Death Bloom Circle (5e Subclass)

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Death Bloom Circle[edit]

Druid Subclass

Druids are protectors of nature and, thus, they tend to oppose undead, constructs and other seemingly unnatural creatures. Necrotic druids, however, understand the deeper meaning of nature. They see these types of creatures as a product of natural processes as much as any living being, since the weave that gives them power and controls the multiverse also imbues lifeless corpses with life. Seeking a deeper connection with this aspect of nature, they merge themselves with undead flesh and blood and use this to control necrotic forces, allowing them to raise undead creatures much as a necromancer would do.

Expanded Spells

At 2nd level, you grow a deeper connection to death than most other druids. You gain access to a selection of spells listed below. These spells are considered druid spells and do not count against your total prepared spells:

Druid Level Spells
3rd inflict wounds
5th ray of enfeeblement
9th animate dead
13th shadow of moil
17th raise dead
Spreading Death

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 damage, at 10 it becomes 9 damage, at 14 it becomes 12 damage, and at 18 it becomes 15 damage. You can use this ability a number of times equal to your Wisdom modifier +2 (minimum of three) per long rest.

Flesh Graft

Also at 2nd level, you gain the ability to graft yourself with monstrous body parts, enhancing your body, and use your ability to wild shape to retain the body part usable even though it is rotten.

After killing a creature that leaves a corpse behind, with a CR 1 or lower, you can merge one of the body parts of that undead with your body. Over the course of a short rest, choose a number of the creature's traits, actions, senses, damage immunities, damage resistances, damage vulnerabilities and damage resistances. The number equals your proficiency bonus.

You can use your wild shape as a bonus action to activate the chosen traits lasting for the next 1 minute. When using the creature's actions, you use your proficiency bonus for attacks and your spell save DC for abilities that require a saving throw.

You can have a maximum of grafts equal to your proficiency bonus. You can have grafts from different creatures, but can only access one graft at a time. At 6th level, the maximum CR increases to half your druid level (rounded down).

Blood Charged Magic

At level 6 the druid can empower their spells by using their personal attunement to death. When you cast a spell that requires a saving throw, you can expend 30 hit points to force creatures affected by the spell to automatically fail their saving throws.

Dread Master

At level 6 the druid gains the ability to channel the energies of life and death to create a servant. The druid gains the ability to grow Myconid servants, up to five charges, 1 charge creates Myconid Sprouts, 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.

Myconid created with this feature are psychically connected to you and can communicate with you regardless of distance so long as you're on the same plane of existence. You may also finely control and speak through a Myconid Sovereign as if you were in its place. If you cast a spell within 200 feet of a Myconid Sovereign, the Sovereign can use its reaction to cast the spell for you using itself as the starting point when considering spell range.

Craft Construct

Starting at 10th level, you can merge dead body parts and corpses into a construct of flesh. Over the course of a short or long rest, you can spend two uses of your Wild Shape to transform a pile of corpses into a flesh golem under your command.

The flesh golem is loyal to you and obeys your verbal commands, but it doesn't take any action other than the Dodge action unless you command it to do so using a bonus action. You must be within 30 feet of the golem to command it.

If you are knocked unconscious, your golem can act on its own and will do whatever it takes to protect you. The golem will act on your initiative, before or after you (your choice).

You can have only a single golem animated at a time, and creating a new one destroys the previous one. You can choose to remove the necrotic energy that animates the golem and destroy it as an action.

Deathless Master’s Call

At 14th level you learn how to create a massive beast by combining your previously made creations. By forcing the flesh and necrotic energies of your flesh golem and 2 Myconid Sovereigns, you burn away the dying meat and cause a storm of necrotic energy to coalesce into a Young Red Shadow Dragon. This dragon takes up a large deal of your magic, thus while it is still alive you are unable to create a flesh golem and are unable to spawn any Myconid.

The dragon remains under your control for 48 hours, and as an action you may destroy its body and consume its dying magic. Doing so restores half of your total hit points and grants a temporary flight speed of 40 feet. This flight speed lasts 10 minutes.

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