Druid
Base Class: Druid

Reasoning and order come from the conscious mind, however chaos is prevelant in all of nature everywhere, even amidst the vast cosmos. Reclaimers are the druids who stand most in the way of advancement, ambition, and the growth of empires, and embrace the chaos of nature with relish. Circle of the Reclaimer druids see cities as an abomination on the landscape, but they still yet value the life within them. Reclaimers see civilization as a "necessary evil," and feel it their responsibility to prune the grasp of mighty nations to prevent them taking more than they need. They live together in small conclaves, typically strategically hidden amidst mountains or vast forests. When they act against the will of conscious minds to extend any empire, whether it be human, orc, dwarvish, or what-have-you, they bring strong chaotic and entropic forces to bear against their foes, each druid easily toppling structures with magical decay in moments. They even seem to control the ravages of time itself, and can wither, age, decrepify, and debilitate most enemies in terrible ways. The most terrible victims of their wrath are outright disintegrated by the most powerful spellcasters of this circle. Nothing stands before the chaos of nature, they claim, and they may be right...

In Avalestra, most of these druids exist in the northern forested region of The Blade Mountain range, although no one outside the druids' clan knows the locations of the conclaves, and this secret is well-protected. They often oppose the advancement of farmers, lumberers, strip-miners, and the like who seek to strip their region of its resources. Often, this puts them at odds with powerful merchants from Port Van Des, but no merchant yet has contested them successfully. The forests and mountains are protected, and the merchants must safely remain on the permitted trade routes in order to avoid the losses these conclaves of powerful druids can cause to their merchant caravans. When one of these druids emerges into the world beyond, they are often on sacred missions for their conclave which often involves the destruction of a particular target.

Circle Spells

2nd-level Circle of the Reclaimer feature

Your grasp of the chaos in nature and the forces of entropic breakdown grants you access to certain spells. 

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Reclaimer 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 the Reclaimer Spells
Druid Level Spells
2nd bane, chaos bolt 
3rd ray of enfeeblement, shatter
5th bestow curse, dispel magic
7th blight, confusion
9th contagion, reincarnate

Touch of Entropy

2nd-level Circle of the Reclaimer feature

Your connection to the chaos of nature allows you to cause major entropic effects such as rot, decay, corrosion, and wear to be dramatically sped up by touching the objects you choose. This has the following effects:
- As an attack action, you may make a melee spell attack, and if you hit, you deal 3d4 necrotic damage. This attack deals double damage to non-stone objects and constructs.
- As an action, you may touch a non-stone structure and expend a spell slot, and if you do you deal 10 damage to the structure for every level of the spell slot expended. Moss, mold, fungi, and sudden creeping rot affect the structure in an instant, and all metal instantly corrodes with rust and all wood or other natural formerly-live materials such as leather, thatch, or fabric all begins to instantly dissolve away. When such a structure has been dealt enough hit points to destroy it, it collapses on its foundation, often having terrible results for those inside. This feature has no effect on magical, enchanted, conjured or summoned wood or metal.

Chaotic Nature

6th- level Circle of the Reclaimer feature

The Circle of the Reclaimer are riders on the streams of chaos that spin through life. They eschew structured order in most forms, choosing self-governance and familial bonds over any concept of civilized society. The magic they purvey also relies on this adaptive and chaotic outlook, and they can cast certain spells with unpredictable outcomes in a paradoxically more predictable way, magically tapping into the chaos to manipulate results. As a bonus action, choose a creature you can see. If the next spell you cast targeting that creature has a non-damage die roll as part of its text or description, you choose what number that die rolls when the spell affects the target. For example, if you cast Chaos Bolt on that target, you would normally roll 1d8 to determine the type of damage the spell deals, and using this feature you may choose the result of that roll to be 5, intentionally dealing lightning damage with the Chaos Bolt. You may use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.

 

Ravages of Time

10th level Circle of the Reclaimer feature

You learn to harness the debilitating flow of entropy, causing extraordinary aging in a matter of moments. When you deal damage with your Touch of Entropy, you may spend a spell slot, and deal 2d4 additional damage per level of the spell slot spent. The target then must make a Constitution saving throw against your spell save DC, and if they fail, they are magically aged 2d10 years. This magical aging reverts back to the creature's actual age after a 24-hour period. Creatures magically aged beyond their racial age limits begin to die of old age.

Additionally, you gain the ability to See Entropy around you. You may use a bonus action to see a number of aspects of local entropy within 100 feet. You can see rot accelerating mold, fungus, and spores as if they glowed a dim violet or pink color, making them much easier to sense in any environment. You may also look at any living creature and determine the number of years that creature might yet live, or if that creature is undead, you immediately see it as such, as long as you are seeing that creature without illusion spells to change its appearance. This knowledge isn't always perfectly accurate as a predictor of death, but rather judges how much longer nature, age, and disease would take to kill that creature. It can't predict such factors of death as murder, accident, or suicide. Lastly, you can see the usage of Transmutation and Necromancy school spells by sight and identify which of these spells are cast as you see the spellcaster resolve their casting, or if the spell was cast from an item you see within range, you identify it as the item triggers the spell. For example, if a creature you can see within 100 feet of you casts Bestow Curse when this vision is active, you know that Bestow Curse was the spell that was cast immediately as the spellcaster has cast it. This feature lasts for 1 hour or until you dismiss it. You may use this feature a number of times per day equal to your proficiency bonus before you must finish a long rest to use it again.

Apex of Decay

14th-level Circle of the Reclaimer feature

You learn to magically isolate the forces of entropy into a mystical haze, creating entire zones of decrepification and decay. As an action, choose a number of adjacent 5 x 5 x 5 cubes equal to your Wisdom modifier, which fill with a translucent purplish haze. Creatures who begin their turns within the cubes or who move into the cubes must make a Constitution saving throw at your spell save DC or have their speed reduced by half and suffer disadvantage on attack rolls, ability checks, and Strength, Dexterity or Constitution saving throws until the end of their next turn. The haze remains for a number of rounds equal to your Wisdom modifier or until a magical strong wind (such as that made by the Gust of Wind spell) affects these squares, which dissipates the haze. You can use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.

Additionally, you have mastery of the forces of magical destruction wrought by entropy. You add the Circle of Death, Disintegrate, Finger of Death, Abi-Dalzim's Horrid Wilting, and Time Ravage spells to the Druid spell list.

Lastly, you can empower yourself by channeling chaotic energy from entropic spells you cast. Whenever you cast a necromancy or transmutation spell, you gain temporary hit points equal to the spell level of that spell.

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