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Circle of Defile

BONUS PROFICIENCIES At 2nd level, you are no longer restrict as the standard druids. You gain proficiency with heavy armor and with poisoner’s kit.

Defiler Path

Also at 2nd level, you trail a path entirely opposed to the path teach by traditional druids, and you drain the power of nature instead of commune with nature to gain such powers. Any time you cast a spell, the vegetation withers and the animals near you run away, leaving just a black glade of dead plants behind. Additionally, you add the spells from the Circle of Defile Spells table to your list of prepared spells and such spells doesn’t count on the number of spells you can prepare daily. If one of these spells are not on your druid spell list, such spell still be a druid spell for you.
Circle Of Defile Spells
Druid Level  Spells
1st  false life, ray of sickness
3rd  ray of enfeeblement, web
5th  bestow curse, vampiric touch
7th  blight, Evard’s black tentacles
9th  cloudkill, contagion

Energy Drain

Starting at 6th level, while you are in a terrain with living plants, like a forest or a grove, you can drain the energy of the place to recover your mystical ability. During a short rest, you can destroy the flora in a 20 feet radius centered on you to roll a d6. You recover spell slots with a level equal to the number rolled. You cannot recover a spell slot of 6th level or higher with this feature.   You can roll two d6 at 11th level, and three d6 at 17th level when you use this feature. For instance, if you are a 11th-level druid, and rolled a 8 in the roll of 2d6, you can recover two spell slots of 4th level, or four spell slots of 2nd level, or any other combination of spell levels equal or lower than 8.  Once you use this feature, you must finish a long rest before you can use it again.

Unnatural Aura

At 10th level, you start to emanate an aura that lets living beings uncomfortable. Any creature of beast or plant type within 20 feet of you becomes afflicted and will move away from you the maximum they can in its turns. Any creature of a type different of fiend or undead that move closer than 20 feet of your for the first time, must make a Wisdom saving throw or suffer disadvantage on ability checks and saving throws while remain on the aura. A creature can repeat the save in the end of its turn, ending the effect with a successful save.   A creature that succeeds on its saving throw is immune to your Unnatural Aura for the next 24 hours.

Defile Nature

At 14th level, in addition to drain the power of nature by destroying it, you starts to defile plants turning them against nature itself. While you are in a natural terrain with plants, like a forest or a grove, you can use an action to animate plants around you. You create blights (see Monster Manual for the statistics) among the options bellow:
  • Eight twig blights
  • Four needle blights
  • Two vine blights
Roll initiative for the creatures you create, which has its own turns and obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the blights, they will attack the living creature or plant closest to them.   The blights created by you are strongest than the standard blights. They have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. They gain advantage on attack rolls while are within 30 feet of you. Additionally, when a blight drops to 0 hit points, it is destroyed and cause an explosion in a 10 feet radius centered on the blight. Any creature in the area must make a DC 15 Dexterity saving throw or take 1d8 necrotic damage for each Hit Die the blight possess. A successful save halves this damage.   The blights you create remain under your control until your use this feature again. After that, they become standard blights and are free of your control, but they will not be hostile to you.   Once you use this feature, you must finish a long rest before you can use it again.

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