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These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form. | These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form. | ||
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. | Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. | ||
'''Circle Spells.''' Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.<br> | |||
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’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. | |||
{| class="wikitable" | |||
|+ Circle Spells | |||
|- | |||
! Druid Level !! Spells | |||
|- | |||
| 2nd || Chill Touch | |||
|- | |||
| 3rd || Blindness/Deafness, Gentle Repose | |||
|- | |||
| 5th || Animate Dead, Gaseous Form | |||
|- | |||
| 7th || Blight, Confusion | |||
|- | |||
| 9th || Cloudkill, Contagion | |||
|} | |||
'''Halo of Spores.''' At 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. | '''Halo of Spores.''' At 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. |