Base Class: Druid
Those who follow this path were either unfortunate enough to have been cursed by an outside source, or chose to become the monsters they always were underneath. Regardless, those who are met with this cruel fate are now forced to borrow the powers of dark creatures in order to satisfy their insatiable lust for flesh and blood until someday they come across a warrior who is capable enough to end the cycle they have found themselves in once and for all.
Endless Hunger
When you choose this circle at 2nd level, the hunger begins to take control of your mind. When you come across a dead humanoid creature, you can take a turn to consume its flesh. Once consumed, you regain 1 wild shape and restore 1d4 hit points. If you consume a dead humanoid creature that is the same race as you, restore 2d4 hit points. You must consume humanoid flesh every 3 days ( cannot consume undead or constructs) or suffer the consequences (if you have not consumed humanoid flesh within 3 days, you will suffer 1 level of exhaustion each passing day until you consume humanoid flesh.
Creatures of the Blood Moon
Starting at 2nd level, you can spend one wild shape to take on the form of the 4 following creatures and obtain their benefits. However, you will also obtain their weaknesses as well. While in these forms, you also grow claws which will deal 1d6 magical slashing damage increasing in damage per level. 2d6 level 6, 3d6 level 10, 4d6 level 14.
Werewolf: You can dash as a bonus action as you run on all four limbs. You are vulnerable to silver while in this form.
Vampire: Your claws are replaced with fangs. If you deal damage with your fangs, you gain temporary hit points equal to half of the damage. You are vulnerable to sunlight and radiant damage while in this form.
Wendigo: Your bones become very dense as your natural armor increases to 13+ your dexterity modifier. You are vulnerable to fire while in this form.
Kelpie: You can breathe underwater and have a swimming speed equal to your movement. You are vulnerable to lightning while in this form.
Circle Spells
You have been granted abilities beyond your new transformations from the curse in the form of circle spells. 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.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Malison's Potential
Starting at 6th level, the curse grows in power as your new forms start to chip away at the being you once were to make room for their new abilities. When you wild shape into one of the four creatures on the list, you gain advantage on checks and saving throws that are tied to the transformations. You also no longer require sleep, and when you take a long rest, you will rest for only 6 hours.
Werewolf: Gain advantage on strength and dexterity checks and saving throws. You gain advantage on perception checks and gain superior dark vision while in this form.
Vampire: Gain advantage on wisdom and charisma checks and saving throws. You are immune to being charmed and any hostile creature within 10 feet has disadvantage with wisdom saving throws.
Wendigo: Gain advantage on strength and constitution checks and saving throws. You are resistant to nonmagical bludgeoning, piercing, and slashing damage while in this form.
Kelpie: Gain advantage on intelligence and charisma checks and saving throws. If a creature attacks you with a melee weapon, they must make a strength saving throw and if they fail, they are disarmed and the weapon becomes stuck to you. If they attack with an unarmed strike, they must make a strength saving throw and if they fail, they are grappled while in this form. The creature can choose to make a strength saving throw at the beginning of their turn to escape the grapple.
Call of the Blood Moon
When you reach 10th level, the shadows of the night are your ally as the creatures that hide beneath your skin grow stronger under the moonlight. While under moonlight or complete darkness, you gain advantage on initiative and attack rolls.
Werewolf: Your agility has made you a hard target to hit on the ground as you become immune to difficult terrain and you only spend a quarter of your movement speed to recover from being knocked prone while in this form.
Vampire: Bat-like wings protrude from your back as you now gain a flying speed equal to double your movement while in this form.
Wendigo: Your body has become as cold as your heart as your hunger drives you through even the toughest of conditions. You become immune to cold damage and your claws deal cold damage while in this form.
Kelpie: You gain the speed and elegance of a normal horse to help deceive and hunt down your prey. Your movement and swimming speed are doubled while in this form.
Bountiful Harvest
When you reach 14th level, the curse has reached its full potential as you have grown fully accustomed to consuming the flesh of others. While you are in one of your four transformations, when you consume a humanoid creature you gain an extra ability based on the creature you have transformed into. You can now eat humanoid flesh every 6 days.
Werewolf: When you attack a creature with your claws while in this form, you can score a critical hit on a 19 or a 20. When you consume a creature while in this form, your strength and dexterity are changed to 24 for 1 minute.
Vampire: If you have temporary hit points while in this form, you can, as a bonus action, heal the amount of temporary hit points you currently have. When you consume a humanoid creature while in this form, you can use an action to summon a horde of either bats or rats (5 in total) which are under your control fight alongside you and do your bidding. If they deal damage to a creature, you heal for that amount. You can use a bonus action to see through the eyes of one of the summoned creatures, and they will disappear within 1 hour, if they are killed, or if you are knocked unconscious.
Wendigo: When you transform into this creature, your height and current hit points are doubled until you return to your humanoid form. When you consume a humanoid creature while in this form, you gain +1 to your AC per creature consumed until you return to your humanoid form or are knocked unconscious.
Kelpie: While in this form, as an action you can summon a soft slime-like mass within a 10 feet radius. Creatures within the radius must make a strength saving throw and are restrained on a failed save. You can only use this ability once while in this form. When you consume a humanoid creature while in this form, you can, as an action, summon a flood with a width of 30 feet with a depth of 30 feet in the area you are currently in. Creatures, other than yourself, must make a constitution saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
Previous Versions
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7/31/2022 11:04:39 PM
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Posted Sep 28, 2023This is a really cool idea, I will need to get it when I get a subscription as I really like the dark druid idea.
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Posted Aug 20, 2022I would appreciate any overall comments, questions on the subclass, or ideas for my homebrew subclass as while it isn't the first one I have made, I would still like to know what improvements that could be done if I have any new subclass ideas for the future. I would also like thoughts on the other homebrew subclass I have made as well.