Druidic Circle of Desolation
Circle of Desolation
You have embraced the blight. You are a Priest of Flies, a Lord of Maggots, a King of Rot. For whatever reason, the members of your circle have turned their power to the desolation of nature and the end of life. Often dubbed Anti-Druids, they nonetheless carry out a necessary function of the natural balance – albeit, one that is more often the purview of more evil sorts. Now, flowers wilt at your fingertips, and trees shudder and die with your glance.
When you choose this circle at 2nd level, you gain the ability to start wildfires with a glance. As an action, you can unleash a scorching blast of fire that affects a 5 foot square of ground within 20 feet of you which remains ignited until the beginning of your next turn. Each creature which enters an affected space or begins their turn in one must make a Dexterity saving throw. On a failed saving throw, a target takes 1d8 fire damage. The fire ignites all flammable objects that aren't being worn or carried.
The number of adjacent squares you may affect and fire damage increases as you gain levels in the druid class as follows: 5th level (2 squares / 2d8 damage), 11th level (2 squares / 3d8 damage), and 17th level (3 squares 4d8 damage).
At 2nd level, you learn to draw sustenance from living things around you. As a result, you no longer need food or water to survive. Additionally, as an action on your turn, you can draw energy from the life around you, killing all vegetation within 20 feet of yourself, and restoring 1d8 + your druid level of your hit points. A plant creature within this range takes necrotic damage equal to this amount. After using this feature, you can't use it again until you finish a long rest.
Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. All plants in your way that aren’t creatures wither and crumble to dust, leaving a clear path behind you. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 10th level, you can cast contagion or blight without expending a spell slot. After using this ability, you must complete a long rest before using it again.
Beginning at 14th level, as an action on your turn, you can let out an invisible cloud of pestilence. For 1 minute, each creature adjacent to you that you choose must make a Constitution saving throw or be poisoned for a number of rounds equal to your Wisdom modifier. A poisoned creature takes 4d6 poison damage at the end of its turn, and can then reattempt this saving throw, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.
After using this ability, you cannot use it again until you complete a long rest.