Circle of Witherbloom

by StrayChowChow

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Circle of Witherbloom

Druids 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.

Witherbloom Spells

When you join this circle at 2nd level, you learn the chill touch and spare the dying cantrips and the 1st-level spells cure wounds and inflict wounds.

At 3rd, 5th, 7th, and 9th level you gain access to additional witherbloom spells. Once you gain access to a witherbloom spell, 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.

Witherbloom Spells
Druid Level Spells
2nd cure wounds, inflict wounds
3rd lesser restoration, wither and bloom
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, greater restoration

Essence Tap

Also at 2nd level, As an action, you can expend one use of your Wild Shape class feature to draw on a reservoir of life essence to empower yourself instead of assuming a beast form. For 1 minute, or until you use this feature again, you gain one of the following benefits of your choice:

Overgrowth. When you choose this benefit, and at the beginning of subsequent turns while the benefit lasts, you gain temporary hit points equal to your proficiency bonus + your Wisdom modifier. These temporary hit points last until this benefit ends.

Putrefaction. When you deal damage, you can change the damage type to necrotic, and you ignore resistance to necrotic damage.

Witherbloom Brews

At 6th level, 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 infuse life essence into magical brews to evoke life or death. 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:

Lifebrew. 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.

Deathbrew. As an action, a creature can apply this brew to food, liquid, or a simple or martial weapon. If applied to a weapon, the next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour is affected by the deathbrew. If applied to food or drink, a successful Wisdom (Perception) check against your spell save DC can detect the contamination, and a creature that consumes the food or drink while the brew retains its magical potency suffers the effects. The target takes 2d6 necrotic damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute

Reap and Sow

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 Wisdom modifier.

Siphon Life

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 Wisdom modifier, and you regain all expended uses when you finish a long rest.

 

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