Druidic Circle: Circle of Entropy
Some druids try and find balance through the harmony of the natural world and the beings who live in it, to find peace and life in all things. However, there are a few secluded druids who came to the realization that true balance can only come from a specific outcome: destruction. They believe death of the living world leads to balance in the universe. These druids, part of what they call the Circle of Entropy, don't believe that they are crazy or evil, just ahead of the curb.
Ensured End
Your revelations allow you to better bring people closer to true balance. At 2nd level, you learn the eldritch blast cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Entropy 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 is nonetheless a druid spell for you.
Circle of Entropy Spells
Druid Level | Spells |
---|---|
2nd | hex, inflict wounds |
3rd | blindness/deafness, spiritual weapon |
5th | dispel magic, spirit guardians |
7th | blight, fire shield |
9th | cloudkill, destructive wave |
Entropic Form
At 2nd level, you use your druidic powers to make your ideals reality. As a bonus action, you can expend a use of your Wild Shape feature to take on an entropic form, rather than transforming into a beast. While in your entropic form, your body becomes a silhouette devoid of light. Within a 10-foot radius of you, bright light is treated as dim light, and dim light is treated as darkness. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your entropic form, you gain the following benefits:
• You can see in darkness as if it were dim light, and dim light as if it were bright light.
• When a hostile creature ends its turn within 20 feet of you, it must make a Constitution saving throw against your druid spell save DC or take 1d4 + your proficiency bonus in necrotic damage, and you can gain that amount in temporary hit points.
• You can move through solid objects as though they were difficult terrain. If you end your turn within an object, you take 1d10 force damage and are shunted to the nearest unoccupied space.
Closer to Destruction
At 6th level, your entropic form grows stronger and more far-reaching. You gain resistance to necrotic damage.
While in your entropic form the area within 20 feet of you is darkness and gives creatures of your choice both within and outside the area disadvantage on Wisdom (Perception) checks relying on sight, and for 10 feet beyond that bright light is treated as dim light and dim light is treated as darkness. Additionally, the damage a hostile creature takes if they end their turn within 20 feet of you increases to 2d4 + your proficiency bonus.
All in Due Time
At 10th level, you can speed up the time in which an object withers away. You can touch a tiny, nonmagical, nonliving object for 5 minutes, at the end of which it is disintegrated into dust and ash. You can affect larger objects with more difficulty. For each size category above tiny an object is, you must spend 5 more minutes touching it, to a maximum of 20 minutes for a large object.
You can speed up this process with your druidic magics, by spending a spell slot of 2nd level or higher to change the time to 1 action instead. The level of spell slot required increases by 1 for each size category above tiny, to a maximum of a spell slot of 5th level or higher for a large object. If the object is being worn or carried by a creature you can make a melee spell attack with this feature when you expend a spell slot, the ability taking effect on a hit.
If the object is magical, you can make a Wisdom check against your druid spell save DC with a bonus to the DC based on the object's rarity (+2 for uncommon, +3 for rare, +4 for very rare, and +5 for legendary and artifacts). On a success, you end the magical effect it has until the end of your next turn. On a failure the object is unaffected. This feature can only be used this way once per long rest and can be used when you use a spell slot for this feature
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Unravel Everything
At 14th level, little can escape your corroding touch. Your abilities and spells ignore resistance to necrotic damage.
Additionally, you can choose to end your entropic form early to destroy even the very fabric of magic itself. As an action, you can end your entropic form early and dispel an amount of magical spells, items, or effects within a 30 foot radius of you equal to your Wisdom modifier. If you dispel an item or effect, it's magical properties return when this feature ends. This lasts for 1 minute or until you lose concentration as if you were concentrating on a spell. Once you use this feature, you can’t use it again properly until you finish a long rest. You can use this feature again before it recharges, taking 3d6 + your druid level in necrotic damage that ignores resistances.
Created by Hicks Homebrew
Edited by the wonderful people of the Discord of Many Things server.
Art by Ixenn and Jan Ditlev.