Circle of Scavengers | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Circle of Scavengers

Druids from the Circle of Scavengers are drawn to wherever rot, rubble, and death have taken hold. Their magic is deeply rooted in regeneration and the powerful recycling of the natural world. These druids align themselves with carrion birds to enhance their perception and see the value in what has been cast off. They see themselves as cleansers who transform refuse and waste into vital elements to be used again. While occasionally mistaken for necromancers, the Circle of Scavengers does not seek dominion over death. Instead, their magic hurries along decomposition and rot so that new life can take hold.

Circle Spells

Your connection with nature’s scavengers grants you knowledge of certain spells. Your link to these scavengers grants you access to additional spells when you reach certain levels in this class, as shown on the Circle of Scavengers Spells table. Once you gain access to a circle 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.
Druid Level Spells
2 False Life, Inflict Wounds
3 Blindness/Deafness, Protection from Poison
5 Fly, Speak with Dead
7 Blight, Freedom of Movement
9 Commune with Nature, Contagion
 

Halo of Feathers

Starting at 2nd level, as a bonus action, you can expend one use of your Wild Shape feature to surround yourself in a magical aura of black feathers, rather than assuming a beast form. While the aura is active, your body becomes covered in feathers, you appear to be surrounded by dozens of shadowy black birds, and you gain the following benefits:
  • Deathly Countenance. Each hostile creature that starts its turn within 15 feet of you must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn. Undead have disadvantage on this saving throw. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Deathly Countenance for the next 24 hours.
  • Decompose. Whenever you deal damage to a creature within 15 feet of you, you can deal an extra 1d4 necrotic damage to the target. You can deal this extra damage to only one creature each turn, regardless of the number of creatures you damage in a turn. This necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
  • These benefits last for 10 minutes, until you end Halo of Feathers (no action required), or until you use your Wild Shape again.
     

    Winged Affiliation

    At 6th level, your magical connection to the carrion birds of the world transforms your physiology. You are immune to disease and the poisoned condition, and you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
    In addition, you can use an action to magically extend your awareness to connect to all nearby winged scavengers, learning information about the area within 1 mile of you. The information you obtain is limited to events within the past day that local birds would be capable of noticing, including information about the types of creatures that have passed through the area, the weather in the area, and other major events, and the information comes to you in brief mental visions from the eyes of local birds. Unless the area contains birds native to the underground or birds captive indoors, you can’t learn any information about happenings underground or within buildings in the area.
    After you receive this information, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made within the area until you finish a long rest. Once you use this feature to gather information in this way, you can’t do so again until you finish a long rest.
     

    Gleam in the Eye

    At 10th level, while your Halo of Feathers is active, you have a pair of black, feathered wings, gaining a flying speed of 30 feet, and you have blindsight out to a range of 15 feet.
     

    Decompose

    Starting at 14th level, when a creature fails its saving throw against the Deathly Countenance aspect of your Halo of Feathers, it takes extra necrotic damage equal to twice your proficiency bonus. In addition, if a creature dies from necrotic damage you deal to it, its body fully decomposes, and it can be restored to life only by means of a wish spell.


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