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Circle of Darkness Druid

In nature, there is balance in good and evil, life and death, and light and dark. Druids belonging to the Circle of Darkness commune with the more sinister elements of the environment, those things that hide from daylight and creep under the earth. They do not hesitate to turn nature against those that try to harm it, like they did during the Great War Between Order and Chaos when these so-called "Dark Druids" made entire forests walk against the army of The Order. Their influence is still present in places like the Grandwood, the Gnarled Forest in Copperhaven and the Deadwood of Czenova.   Rumors say that among these Dark Druids are many that have been malignantly transformed by the chaotic energy unleashed by the Chaos Artifacts used in the war. They now serve among the ranks of the Disciples of the Dark Star, worshipping an ominous deity.  

Circle of Darkness Features

Like most druids, the Dark Druids rarely align themselves with lawful forces. Wild Shape forms of these druids tend to have all-black fur, feathers or scales.
  • 2nd level: Circle Spells, Shadow Form, Unimpeded Darkvision
  • 6th level: Shadow Step
  • 10th level: Dark Ward
  • 14th level: Vanish
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    Circle Spells

    Starting at 2nd level and when you level up at certain intervals, you gain access to the following spells, which are always prepared and do not count against the number of spells you can prepare each day. If a spell isn't on the druid's spell list, it nevertheless counts as a druid spell for you.
  • 2nd level: arms of hadar, hunter's mark
  • 3rd level: darkness, shadow blade
  • 5th level: hunger of hadar, summon shadowspan
  • 7th level: blight, evard's black tentacles
  • 9th level: contagion, enervation
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    Shadow Form

    At 2nd level, you can expend a use of your Wild Shape to meld into your own shadow and become two-dimensional. In this form, you cannot be damaged or targeted. You cannot interact with your surroundings, talk or cast spells, although you can see and hear normally. Any equipment you wear or carry melds into your shadow as well and cannot be interacted with. You can move uninhibited along any solid surface, including other creatures, walls and ceilings. You can move through any opening if it is wide enough for your shadow to pass, such as gaps under doors and windows left ajar. You gain advantage to Dexterity (Stealth) checks in dim light and become invisible in darkness, although in bright light a shadow without a source is bound to draw attention.   You can stay in this form for a number of minutes equal to your druid level. You then revert to your normal form unless you expend another use of this feature. If you are in a space where you would not fit when you revert, you are safely ejected to the nearest open space.  

    Unimpeded Darkvision

    Starting at 2nd level, your connection to the dark has altered your sight in a supernatural way. You can see in darkness as if it is was in bright light as far as your eye can see. You can discern colors, although everything looks muted and desaturated in the darkness.  

    Shadow Step

    At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.  

    Dark Ward

    By 10th level, your dark connection has provided you protection from outside influence. You gain resistance to radiant damage, and become immune to being blinded or frightened.  

    Vanish

    Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
    Type
    Arcane

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