Base Class: Druid
Druids of the Circle of the Shadows understand that nature hides more than Silvanus's creations. Their order embraces the shadows, they don't fear the unknown. They are what hunts in the night. To join the shadows means to abandon your previous bonds and forever walk in the reaches where others fear to even talk about.
Shadows preserve you and their power is yours to command, a druid of this circle might prowl the night as they hunt an unsuspecting party of adventurers, keep the balance of power between the many different beings that call the shadows their home, or even be the greater monster that protects the innocent from harm. Monstrous situations call for monstrous solutions.
Level 3: Circle Forms
Fortitude of Mind. When you transform, you retain all your mental faculties and your alignment. In addition, when you still have Temporary Hit Points from your form change you have advantage in WIS and CHA saving throws.
Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 2 (round down).
Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Monstrosity's AC.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level
Available forms can be found in Monster Manual Monstrosity table.
Level 3: Circle of the Shadows Spells
| Druid Level | Prepared Spells |
|---|---|
| 3 | Chill Touch, Inflict Wounds, Hold Person |
| 5 | Darkness, Bestow Curse, Haste |
| 7 | Blight, Vitriolic Sphere |
| 9 | Contagion, Hold Monster |
Level 6: Improved Circle Forms
Withering Strikes. Each of your attacks in a Wild Shape form can deal its normal damage type or Necrotic damage. You make this choice each time you hit with those attacks.
Feed the Shadows. Once per turn, when you deal Necrotic damage in Wild Shape, regain Hit Points equal to WIS MOD d6 (at least 1). You can use this feature a number of times equal to your Proficiency Modifier per Long Rest
Level 10: Monster Hunter
Locate. Able to see through magical and non-magical darkness as though in daylight to a max range of 120 feet.
Stalk. You gain advantage in Stealth (Dexterity) checks as long as you're at least partially obscured and are not wearing heavy or medium armor.
Pounce. When dealing Necrotic damage to an enemy at max Hit Points, add an extra damage die of the specified number of sides.
Level 14: Shadow Skin
Improved Withering Strikes. Once per turn, you can deal an extra 2d10 Necrotic damage to a target you hit with a Wild Shape form’s attack.
Share the Mantle. Willing allies within 15 ft of you gain the same benefits as Monster Hunter.
-
View User Profile
-
Send Message
Posted Jun 1, 2025Hey everyone! Hope you like my homebrew subclass for the Druids. The credit for the art was supposed to appear in the general information section, but I can't find it, so here it is:
Lauri Maijala (Pinterest) and Anthony Argentin (Pinterest)