Circle Spells



Your connection to the infection allows you to tap into the cycle of decay, granting you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of infected 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 the infected Spells

Druid level Circle spells 3rd Ray of sickness, Blindness/Deafness 5th Slow, Vampiric Touch 7th Blight, Confusion 9th Cloudkill, Contagion

Spreading the infection

During a rest you may spend time connected to the land and spreading your infection, for each hour spent connected the infection spreads 120 feet in every direction, when doing this if you spend more an hour doing so you gain no benefits from a short rest and if you spend more than 2 hour you gain no benefits from long rest.

While inside infected terrain, you gain the following benefits:

All melee damage dealt by you or your allies deals additional 1d6 Poison damage

when a creature enters the infected area you immidiately know its species how many of them there are, along with which direction they are heading

Rot away

At 2nd level, your connection to the infection will allow your ranged and melee weapon attacks to deal extra 1d4 Poison damage and double that against plants.



In addition you can use this feature to rot any object made of plant based materials which is also less then 5 feet in size, using this feature can last up to a minute which will cause the object to turn into sludge, however if used for slightly less than a minute the object will instead become weakened and break if any force is used on it.





Infectious weaponry

At 6th level, you gain the ability to channel infection into your weaponry. As a bonus action, you can expend a use of this feature after succesfully hitting an opponent, allowing you to inflict extra 1d8 poison damage on all attacks hitting the target for the rest of combat.



You have two uses of this ability and they are regained on finishing a short or a long rest.

you gain an additional 1d8 to the poison damage at 10th and 16th levels.





Infectious flesh

At 10th level, your body has become one with the infection, the infection turns your flesh into a semi liquid form upon taking damage, this allows you to gain temporary hitpoints equal to half your druid level + Constitution score on a long rest.

On a short rest you may also spend hit dice to intead recover temporary hitpoints at max to half your druid level + Constitution score.



In addition if you get hit by a natural attack melee weapon, the attacker takes 1d8 poison damage.

Infectious mind

At 14th level, the infection spreads to your mind, this lets you spread infectious spores into those you come to contact with this feature can only be used on four creatures simultaniously and if it is used on more than that the oldest one stops functioning

you may use this feature to do one of these effects

Deal 3d6 psychic damage to the infected creature, also destroying the spores (Bonus action)

Communicate telepathically with the infected creature (Free action)

Cast puppet on the infected creature who automatically fails the saving throw, also destroying the spore (Bonus Action)

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