Circle of Culling

Druids of this circle are cultists dedicated to reducing the humanoid populations of the world. They believe that sacrifices must be made to prevent an apocalypse. This avatar, known as a Shape, possesses a young boy and kills as many souls as necessary in the most violent fashion possible. The cult believes this god is quite angry—in ancient times only one or two sacrifices a year were necessary. Because the sacrifices lapsed for centuries, the Shape has a lot of catching up to do. The circle ensures that the Shape is free to do his job. They cast spells on the Shape, cover his tracks, and otherwise work to keep him alive and undetected.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells. 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
3rd bless, disguise self
5th pass without trace, silence
7th feign death, nondetection
9th death ward, locate creature

Bonus Proficiencies

When you join this circle at 2nd level, you are proficient with disguise and forgery kits.

Connect the Chosen

At 2nd level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your druid level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Hide the Chosen

At 6th level, you can help cover the tracks of the chosen. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.

Send the Chosen

Starting at 10th level, you can send a member of the chosen to attack the prey. You can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Bring the Chosen

When you reach 14th level, you can slip in and out of reality to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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