Circle of Graveyards (5e Subclass)
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Circle of Graveyards
When you join this circle, spirits of the dead, of previous Morticians, formal titles of druids belonging to this circle, and of dead necromancers begin influencing your abilities. Recognizing undeath as something that's not going anywhere anytime soon thus a recent addition to the natural order, Morticians make use of undeathly abilities in addition to druidic magic to accomplish their goals. Because of undeath's inherently forbidden nature, druids of this circle are shunned and sometimes even hunted down by druids belonging to other circles. Due to this fact, many Morticians hide the fact they belong to this circle and often, when acting in common society, act under the guise of a different circle.
Because Morticians are shunned by druids of other circles, it's not uncommon for them to become cynical and act selfishly. Though they won't find allies in druids of other circles, Morticians often ally themselves with necromancers, clerics dealing with death, other outcasts, and generally malignant people.
Although Morticians are wary of druids of other circles, they are very welcoming of other, similarly aligned Morticians and often act together towards a common goal. A group of Morticians, or a Coven, formally meet up at graveyards under the new moon to perform secret rituals, further their powers, or do other acts unknown to everyone but Morticians.
Starting at 2nd level, you can only use your Wildshape to transform into Undead creatures, but your max CR limit now increases to a CR of 1. Starting at 6th level, you can Wildshape into an Undead with a CR equal to your druid level divided by 3.
Starting at 2nd level, you can now use your bonus action instead of your action to use your Wildshape feature.
Starting from 6th level, your attunement with the dead and undead allows you to channel necrotic energy. You can now use your spellcasting ability instead of Strength or Dexterity for weapons and unarmed strikes. The attacks you make with weapons and unarmed strikes count as magical for the purpose of overcoming nonmagical resistances and immunities. In addition, your weapon attacks and unarmed strikes now do necrotic damage.
Because of your inherent ties with undeath, you are now able to resist death's grasp. Starting from 10th level, if you are reduced to 0 hit points you must make a Wisdom save with a DC of 5 + the damage taken unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. In addition, you are now resistant to necrotic damage.
Your familiarity with spirits, undeath, and necrotic energy has granted you the benefits known only to undead creatures. Starting from 14th level, you can't be frightened or poisoned and you are now immune to poison damage, necrotic damage, and diseases. However, you are now vulnerable to radiant damage.