Some druids reject the call of nature's power, and instead follow the path of corruption. These druid's might ally themselves with evil plant creatures or vampires. In the world of The Great Dream they are most often part of the Cult of the Vampire Rose. This is a Druid Subclass, not a class on its own.
hit dice:
1d8
hit points at 1st level:
8 + con
hit points at higher levels:
1d8 (or 5) + con
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:
Same as Druid
class features:
Same as Druid
subclass options:
Circle Shapes
At second level, when you choose this subclass, your repertoire of forms you can take using wild shape expands. You can choose to take the form of a plant creature when you use wild shape. All other wild shape restriction still apply.
Frighten Plants and Animals
You invoke the power of corruption, striking fear in the hearts of natural beings near you. You can expend one use of your Wild Shape feature to force each Beast and Plant creature within 30 feet of you to make a wisdom save with a DC equal to your spell save DC. On a failure the creature is frightened of you for one minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. Inanimate plants are also frightened of you. For the minute after using this ability, you are unaffected by difficult terrain caused by plants and undergrowth, and have advantage a dexterity (Stealth) checks made to hide in shrubbery and undergrowth.
Animate Plants
At 6th level you learn to evoke the power of corruption to reanimate dead plants and animals into undead. You recite an unholy chant that causes a dead plant of Small size within 30 feet of you to stand up and turn into a twig blight. This blight follows your spoken commands for the next 24 hours. At the end of this time it dies once more. You can use this feature a number of times equal to your wisdom modifier (minimum of once).
Vampiric Strike
Your cantrips and weapon attacks deal extra necrotic damage equal to your wisdom modifier. When you reduce a creature to 0 hit points with a cantrip or weapon attack, you regain a number of hit points equal to the damage dealt by the attack that reduced the creature to 0 hit points. If this heals you above your hit point maximum, you gain temporary hit points equal to the excess healing. These temporary hit points can stack with temporary hit points gained through this ability.
Avatar of Vile Growth
Starting at 14th level your ability to reanimate dead things becomes more potent. When you use your Animate plants ability you can instead create 3 twig blights, 2 needle blights, or 1 vine blight. You must provide a dead plant for each blight created in this way, and the plants must be medium sized if you want to create needle or vine blights.