Circle of the New Moon (5e Subclass)

From D&D Wiki

Jump to: navigation, search

A Druidic Circle made of every kind of people commonly looked down on, from Tieflings, Lizardfolk, and Kenku to former criminals. Members of this Circle understand this animosity that others have for them but harbor no grudges, instead, they vow to protect nature and the people from the shadows, where they cannot be seen and credit is a liability. These Druids also feel no misgivings towards the utilization of methods that others may question in order to achieve these ends. Things like trickery, assassination, poison, these are all simply tools members use to administer the balancing hand that they offer. When not actively working, these druids actually enjoy mingling with other humanoids, as in doing so they create networks of allies that can assist them. They also do not despise traveling through cities as much as their more traditional brethren as the brick and mortar streets are so often the places where they must work during their nights.

Hidden Roots[edit]

After joining this Circle at level 2 you lose your proficiency in Medium Armor but gain proficiency in the Shortbow and two skills of your choice from Acrobatics, Deception, Sleight of Hand, and Stealth. In addition you also gain proficiency in the Poisoner's Kit and you learn the Message cantrip, which for you counts as a Druid cantrip and does not count against your maximum number of cantrips known.

Shapes of the Night[edit]

Also at level 2 you find your new ability to Wild Shape is fundamentally different from most Druids. Unlike your brethren who can assume the form of any beast, you instead may only assume the shapes of creatures that stalk the night as you do. You are, however, no longer limited by the shape's ability to fly or swim, or how long you can stay in Wild Shape. This list of nightly creatures includes various types of Owl, Rat, Raven, Spider, Wolf, Bat and/or other creatures at the DM’s discretion. In addition, regardless of what form you are in, as long as you are in your Wild Shape you gain 60 ft Darkvision for the duration of your transformation. All other features of the Wild Shape ability such as maximum CR and number of uses are left as they are normally.

Enhanced Spell List[edit]

Your connection to the darkness of the night has given you access to new magical spells. At 3rd, 5th, 7th and 9th levels you gain access to these new 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.

Level Spells
3rd Darkness, Invisibility
5th Bestow Curse, Lightning Arrow
7th Dimension Door, Greater Invisibility
9th Cloudkill, Mislead

Cloak and Claw[edit]

Once you reach level 6 you learn to take advantage of even a momentary lapse in your quarry's guard, once per turn you can roll an extra 2d8 damage for melee, ranged and spell attacks made when you have advantage on the target or if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. This additional damage goes up to 3d8 at level 10, 4d8 at level 14 and 5d8 at level 18.

Holly and Thistle[edit]

Upon reaching level 10 your body has become more nimble and you have begun to master your preferred fighting style. You gain a bonus to your Armor Class equal to half of your Dexterity bonus, rounded down, and you choose one Fighting Style of your choice from a list of Archery, Dueling, and Two-Weapon Fighting.

Blackened Flowers[edit]

You learn to channel a crippling magical poison through both your weapons and spells. At level 14 your attacks are now considered magical for the purpose of overcoming resistances and immunities and are now imbued with a magical poison, as are your spells. The poison inflicts disadvantage on Ability Checks and Attack Rolls and halves the target’s Movement Speed. It does not discriminate between friend and foe, however you alone are immune to all of the poison's effects. Once per target per round, any target that is damaged by you in any way or that comes in contact with a non-illusion spell cast by you, such as Entangle, must make a Constitution saving throw against your Spell Save DC or become affected by your poison for 1d4 rounds. If a target currently affected by the poison fails the saving throw again they add another 1d4 to the rounds that they are currently affected for. There is no upper limit to the number of rounds that a single target can be affected for. A target currently affected by the poison can attempt the saving throw again at the end of their turn each round without risk in order to end the effect prematurely on a success. Once a creature passes their saving throw against the poison they are immune to its effects for the next 24 hours. The poison cannot be harvested by any means, and if this is attempted any poison that is somehow extracted evaporates into harmless water vapor instantly. The Undead and Constructs are immune to the primary effect of the poison, however, these creatures suffer from a secondary effect. They instead take 2d8 acid damage on a failed save as the magic of the poison corrodes and destroys their unnatural forms and they do not gain immunity to the poison on a success.

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors