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Druid: Witherbloom

Mages of Witherbloom draw their magic from the energy that endlessly flows from life to death, and back again. They see the duality of thriving life and inevitable death in all things, tapping and manipulating the transition of energy between these states. Some Witherbloom adherents focus on vital energies to nurture life and empower others, while others embrace the drain of vitality into decay to sap and strike down their foes.   Using This Subclass
Upon selecting the Mage of Witherbloom subclass, you gain two features: Witherbloom Spells and Essence Tap.   In this subclass’s features, any reference to your class refers to the class from which you gained the subclass. If you’re a druid, the College of Witherbloom counts as your circle, and if you’re a warlock, the college counts as your patron.   When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.
hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) a wooden shield or (b) any simple weapon

(a) a scimitar or (b) any simple melee weapon

Leather armor, an explorer's pack, and a druidic focus
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.  

CANTRIPS

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.  

PREPARING AND CASTING SPELLS

The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

SPELLCASTING ABILITY

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.  
  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
 

RITUAL CASTING

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

SPELLCASTING FOCUS

You can use a druidic focus as a spellcasting focus for your druid spells.
class features:

WILD SHAPE

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.   Beast Shapes
Level Max CR Limitations Examples
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant eagle
While you are transformed, the following rules apply:
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

DRUID CIRCLE

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

WILD COMPANION (Optional)

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

CANTRIP VERSATILITY (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.  

TIMELESS BODY

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.  

BEAST SPELLS

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.  

ARCHDRUID

At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
subclass options:

WITHERBLOOM SPELLS

Level 1+ Mage of Witherbloom Feature   You learn the cantrip Spare the Dying and the 1st level spells Cure Wounds and Inflict Wounds. You learn additional spells when you reach certain levels in this class, as shown on the Witherbloom Spells table.   Each of these spells count as a class spell for you, but it doesn’t count against the number of spells you know. If you are a druid, you always have the spells prepared, and they don’t count against the number of spells you can prepare each day.   Witherbloom Spells
Class Level header
3rd Lesser Restoration, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Greater Restoration
9th Antilife Shell, Mass Cure Wounds

ESSENCE TAP

Level 1+ Mage of Witherbloom Feature   As a bonus action, you can draw on a reservoir of life essence to empower yourself for 1 minute, or until you use this feature again. For the duration, you gain one of the following benefits of your choice:
  • Overgrowth. When you choose this benefit, and as a bonus action on subsequent turns while the benefit lasts, you can expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.
  • Withering Strike. When you deal damage, you can change the damage type to necrotic, and you ignore resistance to necrotic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

WITHERBLOOM BREW

Level 6+ Mage of Witherbloom Feature You gain proficiency with herbalism kits if you don’t already have it.   When you finish a long rest, you can use an herbalism kit and a pot or cauldron to create magical brews. You create a number of brews equal to your proficiency bonus. Each brew requires its own flask. A brew retains its magical potency for 24 hours or until it is used. For each brew, choose one of the following effects:
  • Fortifying. When you create this brew, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.
  • Quickening. A creature can drink this brew or administer it to another creature as an action. The recipient regains 2d6 hit points, and one disease or condition from the following list affecting the recipient ends (brew user’s choice): charmed, frightened, paralyzed, poisoned, stunned.
  • Toxifying. As an action, a creature can apply this brew to a simple or martial weapon. The next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour, the target takes 2d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.
 

WITHERBLOOM ADEPT

Level 10+ Mage of Witherbloom Feature Your connection to the flow of life force deepens. Once per turn when you deal necrotic damage or restore hit points using a spell, one target of the spell takes additional damage or regains additional hit points equal to your proficiency bonus.  

WITHERING VORTEX

Level 14+ Mage of Witherbloom Feature When you cast a spell using a spell slot that deals necrotic damage to any number of creatures that aren’t Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1+2Druidic, Spellcasting22--------
2+2Wild Shape, Druid Circle, Wild Companion Optional 23--------
3+2-242-------
4+2Wild Shape improvement, Ability Score Improvement, Cantrip Versatility Optional 343-------
5+3-3432------
6+3Druid Circle feature3433------
7+3-34331-----
8+3Wild Shape improvement, Ability Score Improvement, Cantrip Versatility Optional 34332-----
9+4-343331----
10+4Druid Circle feature443332----
11+4-4433321---
12+4Ability Score Improvement, Cantrip Versatility Optional 4433321---
13+5-44333211--
14+5Druid Circle feature44333211--
15+5-443332111-
16+5Ability Score Improvement, Cantrip Versatility Optional 443332111-
17+6-4433321111
18+6Timeless Body, Beast Spells4433331111
19+6Ability Score Improvement, Cantrip Versatility Optional 4433332111
20+6Archdruid4433332211

Created by

Kamijessi.

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