Base Class: Druid
When the moon shines bright, and the mist sweeps over the forest like a warm blanket an ancient sect of druid's formed by a powerful lord of the Archfey, stalks the night, forever searching for their master's lost soul. (This is a revision on the original subclass by Agnis_Roottooth to work better on dndbeyond, go support their work!)
Eldritch Alleigance
When you choose this circle at 2nd level, you learn one Warlock cantrip of your choice. It does not count against the number of cantrips you can have and it count's as druid cantrip for you.
Additionally you gain acces to the Warlock spell list, now being able to prepare spell's from it like from the druid spell list. They also count as a druid spell's for you.
Fey'ish Nature
When you choose this circle at 2nd level, your connection with the fey influences your contact with the world. You learn to speak, read, and write Sylvan, and add your Wisdom modifier to any Charisma skill check.
Circle Spells
Your time spent in your master's domain has gained you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Lord who's emissary you've become.
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 |
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3rd |
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5th |
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7th |
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9th |
Vasall of the Unknown
When you reach 6th level, the oath you made with the Lord of the Forest deepens and you bargain access to two of the Warlock's eldritch invocations. You can only take invocations which's prerequisite's you are able to fulfil. This excludes invocation's that require the Warlock's Pact feature. When you gain a druid level, you can change any number of eldritch invocations for other ones. Additionally, you are able to use invocation's while transformed by your Wildshape feature.
When you reach the 10th level the number of invocation's known to you increases from two to three and again at the 14th level from three to four.
Agonizing Blast
When you cast Eldritch Blast , add your Wisdom modifier to the damage it deals on a hit.
Ascendant Step
You can cast Levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in Deception and Persuasion skills.
Bewitching Whispers
You know and have prepared the spell Confusion
Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Wisdom modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
You know and have prepared the spell Confusion
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.
Eldritch Spear
When you cast Eldritch Blast , its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Maddening Hex
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen.
When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Wisdom modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
Mask of Myriad Forms
You can cast Alter Self at will, without expending a spell slot.
Minions of Chaos
You know and have prepared the spell Conjure Elemental
Mire Mind
You know and have prepared the spell Slow.
Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.
One With Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
You can cast Jump at will, without expending a spell slot.
Sculptor of Flesh
You know and have prepared the spell Polymorph
Shroud of Shadow
You can cast Invisibility at will, without expending a spell slot.
Sign of Ill Omen
You know and have prepared the spell Bestow Curse
Thief of Five Fates
You know and have prepared the spell Bane.
Tomb of Levistus
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per druid level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Trickster's Escape
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Undying Servitude
You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Vasall of the Unknown
You can cast Speak with Dead at will, without expending a spell slot.
Visions of Distant Realms
You can cast Arcane Eye at will, without expending a spell slot.
Witch Sight
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Oil of Wood
When you reach 10th level, the creatures of your Lord's domain become one with you. You gain the ability to transform into fey creatures and hags, up to CR 5, by using both uses of your Wild Shape feature.
The Beast of the Forest
At 14th level, the ancient power of the Lord's forest reaches their apex within you. You are capable of casting spell's which require material components, while transformed by your wild shape, into a creature that is not huge or gargantuan and that has at least two appendages, which can be used to precisely manipulate objects. If your wild shape can cast a spell as a feature, you use your spellcasting modifier for those spells as well.
Additionally, you gain resistance to non-magical bludgeoning, slashing and piercing damage, immunity to poison damage, poison and diseases, cannot be charmed and magic cannot put you to sleep. These benefits carry over to any other form you may inhabit through magic or wild shape.
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