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Druid - Circle of Decay Subclass


Hit Points

Hit Dice: d8 per Druid - Circle of Decay Subclass level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Ignore the rest of this, just look at the subclass and the table attached.


Subclass Options

Circle of Decay
Druids of the Circle of Decay are, for now, all students of the evil archdruid Leon Werich. In his enclave north of the Coznian border, Werich has spent the past two decades raising a troupe of young druids to hate the civilized world. Dedicated in equal measure to Lord Adaris's more vengeful aspects and to Lord Romos, the god of death and undeath, Werich and his clan have developed a terrifying blend of natural and necromantic magic unique to their group. This magic is virulent, damaging, and corrupts the world around the druids, as though nature itself is crying out against the sins they are committing. Still, this group of programmed and dedicated children, under their foster father's watchful eye, are growing in power, and are poised to begin Werich's assault upon the last bastion of humanoid civilization.   Circle Spells - You have forbidden knowledge of necrotic rites, methods to twist the forces of nature, and dark energies from the negative planes of the multiverse. This understanding grants you access to certain spells when you reach certain levels in this class, as shown below.
Once you have gained 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 the spell isn't on the druid list, it is nonetheless a druid spell for you.  

Druid Level Circle Spells
3rd Inflict Wounds, Ray of Sickness
5th Melf's Acid Arrow, Ray of Enfeeblement
7th Bestow Curse, Vampiric Touch
9th Blight, Vitriolic Sphere
  Evoke Contaminants - Beginning when you choose this subclass at 2nd level, you can use the mysterious alchemical secrets taught by your circle to corrupt and alter the flora and fauna around you into a Minute or Miniature Corrupted Companion. Choose a tiny or small plant or beast you can see within 30 feet of you, and expend one use of your wildshape feature to bring it under your control. The plant or beast visibly and rapidly mutates, growing thorns or claws, a sharp stinger, and/or uprooting itself from the ground. You choose the exact nature of this transformation (and you are encouraged to describe it in graphic detail, if you are so inclined) but it must be obviously hostile. Each creature within 10ft of the creature when it appears must make a wisdom saving throw against your spell save DC or become frightened of your Corrupted Companion.
The companion is friendly to you and neutral to your allies. See its game statistics in the stat block, which uses your proficiency bonus (PB) in several places. In combat, the companion shares your initiative count but takes its turn immediately after yours. It will always make a basic melee attack against the nearest hostile creature on its turn, unless you use a bonus action on your turn to command it to take another action. If you are incapacitated, the companion can take any action it chooses, but it becomes hostile to all creatures other than you, and will generally choose to attack.
The companion manifests for 1 hour, until it is reduced to 0 HP, until you use this feature to summon another companion, or until you die.   Cloud of Corruption - Starting at 6th level, the world around you becomes subtly altered by your alchemical and magical contamination, unobtrusively hostile to anything that would harm you. When a creature makes a melee attack against you or your Corrupted Companion, you may use your reaction to call on this hostile nature and deal 1d6 necrotic damage to that creature. The damage increases to 1d8 at 10th level and 1d10 at 14th level.
Further, any creature killed by this feature collapses and mutates into a decayed, unsafe version of itself. For 1 hour, the area in a 5ft radius surrounding such a creature's body is difficult terrain and any creature which ends its turn in that radius takes necrotic damage as if being hit by your Cloud of Corruption feature. The same effect applies to creatures killed in this way, potentially creating a chain reaction.   Powerful Contamination - At 10th level, your Evoke Contaminants feature may now target medium creatures to create Moderate Corrupted Companions or, for expending two uses of your wildshape feature, large creatures to create Massive Corrupted Companions. See the relevant stat blocks for game statistics. This Corrupted Companion behaves the same way, it's just bigger and more powerful.   Contact Contagion - Starting at 14th level, you develop the ability to cast Contagion at will without expending a spell slot. You may use this feature a number of times equal to your wisdom modifier. All uses are regained after a long rest.


Druid LevelCircle of Decay Abilities
2Evoke Contaminants
6Cloud of Corruption
10Powerful Contamination
14Contact Contagion

Created by

Tynytyg.

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