Base Class: Druid
Druids who belong to the Circle of Shadows most often serve as spies, using their guile and cunning to infiltrate other rivaling druidic circles and slowly wither them away from the inside. Shadow Druids will often hide their true allegiances, claiming to belong to other druidic circles as most druids see Shadow Druids as a blight to the druid name. Shadow Druids are puppet masters, silently pulling the strings while remaining hidden in the shadows.
Spies from the Shadows
At 2nd level, you learn how to summon forth creatures of shadow. These mindless creatures serve you, acting as scouts, spies, or combatants should you so choose.
As a bonus action, by expending a use of your Wild Shape you can summon a number of shadow spies equal to your proficiency bonus. These spies take on the form of ravens pulsating with shadowy energy. Each raven has 1 hit point and a flying speed of 30 feet, deals slashing damage, and uses your stats for ability checks. As an action, you can command each of your shadow spies to attack a creature within 30 feet of you. Shadow spies deals 1d4 at 2nd level, 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
On subsequent turns as a bonus action, you can summon more shadow spies to replace any that may have fallen, up to your proficiency bonus. The shadow ravens last for 10 minutes from the first time you use this ability.
Eyes of the Night
You gain dark vision with a rage of 200 ft. You can see in dim light as if it were bright light, and darkness as if it were dim light.
Master of the Dark
At 6th level, your mastery over the shadows grow. As an action, you can command the shadows to take on horrifying new forms. A creature within 30 ft. of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
Once the effect ends, or if the creature succeeds on its saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Umbral Thrall
Starting at 10th level, you bind your shadow in servitude. Your shadow can move up to 300 ft. away from you, slithering across any surface. It has a walking speed of 30ft., advantage on stealth checks, uses your stats, and cannot interact with the physical world. When your shadow is within 30 ft. of you, as a bonus action, you can magically teleport to your shadows location.
Additionally, whenever you or your Shadow Spies deal damage, you deal extra psychic damage, equal to half of your Wisdom modifier rounded up, as your shadow assaults your enemies.
Puppet Master
At 14th level, your unwavering strength over the shadows allows you to control otherwise unwilling shadows.
Whenever a creature within 30 ft. of you dies, you can use your reaction to command their shadow to puppeteer their body. You can give verbal commands to your puppets, and they will do it to the best of their ability. After an hour passes or when your puppet drops to 0 hit points, your puppet erupts in a burst of shadowy energy, dealing 3d10 psychic damage to each creature within 10 ft.
Your puppet has hit points equal to druid level, a walking speed of 30 ft., and retain the ability scores and proficiencies they did in life. You can puppeteer a total of creatures equal to half of your wisdom modifier, rounded down, at a time. Additionally, when you command your shadow spies to attack, you can also command your puppets to erupt as part of the same action.
Once you use this feature a number of times equal to your proficiency bonus, you can't use it again until you finish a long rest.
Previous Versions
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