Circle of Desolation
Circle of Desolation
Circle of Desolation
Druid Circles At 2nd level, you learn to draw sustenance from living
Though their organization is invisible to most outsiders, things around you. As a result, you no longer need food or
druids are part of a society that spans the land, ignoring water to survive. Additionally, as an action on your turn,
political borders. All druids are nominally members of this you can draw energy from the life around you, killing all
druidic society, though some individuals are so isolated that vegetation within 20 feet of yourself, and restoring hit
they have never seen any high-ranking members of the points equal to 1d8 + your druid level. A plant creature
society or participated in druidic gatherings. Druids within this range takes necrotic damage equal to this
recognize each other as brothers and sisters. Like creatures amount. After using this feature, you can't use it again until
of the wilderness, however, druids sometimes compete with you finish a long rest.
or even prey on each other. At a local scale, druids are
organized into circles that share certain perspectives on Desolating Stride
nature, balance, and the way of the druid. Starting at 6th level, you can pass through nonmagical
plants without being slowed by them and without taking
Circle of Desolation damage from them if they have thorns, spines, or a similar
You have embraced the blight. You are a Priest of Flies, a hazard. All plant matter in your way withers and crumbles
Lord of Maggots, a King of Rot. For whatever reason, the to dust, leaving a clear path behind you. In addition, you
members of your circle have turned their power to the have advantage on saving throws against plants that are
desolation of nature and the end of life. Now, flowers wilt magically created or manipulated to impede movement,
at your fingertips, and trees shudder and die with your such those created by the entangle spell.
glance.
Contagious Touch
Blightfire Starting at 10th level, you can cast contagion or blight
When you choose this circle at 2nd level, you gain the without expending a spell slot. After using this ability, you
ability to start wildfires with a glance. As an action, you must complete a long rest before using it again.
can unleash a scorching blast of fire that affects a 5 foot
Plague
square of ground within 20 feet of you which remains Beginning at 14th level, as an action on your turn, you can
ignited until the beginning of your next turn. Each creature let out an invisible cloud of pestilence. For 1 minute, each
which enters an affected space or begins their turn in one creature adjacent to you that you choose must make a
must make a Dexterity saving throw. On a failed saving Constitution saving throw or be poisoned for a number of
throw, a target takes 1d8 fire damage. The fire ignites all rounds equal to your Wisdom modifier. A poisoned
flammable objects that aren't being worn or carried. creature takes 4d6 poison damage at the end of its turn, and
The number of adjacent squares you may affect and fire can then reattempt this saving throw, ending the effect on a
damage increases as you gain levels in the druid class as success. On a successful save, a creature is immune to this
follows: 5th level (2 squares / 2d8 damage), 11th level (2 effect for 24 hours.
squares / 3d8 damage), and 17th level (3 squares 4d8 After using this ability, you cannot use it again until you
damage). complete a long rest.