World of Al'Dravin
Circle of Rot
Circle of Rot
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.
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 a druid of this circle deals lethal damage to a creature with a Druid spell, they channel hit-points equal to twice that spells level (Cantrips count as 0th level). 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 channelled is increased. +1 H.P. at level 6, +2 at level 10, +3 at level 14, and +4 at level 18.
At 2nd level the druid gains the ability to speed the growth of all manner of fungi, and can infect an enemy with a draining fungus. By using a bonus action at touch range the druid can implant the spores on the skin of their opponent. After one round the fungus sprouts. It deals 1 hit point of damage per round for 10 rounds. At 6th level it becomes 2, at 10 it becomes 3, at 14 it becomes 4, and at 18 it becomes 4.
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 a corpse. The effect is similar to the spell Animate Dead, and as such the ‘zombie’ will follow only basic orders however the ‘zombie’ will break apart after it preforms three attacks. If Growth is chosen they gain the ability to grow a fungal being similar to a myconid. This requires a corpse. They are more adept at following commands, but will break apart after one damage is dealt to them. This ability can not be used again until the previous servant has been destroyed.
Become one with Decay
At tenth level the druid’s very body becomes aligned with the processes of decay, causing any damage dealt by the druid to become necrotic damage. The druid becomes resistant to necrotic damage. Dealing fatal melee damage to living opponents triggers Refreshing Rot as though it were a cantrip.
Aura of Spores
At 14th level the Druid begins to exude a miasma of spores, the effect of which is dependant on their choice of Rot or Growth. If rot was chosen the spores amplify Necrotic damage within their range. If an enemy is dealt necrotic damage 5 hit points of damage are added to the damage total. if Growth was chosen then the spores are hallucinatory, and cause enemies within range to see vivid hallucinations. The 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. Fungal Growth does not trigger this. On a successful save the enemy is unaffected and cannot be effected for one round.