Death is a part of life. It's a part of nature. Circle of Midnight druids steal the energy of dying and use it to fuel their spells, magical abilities, and wild shapes. What makes life valuable is the fact that it has an end, that it isn't permanent, and you have to make do with the time you are given before you're gone. This isn't necessarily true for the Circle of Midnight druids. They bend the lines between life, death, and undeath. The energies released when a creature dies can be captured and used. Necromancers know this, and use those energies to animate undead, restore life to themselves and other creatures, and sap energy from other creatures as well. Midnight druids use it for ethereal travel, life sapping, and summoning incorporeal spirits to do their bidding.
Circle Spells
You have formed a mystical bond with an undying spirit, a primal being of death, undeath, and the balance between the two. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the toll of the dead cantrip.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Midnight 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.
When you get this feature at level two, you can summon the undying spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your midnight spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Constitution saving throw against your spell save DC or take 2d10 necrotic damage.
The midnight spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the midnight spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of ghostly matter, while others look like undead beasts with translucent flesh.
In combat, the midnight spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
The midnight spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again for any purposes.
(The hit points of the spirit is 5 times your druid level, + your Wisdom modifier, and + the spirit's con modifier.)
At level 6, when you damage a creature with a spell or attack that deals necrotic, force, poison, or psychic damage, you may add 1d8 necrotic damage to one dice roll of the spell.
Soul Bound
At level 10, when you gain this feature, you gain immunity to disease, as well as immunity poison damage, immunity to the poisoned condition, and you ignore resistance to necrotic damage with your spells.
Midnight Master
At level 14, you gain even greater mastery over your Midnight Spirit. When you gain this feature, you may use a bonus action to summon your Midnight Spirit, instead of an action. Additionally, whenever your Midnight Spirit or a creature possessed by it reduces a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your druid level.
If you have any suggestions or feedback, I'd be happy to hear them.
Death is a part of life. It's a part of nature. Circle of Midnight druids steal the energy of dying and use it to fuel their spells, magical abilities, and wild shapes. What makes life valuable is the fact that it has an end, that it isn't permanent, and you have to make do with the time you are given before you're gone. This isn't necessarily true for the Circle of Midnight druids. They bend the lines between life, death, and undeath. The energies released when a creature dies can be captured and used. Necromancers know this, and use those energies to animate undead, restore life to themselves and other creatures, and sap energy from other creatures as well. Midnight druids use it for ethereal travel, life sapping, and summoning incorporeal spirits to do their bidding.
Circle Spells
You have formed a mystical bond with an undying spirit, a primal being of death, undeath, and the balance between the two. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the toll of the dead cantrip.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Midnight 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.
Midnight Spirit
When you get this feature at level two, you can summon the undying spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your midnight spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Constitution saving throw against your spell save DC or take 2d10 necrotic damage.
The midnight spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the midnight spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of ghostly matter, while others look like undead beasts with translucent flesh.
In combat, the midnight spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
The midnight spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again for any purposes.
(The hit points of the spirit is 5 times your druid level, + your Wisdom modifier, and + the spirit's con modifier.)
Midnight Spirit
Deathly Magic
At level 6, when you damage a creature with a spell or attack that deals necrotic, force, poison, or psychic damage, you may add 1d8 necrotic damage to one dice roll of the spell.
Soul Bound
At level 10, when you gain this feature, you gain immunity to disease, as well as immunity poison damage, immunity to the poisoned condition, and you ignore resistance to necrotic damage with your spells.
Midnight Master
At level 14, you gain even greater mastery over your Midnight Spirit. When you gain this feature, you may use a bonus action to summon your Midnight Spirit, instead of an action. Additionally, whenever your Midnight Spirit or a creature possessed by it reduces a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your druid level.
If you have any suggestions or feedback, I'd be happy to hear them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms