Druid
Base Class: Druid

Druids of the Circle of Night connect with the powers of shadows and darkness, of fear and nocturnal animals, to protect nature. They wield umbral magic, shrouding themselves in a dark mantle of night to surprise their enemies and leave themselves unseen, weaving shadows into nightmares and prowling like any predator of the night, using the dark as a vantage point against their foes.

Perhaps you’re a follower of a deity like Shar, or you’re a druid in the Underdark or the Shadowfell, where sunlight doesn’t reach. Alternatively, archfey of the unseelie court are also known for using shadows and natural darkness to concoct their machinations, and ancient eldritch natural spirits have heralded the night and its dark power for eons. Whatever the case may be, Druids of the Circle of the Night are only spoken off in hushed terrified whispers by those they focus their ire on.

Circle Spells

You have formed a bond of primordial magic with the night. Your link with it grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Night spells table.

Once you gain access to one of these spells, 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.

Druid Level

Spells

2nd

inflict wounds, silent image

3rd

darkness, pass without trace

5th

hypnotic pattern (appears as swirling darkness rather than colors), nondetection

7th

greater invisibility, phantasmal killer

9th

creation, wall of force

Herald of Darkness

Beginning when you first choose this circle at 2nd level, your connection to the night has granted you the ability to see in it. You gain darkvision out to a range of 90 feet. If you already have darkvision, its range is increased by 90 feet instead. Unlike other creatures, you can discern shades of colour.

Furthermore, as an action, you can release a stream of black magic to envelop a nonmagical light within 30 feet of you. For up to 1 minute, the light is suppressed. This feature ends early if you use it again or dismiss it (no action required).

Umbral Cloak

Also at 2nd level, you can use a bonus action on your turn to expend a use of your Wildshape and cover yourself in a mantle of darkness and shadowy mist, rather than transforming into a beast form. For the next 10 minutes, you become surrounded by shadows and dark mist, emitting an aura within 10 feet of you that causes terrain to be partly shrouded in darkness, causing the following effects:

  • You immediately become invisible, your form melding with that of the shadows around you, until the end of your next turn. This invisibility ends early if you hit with an attack or force a creature to make a saving throw. As a bonus action on subsequent turns for the duration, you may become invisible again.
  • Creatures other than you have disadvantage in Wisdom (Perception) checks that rely on sight within the aura.
  • Your movement speed is increased by 10 feet. 
  • The first time you deal damage to a creature each turn, you deal additional psychic damage equal to 1d4 + half your druid level. 

Night's Apparition

Starting at 6th level, you can harness the power of the night to terrify your foes. As an action or a bonus action, you can teleport to an unoccupied space you can see within 60 feet of you, or to an unoccupied space you can see that’s in dim light or darkness. The space you teleport to must be within 5 feet of a creature, as you teleport to their shadow, and when you do, you can choose two of the following effects:

  • Your hands become claws, wreathed in shadow. Make a melee spell attack against a creature. On a hit, you deal psychic damage equal to 1d8 + your druid level.
  • You take upon a ghastly, terrifying visage. All hostile creatures within 5 feet of you must succeed on a Wisdom saving throw against your spell save DC, or take psychic damage equal to half your druid level and become frightened of you for up to 1 minute. At the end of their turn, they can repeat the saving throw. On a successful save, creatures take half as much damage with no other effects.
  • You weave shadows into armour for your allies and yourself. The creature and you gain temporary hit points equal to half your druid level. While a creature has these temporary hit points, they can use your Wisdom modifier, instead of Dexterity, for Stealth checks.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Mantle of Midnight

At 10th level, your umbral cloak becomes more powerful. While under its effect, you gain the following benefits:

  • Any attacks made against you have a -2 penalty.
  • If a creature starts its turn within the aura, or moves into its area for the first time on a turn, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, they take 2d6 psychic damage, taking half as much damage on a successful save.
  • You can see through magical and nonmagical darkness as if it were bright light.

Gloom's Wrath

By the time you’ve reached 14th level, you can transform the battlefield into the darkest night. As the bonus action required to enter your Umbral Cloak, or as a bonus action, you can choose a point you can see within 120 feet of you, causing a 15 foot radius sphere of gloom, black mist and night, to appear centred on that point. 

Terrain within the sphere is filled with magical darkness which spreads around corners, and it counts as difficult terrain for creatures other than you. In addition, if you begin your turn within the area, you gain 2d8 temporary hit points, your next melee attack has a reach of 10 feet and, until the end of your turn, you can move through creatures and objects as if they were difficult terrain.

You can use this feature twice, regaining the ability to use it again when you finish a long rest.

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