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Circle of Mortality


Hit Points

Hit Dice: d8 per Circle of Mortality level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid

Proficiences

Armor: See Druid
Weapons: See Druid
Tools: See Druid
Saving Throws: See Druid
Skills: See Druid

Overview & Creation

The Circle of Mortality is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standings tones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hol to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, you magic is influenced by the land where you were initiated into the circle's mysterious rites.


Class Features

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional necromancy cantrip of your choice.

Life's Harvest

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. Or as a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total.   You regain the expended dice when you finish a long rest.  

 

Watcher at the Threshold

  When you reach 6th level, all necromancy spells become druid spells.

Keeper of Life and Death

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.

Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associate list of spells

Once you gain access to a circle spell, you alway shave 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.

Mortality

Druid Level Circle Spells
3rd Lesser Restoration, Gentle Repose
5th Speak with Dead, Life Transference
7th Death Ward, Aura of Life
9th Contact other Plane, Raise Dead
     
 


Created by

TheAllFather443.

Statblock Type

Class Features

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