The Rotbound understand a truth others fear: decay is power. Where most see death and ruin, these druids see transformation — the slow, unstoppable return of all things to the soil.
Verdant Mire shamans often walk this path, surrounded by spores, creeping vines, and the quiet life hidden beneath rot. In battle they wield the patient force of the swamp itself, turning fallen enemies into fuel for the living world that rises behind them.
Features
Level 2 — Rot Magic
You learn to manipulate rot, disease, and nature’s decomposition:
Additional Spells (always prepared, don’t count against spells known):
1st Level: Ray of Sickness, Entangle
2nd Level: Wither and Bloom (custom spell; can deal necrotic or poison damage in an area, e.g., 2d6 necrotic damage, radius 10 ft, CON save for half)
Rot Affinity: Allies within 5 ft of dying creatures you can see gain temporary hit points equal to your Wisdom modifier.
Level 6 — Mire Stride
Swamp Stride: Difficult terrain in swamps, marshes, or heavy vegetation doesn’t cost extra movement.
Poison Resistance: You have resistance to poison damage.
Spore Step (optional): Once per turn, when you move 10 ft in swamp or overgrowth, creatures in 5 ft must succeed on CON save (DC = 8 + your proficiency + WIS mod) or be poisoned until the start of your next turn.
Level 10 — Fungal Bloom
When a creature dies within 30 ft of you:
Spores Erupt: All creatures of your choice within 10 ft of the corpse:
Allies gain temporary HP equal to your Druid level
Enemies take 2d6 poison damage (CON save for half)
Action Economy: This effect is reaction-like, occurring automatically when a creature dies.
Scales: damage increases to 3d6 at level 14.
Level 14 — Avatar of Rot
You can assume the form of a massive fungal swamp creature (as an enhanced Wild Shape):
Extra HP: Gain +2d10 hit points temporary when transformed.
Poison Aura: Creatures within 10 ft at the start of their turn take 3d6 poison damage (CON save for half).
Duration/Use: Can be used once per short or long rest, lasts up to 10 minutes or until you revert to normal form.
Additional: You retain your Rotbound features and can still cast spells usable in Wild Shape.