Circle of Shades (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Circle of Shades[edit]

In nature, there are beasts who thrive in darkness, and these druids have learned from their ways. In shadows, these druids dwell away from prying eyes and manipulating the forces of nature and wielding curses of misfortune to leave their quarry defenseless. It is believed that these druids have a strong connection to the magics of the Shadowfell, but this dark magic seems mostly benign... mostly.

Shade Druid Spells[edit]

At 2nd level, upon joining the ranks of the Circle of Shades, you add these spells to the Druid spell list. You learn these spells at the appropriate levels, they are considered Druid spells for you, and you always have them prepared. This does not count against the number of spells you can prepare daily.

Druid Level Spells
2nd hex
3rd invisibility
5th bestow curse
7th arcane eye
9th dream

Shadow Shape[edit]

Also starting at 2nd level, you learn to manipulate your wild shape into a darker form. When you wild shape, you become a shadowy silhouette of your chosen bestial form. While wild shaped, you may use your bonus action to teleport up to 20 feet into an unoccupied space that you can see. Additionally, you gain proficiency in Dexterity (Stealth) checks, and may add twice your proficiency bonus to those checks rather than your normal proficiency bonus, even while wild shaped.

Night Stalker[edit]

When you reach 6th level, your wild shape becomes a monstrous predatory persona. While wild shaped, you become resistant to nonmagical bludgeoning, piercing and slashing damage.

In addition, when you land an attack in your wild shape, you may choose to expend a 1st level spell slot to deal an additional 1d12 necrotic damage to the victim of your attack. This damage increases by an additional d12 for each spell slot level beyond 1st. For example, you could expend a 3rd level spell slot to deal an additional 3d12 necrotic damage on a successful attack while wild shaped.

Dread Beast[edit]

Starting at 10th level, your wild shape instills fear and dread in all who know its power. While wild shaped, whenever a hostile creature starts their turn within 15 feet of you or enters this area for the first time, they must make a Wisdom saving throw against your Druid spell save dc. On a failure, these creatures take 3d6 psychic damage and may not willingly move closer to you. On a successful saving throw, these creatures take half damage and are unshaken by your visage, retaining the ability to move closer to you.

Nightmare Incarnate[edit]

Starting at 14th level, your connection to the Shadowfell lays so strongly that you seem to phase in and out of existence while wild shaped. While in your wild shape, as a bonus action, you may create a shadowcloak, granting yourself resistance to all but radiant damage until the beginning of your next turn.

In addition, while in an area of dim light or darkness, so long as you are wild shaped, you may use your action to become invisible. You remain invisible in this way until you use your action to attack, enter an area of bright light, or your wild shape is lost for one reason or another.

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!