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Druid subclass: Circle of Decay
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<blockquote data-quote="faria" data-source="post: 7367603" data-attributes="member: 6780042"><p><strong>Druid subclass</strong></p><p><strong>Circle of Decay</strong></p><p></p><p></p><p><strong>Death and Decay</strong></p><p>When you choose this circle at 2nd level, your Wild Shape now takes on the form of the undead. You learn the cantrip Spare The Dying and you gain proficiency in the Blowgun.</p><p></p><p></p><p><strong>Shamanism</strong></p><p>Your mystical connection to the dead infuses you with the ability to cast black magic. At 3rd, 5th, and 9th level you gain access to circle spells connected to omens and death. Once you gain access to these spells, you always have them prepared, and they don’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.</p><p>Druid Level - Circle Spells</p><p>3rd - augury, bane, hex, witch bolt</p><p> 5th - animate dead, bestow curse, remove curse, speak with dead</p><p> 9th - contagion, raise dead</p><p></p><p></p><p><strong>Witch Doctor</strong></p><p>Starting at 6th level, your experience as a Medicine Man/Woman grants you proficiency with Medicine as well as both Herbalism Kits and Poisoner's Kits:</p><ul> <li data-xf-list-type="ul">Poison<ul> <li data-xf-list-type="ul">Once a day, if you spend at least 1 hour using your Poisoner's Kit, you create a vial of poison. This is considered light work and can be done as part of a short rest. You can use the poison in this vial to coat one slashing or piercing weapon or up to five pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 + your WIS mod poison damage and gain the poisoned condition for 1 minute. Once applied, the poison retains potency for 1 minute before drying.</li> </ul></li> <li data-xf-list-type="ul">Potion<ul> <li data-xf-list-type="ul">Once a day, if you spend at least 1 hour using your Herbalism Kit, you create a black, foul-smelling potion. The potion can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</li> </ul></li> <li data-xf-list-type="ul">Poultice<ul> <li data-xf-list-type="ul">Once a day, if you spend at least 1 hour using your Herbalism Kit, you create a poultice. This is considered light work and can be done as part of a short rest. It can be used with an action to heal a creature for 2d4+4 health.</li> </ul></li> </ul><p></p><p></p><p><strong>Voodoo</strong></p><p>Starting at 10th level, your experience with black magic grants you the following abilities:</p><p></p><ul> <li data-xf-list-type="ul">Bones<ul> <li data-xf-list-type="ul">You can cast Augury at will without expending a spell slot. It does not count toward your spells known.</li> </ul></li> <li data-xf-list-type="ul">Doll<ul> <li data-xf-list-type="ul">You can create a voodoo doll of any creature you've seen for at least 1 minute. Creating the doll is a ritual that takes 1 hour. This is considered light work and can be done as part of a short rest. Once created, while the creature it represents is within 60ft range, you can stab the doll with a pin or dagger as an action to deal 1d4 + your CHR mod psychic damage to the creature it represents.</li> </ul></li> <li data-xf-list-type="ul">Shrunken Head<ul> <li data-xf-list-type="ul">You can spend 1 hour removing and preparing the head of a creature that has died within the past 10 minutes. This is considered light work and can be done as part of a short rest. As part of the magical ritual, you shrink it down to fit into the palm of your hand. The next time you fall to 0 HP, the head shrivels into nothing and disappears, healing you to 1 HP instead. You cannot keep more than 1 shrunken head at a time.</li> </ul></li> </ul><p></p><p></p><p><strong>Mumbo Jumbo</strong></p><p>Starting at 14th level, you gain the following abilities:</p><p></p><ul> <li data-xf-list-type="ul">Mojo Bag<ul> <li data-xf-list-type="ul">You have learned how to fasten a horrifying magical bag out of the rotting flesh of the dead. Creating a Mojo Bag is a ritual that takes 1 hour. This is considered light work and can be done as part of a short rest. If anyone other than you touches the bag, you can choose whether that creature must make a CHR save or be harmed by the bag. It takes 6d6 necrotic damage on a failed save.</li> </ul></li> <li data-xf-list-type="ul">Mojo<ul> <li data-xf-list-type="ul">Once per long rest, as long as you have your Mojo Bag, you may cast any ritual spell of 7th level or lower as a ritual without prior preparation or specific material components.</li> </ul></li> <li data-xf-list-type="ul">Bad Juju<ul> <li data-xf-list-type="ul">When a living creature deals damage to you, you can use your reaction to make the creature take the same amount of necrotic damage. You can use this ability a number of times equal to your WIS mod per long rest.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="faria, post: 7367603, member: 6780042"] [B]Druid subclass[/B] [B]Circle of Decay[/B] [B]Death and Decay[/B] When you choose this circle at 2nd level, your Wild Shape now takes on the form of the undead. You learn the cantrip Spare The Dying and you gain proficiency in the Blowgun. [B]Shamanism[/B] Your mystical connection to the dead infuses you with the ability to cast black magic. At 3rd, 5th, and 9th level you gain access to circle spells connected to omens and death. Once you gain access to these spells, you always have them prepared, and they don’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level - Circle Spells 3rd - augury, bane, hex, witch bolt 5th - animate dead, bestow curse, remove curse, speak with dead 9th - contagion, raise dead [B]Witch Doctor[/B] Starting at 6th level, your experience as a Medicine Man/Woman grants you proficiency with Medicine as well as both Herbalism Kits and Poisoner's Kits: [LIST] [*]Poison [LIST] [*]Once a day, if you spend at least 1 hour using your Poisoner's Kit, you create a vial of poison. This is considered light work and can be done as part of a short rest. You can use the poison in this vial to coat one slashing or piercing weapon or up to five pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 + your WIS mod poison damage and gain the poisoned condition for 1 minute. Once applied, the poison retains potency for 1 minute before drying. [/LIST] [*]Potion [LIST] [*]Once a day, if you spend at least 1 hour using your Herbalism Kit, you create a black, foul-smelling potion. The potion can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. [/LIST] [*]Poultice [LIST] [*]Once a day, if you spend at least 1 hour using your Herbalism Kit, you create a poultice. This is considered light work and can be done as part of a short rest. It can be used with an action to heal a creature for 2d4+4 health. [/LIST] [/LIST] [B]Voodoo[/B] Starting at 10th level, your experience with black magic grants you the following abilities: [LIST] [*]Bones [LIST] [*]You can cast Augury at will without expending a spell slot. It does not count toward your spells known. [/LIST] [*]Doll [LIST] [*]You can create a voodoo doll of any creature you've seen for at least 1 minute. Creating the doll is a ritual that takes 1 hour. This is considered light work and can be done as part of a short rest. Once created, while the creature it represents is within 60ft range, you can stab the doll with a pin or dagger as an action to deal 1d4 + your CHR mod psychic damage to the creature it represents. [/LIST] [*]Shrunken Head [LIST] [*]You can spend 1 hour removing and preparing the head of a creature that has died within the past 10 minutes. This is considered light work and can be done as part of a short rest. As part of the magical ritual, you shrink it down to fit into the palm of your hand. The next time you fall to 0 HP, the head shrivels into nothing and disappears, healing you to 1 HP instead. You cannot keep more than 1 shrunken head at a time. [/LIST] [/LIST] [B]Mumbo Jumbo[/B] Starting at 14th level, you gain the following abilities: [LIST] [*]Mojo Bag [LIST] [*]You have learned how to fasten a horrifying magical bag out of the rotting flesh of the dead. Creating a Mojo Bag is a ritual that takes 1 hour. This is considered light work and can be done as part of a short rest. If anyone other than you touches the bag, you can choose whether that creature must make a CHR save or be harmed by the bag. It takes 6d6 necrotic damage on a failed save. [/LIST] [*]Mojo [LIST] [*]Once per long rest, as long as you have your Mojo Bag, you may cast any ritual spell of 7th level or lower as a ritual without prior preparation or specific material components. [/LIST] [*]Bad Juju [LIST] [*]When a living creature deals damage to you, you can use your reaction to make the creature take the same amount of necrotic damage. You can use this ability a number of times equal to your WIS mod per long rest. [/LIST] [/LIST] [/QUOTE]
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