Druid
Base Class: Druid

The Circle of Darkness works as the opposite of the Circle of Land. It favors destroying the land and upsetting the balance between the elements in support of a dangerous hidden element, Darkness. Darkness swallows the other elements to gain power for itself. It was deemed a sin to use Darkness; anyone to use the darkness was sentenced to death, if they were found. 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Price of the Darkness

Controlling the Darkness is impossible, the challenge is to not let it control you. Only those willing to sacrifice their sanity and life are able to succeed in wielding this awesome power.

Lose 1 d8 + 2 health each time a spell related to the darkness is used.
Disadvantage to wisdom save throws.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and devouring the energy of nature around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the Darkness infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Darkness.

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.

Arctic
Druid Level Spells

3rd

[Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found]

5th

[Tooltip Not Found], [Tooltip Not Found]

7th

[Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found]

9th

[Tooltip Not Found], [Tooltip Not Found] 

 
 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Darkness Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Darkness Sanctuary

When you reach 14th level, creatures of the elemental world sense your connection to the Darkness and become hesitant to attack you. When any elemental creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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