecraft, you unleash a horrendous additional wave of entropic magic. All creatures of your choice within 30 ft. must make a Constitution saving throw against your Spell Save DC, or else take Necrotic damage equal to 2d10 + your Wisdom modifier and be frightened of you. Creatures that succeed on the saving throw take half damage and are not frightened. Creatures that are frightened of you can attempt the Constitution saving throw again at the end of their turn to end the effect.
Churning Revival
14th-level Circle of Rust and the Worm feature
You have become the master of your own putrefaction and can heal and strengthen your allies with your corrupted magic. Creatures you choose, including yourself, who begin their turn in your Wretched Diseasecraft cloud, gain temporary hit points equal to 10 + half of your Druid level, rounded down. Creatures regenerate these temporary hit points any time they begin their turn in the cloud. Additionally, any creature you choose in your cloud gains advantage on Constitution checks and saving throws, immunity to Poison damage, resistance to Necrotic damage, and immunity to all diseases, magical or otherwise.
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