Base Class: Druid
Night carries with it a majesty and grace that is nothing short of beautiful. The haunting darkness holds a special kind of power that the Circle of Night works to harness, and to protect. These druids tend to live more solitary lives, and are prone to secrecy and subterfuge more often seen by thieves, rogues, and rangers.
Circle Spells
2nd-level Circle of Night feature
The mysterious powers of the calm darkness of night grants you access to certain spells. At 2nd level, you learn the minor illusion cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Night 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.
Circle of Night Spells
| Druid Level | Spells |
|---|---|
| 2nd | minor illusion |
| 3rd | darkness, silence |
| 5th | fear, hypnotic pattern |
| 7th | confusion, shadow of moil |
| 9th | synaptic static, seeming |
Dead of Night
At 2nd level, your connection with the majesty of night grants you access to many powers and grace associated with darkness and mystery. You become proficient in stealth and can now see up to 60 feet in darkness, even magical.
Additionally, the first time in a turn that you deal damage to a creature while in darkness or while unseen by the creature, you may deal an additional amount of psychic damage equal to 1d6 plus half of your druid level.
Veil of Midnight
Starting at 3rd level, you are able to call upon the powers of night to cloak yourself in darkness. As a bonus action, you may consume a charge of your Wildshape to create a 15 foot radius sphere of magical darkness in a space you can see up to 60 feet away. This cloud of darkness remains in place for 1 minute.
Night Terror
At 6th level, you are able to tap into the unsettling fears that spring to life in the silence of night. Whenever you deal damage to a creature while in darkness or while unseen by the creature, the creature must make a Wisdom saving throw against your spell casting DC or become frightened of your for up to 1 minute. A creature that is frightened this way may use an action on their turn to make the save again to shake off their fears.
Embrace of Darkness
At 10th level, the darkness of night wraps around you like comforting arms, and around your enemies like strangling hands. Whenever you begin a turn of combat while in darkness or while unseen by a hostile creature/creatures, you restore 1d6 hit points.
Whenever you deal damage to a creature while in darkness or while unseen by the creature, you may have the shadows of night cling to that creature. The next attack roll or saving throw made by the creature is reduced by 1d4.
Night Eternal
At 14th level, you carry the dark stillness of night with you everywhere you go. Whenever you deal damage to a creature, you create a 5 foot radius sphere of magical darkness centered on the creature. If you deal damage to a creature while in darkness or while unseen by the creature, the radius of the sphere created is 10 feet instead. These spheres of darkness last for 1 minute.
Previous Versions
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7/10/2022 2:16:01 AM
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10/14/2022 11:35:40 PM
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