Circle of Rot, Variant (5e Subclass)

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Circle of Rot[edit]

mushroom_soldier_by_verehin-dbqgmlq.jpg
"Mushroom Soldier" by Verehin

Druids of this circle see themselves as servants of the natural cycle of decomposition and growth. They use borderline necromancy to perform their tasks, and as such are often shunned by Druid society.

Refreshing Spores

At 2nd level the druid gains the ability to channel the energy created at a living creature's death to heal themselves or allies. This means that when the druid or an ally deals lethal damage to a creature within 60 feet of the druid, they can channel hit-points equal to half the damage dealt. This is applied as temporary hit-points to either their own hit point total, or the hit-point total of an ally within 60 ft. As the druid levels up the amount of energy channeled is increased. +4 H.P. at level 6, +6 at level 10, +8 at level 14, and +12 at level 18.

Fetid Touch

At 2nd level the druid gains the ability to speed the growth of all manner of fungi, and can infect an enemy with draining spores. By performing a melee touch attack as a bonus action, the druid can implant these spores on the skin of their opponent. The fungus sprouts immediately. It deals 5 damage per round for 5 rounds. At 6th level it becomes 7, at 10 it becomes 9, at 14 it becomes 12, and at 18 it becomes 15. You can use this ability a number of times equal to your Wisdom modifier +2 (minimum of three) per long or short rest.

Rotting Swarms

Instead of the animal shapes available to a druid of other circles, you can instead take the form of a swarm of insects or arachnids. At 3rd level, you can take the form of swarm monsters (Example: Swarm of Centipedes) of CR 1/2 or create a swarm of your own, with creatures equivalent to twice your level. (Example: at 5th level, become 10 giant fire beetles) these swarms have the "swarm" trait and loose half their damage dice when below half health. Swarms created this way follow the normal limitations for wildshaping. At level 8 the swarm monster can be of CR 1

Rot and Growth

At level 6 the druid gains the ability to channel the energies of life and death to create a servant. They may choose either Rot, or Growth. If rot is chosen they gain the ability to use vines, and beetles to animate up to three corpses per use with 1/2 full health that it would have had in life. The effect is similar to the spell Animate Dead, and as such the 'zombie' will follow only basic orders however the 'zombie' will fall after 10 minutes. If Growth is chosen they gain the ability to grow Myconid servants, up to five charges, 1 charge creates Myconid Scouts, 2 charges creates Myconid Adults, 5 charges creates Myconid Sovereigns. These servants will shrivel into psychedelic mushrooms after 24 hours. You can only use this feature once per long rest. You can use this ability twice and gain 5 more charges per long rest starting at 14th level.

Become one with Decay

At level 10 the druid's very body becomes aligned with the processes of decay. The druid becomes resistant to necrotic damage. You may also add your wisdom modifier to hit points gained through refreshing rot. Additionally, your swarm monsters size double, increasing the health pool and damage dice times two.

Aura of Spores

At 14th level the Druid begins to exude a miasma of spores, the effect of which is dependent on their choice of Rot or Growth. If rot was chosen the spores amplify Necrotic damage within their range (20 foot radius from the Druid). If an enemy is dealt necrotic damage, 5 damage is added to the damage total. if Growth was chosen then the spores are hallucinogenic, and cause enemies within range to see vivid hallucinations. Any enemy that starts or ends its turn within this aura must make a WIS save against your spell save. On a fail they fall to the ground in terror, prone until they are hit by an attack. Fetid Touch does not trigger this. On a successful save the enemy is unaffected and cannot be effected for one round.

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