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# Druid: Circle of Witherbloom (Revised) 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 #### Tools of Life and Death At 2nd level you gain proficiency with the poisoner's kit and your proficiency bonus is doubled whenever using it or an herbalism kit. #### Circle Spells You learn the cantrip *spare the dying* and it doesn't count against the number of cantrips you know. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Witherbloom 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 nonetheless a druid spell for you. ###### Circle of Witherbloom | Druid Level | Spells | |:---:|:-----------:| | 2nd | *Cure Wounds, Inflict Wounds* | | 3rd | *Lesser Restoration, Ray of Enfeeblement* | | 5th | *Revivify, Vampiric Touch* | | 7th | *Aura of Purity, Blight* | | 9th | *Enervation, Mass Cure Wounds* | #### Essence Tap As a bonus action, you expend a use of your wild shape to empower yourself for 1 minute, or until you use this feature again. For the duration, you gain the following benefits: **Overgrowth:** When you gain 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 Wisdom modifier. **Withering Strike:** When you deal damage, you can change the damage type to necrotic, and you ignore resistance to necrotic damage. \columnbreak #### Witherbloom Brew Starting at 6th level, whenever you finish a long rest, you can use an herbalism or poisoner's 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. A creature affected by this poison must repeat the save at the end of each of its turn, ending the effect on a success or taking an additional 2d6 poison damage on a failed save. #### Witherbloom Adept At 10th level, 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 At 14th level, 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.