Circle of Rust
In an ever changing world with metal and stone processed into new forms, dwelling growing upon the earth faster than plants, and the erosion of the earth and forests, some druids have taken on a new role. Druids of the Circle of Rust recognize that all the creations of civilization are temporary, and learn to embody this decay, not of nature, but of civilization itself.
Some act as sentinels, guarding and guiding empires on the brink of collapse, trying to minimize the suffering of its inhabitants through the inevitable end, and help them start anew. Others are more violent, and seek to bring about the decay of civilization prematurely.
Circle Spells
When you choose this circle at 2nd level, and at certain levels in the future, you gain access to certain spells, as shown in the Circle of Rust Spells Table. Once you gain access to one of these spells, you always have it prepares, 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.
Circle of Rust Spells
| Druid Levels | Spells |
|---|---|
| 2nd | Tasha's Caustic Brew, Ensnaring Strike |
| 3rd | Dust Devil (Made out of flakes of rust), Shatter |
| 5th | Bestow Curse, Stinking Cloud (Cloud made from rust particles) |
| 7th | Viriolic Sphere, Grasping Vine |
| 9th | Wrath of Nature, Cloudkill (Cloud made from rust particles) |
Vestiments of Rust
When you join this conclave at 2nd level, you can wear armor and shields made of metal, despite being a Druid. However, these metal items become rusted quickly, and incur a stacking -1 penalty to their AC bonus whenever you put them on. An item cannot receive this penalty more than once a day. When an item's AC bonus reaches 0, or it has a total of a -5 penalty, it is destroyed. You cannot wear magical shields or armor made of metal. If forced to wear a magical shield or armor, this ability will not rust the metal.
Touch of Decay
Also starting at 2nd level, you gain the ability to speed up the natural decay of man made objects. As a bonus action, you can touch a nonmagical metal object and cause it to rust (or its equivalent). If the item is being worn or carried by another creature, you must hit with an attack roll before rusting an object. Weapons gain a -1 penalty to damage rolls, protective gear gains a -1 bonus to AC, and all other items lose -5 hp, as if they had been attacked. You can use this feature on an item multiple times, increasing the penalty each time. As always, a -5 penalty, or complete removal of the item's qualities, will destroy the item.
You have a number of uses of this power equal to your proficiency bonus, and regain expended uses upon completing a long rest. You can also use this ability over the course of 10 minutes, remaining in contact with the item for the duration. Using Touch of Decay in this way does not expend a use.
Form of Rust
Beginning 6th level, you learn to take the form of a monster that strikes fear into all who wield a blade or shield. You can now expend a use of your Wild Shape to transform into a Rust Monster. You gain additional bonuses in this form, beyond what you would normally gain from this transformation:
- When you transform, you gain temporary hit points equal to twice your Druid level.
- You increase your AC by half your proficiency bonus
- You increase your attack bonus, damage bonus, and the DC of your Antennae feature by your Wisdom Modifier
After transforming in this way, you cannot transform into a Rust Monster again until you finish a long rest. Upon reaching level 20 in the Druid Class, you can transform into a Rust Monster an unlimited number of times.
Consign to Oblivion
Everything that civilization creates is eventually forgotten. You now know how to expedite the process.
Starting 10th level, you can subtly remove the lessons learned and skills gained of other creatures. By watching a creature for 1 minute, you can remove any proficiency bonus (proficiency, expertise, or Jack of All Trades) the creature has to one skill of your choice. The creature must remain within 60 feet of you for the duration, and you must be able to see them at all times. At the end of the minute, the creature makes a Wisdom save against your spell save DC. On a success, they feel slightly dizzy, but don't notice anything. On a failure, any feature that lets them add their proficiency bonus to the skill is removed.
If they do not have any bonuses to this skill, the use of this ability is wasted.
You cannot use this ability on creatures with an Intelligence of less than 6.
After you use this feature, you must complete a short or long rest before you can use it again.
Return to Dust
Starting at 14th level, you gain the ability to cause the decay of anything around you. You gain the ability to cast the Disintegrate spell, at its lowest level, without having it prepared or using a spell slot. Once cast in this way, you must complete a long rest to recharge the use of this feature.
When you use your Form of Rust feature, you can recharge the use of this feature, and can cast it as a reaction upon taking damage, targeting the trap, hazard, or creature that caused the damage. When cast in this way, the spell does not require any components. Once you use this special recharge of this feature, you cannot recharge it in this way again until you have completed 1d4 long rests.
Warforged Circle of Rust Variant
In some worlds, where Warforged exist, the Warforged that embrace the circle of rust become decayed by their own power. I you want, and your DM allows it, taking this class will change your racial bonuses.
Your Integrated Protection feature no longer grants you a bonus to AC, as the rust encapsulating your body weakens the metal that would grant you this protection. Instead, if you take poison, acid, or necrotic damage, you can reduce the damage by 3, as being encrusted in a form of decay has made you more resilient to other forms of decay.