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Druid Circle: Preservation

In a world surrounded by cybernetics and an exponentially growing civilization, many druids have abandoned hope of protecting nature. More still have taken an antagonistic view, unsatisfied with settling for parks and national reserves. Among these conflicting emotions and struggle to find peace are those who chose another path. If nature cannot be brought to reclaim its territory, it must instead be preserved. Turning to the natural materials, parafin, tar, and amber to preserve the world in such a way that it may be used to reclaim the world when the age of cyberware and out of control civil expansion comes to and end.
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spellcasting:
class features:
Paraffin Coat
At 2nd level, you learn to create a layer of paraffin wax to preserve soft organic materials. Such things will be preserved for one week in this way before beginning to deteriorate. When applied to wounds, this can be used to stop bleeding and stabilize a dying creature.
As a bonus action, you may use an existing coat of wax for one of the following effects, using the wax in the process:    
  • Heal a creature for 1d4 hit points
  • Constrict against a creature, causing 1d4 bludgeoning damage
This wax is flammable, and can be lit on fire to deal 2d4 fire damage per turn if it is stuck to a creature. Creature's being burned can make a Dexterity saving throw against your spell save DC to scrape off the wax.
You may use this feature a number of times each day equal to your highest available spell slot level.  
Dehydration
At 6th level, you learn to extract the moisture from organic matter. Doing so preserves the organs of creatures, as well as other semisoft or malleable mater. If used on a living creature as an action, make a melee spell attack. On a successful hit, deal 2d8 necrotic damage to the creature. If a creature dies from this effect, their body becomes mummified.
You may used this ability a number of times equal to your proficiency modifier.
At 14th level, this ability improves and deals 2d12 necrotic damage when used against a living creature.  
Tar Pit
At 10th level, you learn to create shallow tar pits to preserve hard matter, such as bones and wood. This tar occupies a 15ft radius, and is difficult terrain for all creatures. Creatures caught in these pits must make a Strength saving throw at the start of any turn they begin in the tar, or become stuck. A stuck creature cannot move from the place it became stuck to. Creatures that become stuck may reattempt this saving throw at the start of each of their turns.
You may not use this feature again until you complete a short or long rest.
At 14th level, this ability improves, creating a 10ft. deep pool of tar below the ground. Creatures that start their turn in the tar sink one foot lower. If a creature is submerged in the tar, it will suffocate for 10 rounds before death occurs.
Amber
At 14th level, you learn to create and envelop creatures and items in tree sap, to create amber for the purpose of perfectly preserving both organic and inorganic matter. The tree sap will cover a five foot area, and harden over 1d8 rounds. If set on fire, the sap will deal 2d10 fire damage for 6 rounds. A creature targeted by this feature must make a Dexterity saving throw, becoming coated in tree sap on a failed save. After the end of 1d8 rounds, the sap will harden into amber and paralyze the creature entirely. If the creature is submerged in water, or takes one round to scrape off the tree sap, this effect ends. Creatures sealed in amber die after 5 minutes.  
Preservationalist
At 14th level, some of the features you gain in this subclass improve as detailed in their descriptions.  
subclass options:

Created by

Ticklesthegamemaster.

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