Necrotic Circle (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Necrotic Circle[edit]

Druid Circle

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 type of creatures as a product of natural processes as much as any living being, since the weave who give them power and who control the multiverse also imbue lifeless corpses with life. Seeking for 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 like a necromancer would do.

Mother Cyst

At 2nd level, you grow an internal cyst of undead flesh called a mother cyst. The cyst may be noticeable as a discolored swelling on your skin, if desired. The mother cyst is slightly painful, but otherwise isn't harmful. The mother cyst grants you access to a selection of cyst-related spells listed below. You can prepare the cyst spells as if they were druid spells:

Druid Level Spells
3rd inflict wounds
5th ray of enfeeblement
9th animate dead
13th shadow of moil
17th danse macabre
Blood Magic

At 2nd level, you gain the ability to turn your life force directly into the raw magical energy required to power a spell. When you cast a druid spell, you can reduce your hit point current and maximum by the amount depending on the spell level: 1st-level (5 hit points), 2nd-level (10 hit points), 3rd-level (20 hit points), 4th-level (30 hit points) or 5th level (45 hit points). When you do so, you can cast the spell without spending a spell slot.

Your hit point maximum reduction can't be undone until you finish a long rest. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a 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 is rotten.

After killing an 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 undead'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 trait lasting for the next 1 minute. When using the creature action's, you can use your own proficiency bonus for attacks, and your spell save DC for abilities that have a saving throw.

You can have a maximum of grafts equal to your proficiency bonus. You can have grafts from different creatures. At 6th level, the maximum CR increases to a third your druid level (rounded down).

Dread Master

At 6th level, the necrotic energy inside you terrify your enemies. Whenever you target a creature with a spell from the necromancy school, the target must succeed on a Wisdom saving throw, or be frightened until the end of your next turn.

When a creature resists this ability, it is immune to it for the next 24 hours.

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 a long rest, you can spend two uses of your Wild Shape to transform a pile of corpses in a flesh golem under your command.

The flesh golem is loyal to you, and obey your 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 in order to command him.

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 time, and creating a new one destroy the previous one. While you have a Flesh Golem created, you can't use your Wild Shape feature. You can choose to remove the necrotic energy that animate the golem and destroy it as an action.

Deathless Master’s Touch

At 14th level a living foe of up to one size category larger than a necrotic druid hit by the any touch attack by a Necrotic Druid must succeed on a Fortitude save or die. A slain creature automatically animates 1 round later as a flesh golem and is under the druids control as if he had created it. Any successful attack by a golem created with this abily causes the victim to be implanted with a necrotic cyst.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses