Druid
Base Class: Druid

Knowledge beest gratitude, mimoriam beest bliss?
Nay, nay.
Thy Knowledge beest ingratitude, Thy memoriam bryngen misery.
Thou hath not seen sooth.
Thy sooth drains, mine sooth soothe.
Oblivion beest gratitude, igncognoscent beest bliss.
Then, we shalt die,
To beshield thee from ingratitude.
O' ingratitude,
Wart our jorney worhtless?

- From the Circle of Oblivion's Oath

 

 Monstrous Beasts and Demonic Presences are also part of nature. Druids of the Circle of the Oblivion exemplify this fact. These Druids draw their powers from both the ordinary aspects of the Wilderness and also the darker aspects. They who do so are often discriminated against by the Druid community as a whole, as they wield the power of the darker elements of the wilderness, meaning they could be the antithesis of what they swore to protect.

These druids are often misinterpreted to be defiling the Faith they attune themselves to. However, they are willing to wield and embrace the aspect of the wilderness and the world as a whole that the rest rejected. This happens either willingly or unwillingly. Nevertheless, those who were inducted into this Circle rather embraced their true selves, gaining the bravery that no other Druids dared to do so. Even with them drawing their power from the darker aspects of the Wilderness, they would do anything, even to fight the darker aspect that they swore to embrace, to protect the Wilderness.

Even though they are cursed to carry the weight of the darker aspects of the Wild, still, they are a Druid. No more, no less.

Darker Aspect Wild Shape

Drawing the power from the line of the darker aspects will eventually "defile" your original Druidic capabilities, although they were just an extension of such ability to morph. Then again, the ability of Wild Shape to draw from the dark side will cause a ripple, allowing you to take the form of any Humanoid or Monstrosity, although some rules may apply according to your choice of shapes.

Dark Aspect Wild Shape: Humanoid

Recently discovered, when a Druid drew the power of nature into its core, they will be able to alter their Wild Shape into some humanoid species. Therefore, their transformation is outright similar to a Changeling, but they cannot remain in that state for a prolonged time.

Naturally, this may be impossible, yet there are some exceptions. There were also rules that a Druid needs to understand before using this high-risk, high-reward ability.

Level Maximum CR Limitations Example
 2nd 1/4 No Flying or Swimming Speed, Druids can't use the special traits, Druids can't use their natural language if not been learned before. Cultist
6th 1 No Flying Speed, Druids can use some special traits (DM's Choice), Druids can use Dwarf, Elf, Gnomish, Goblin, and Halfling languages, while in form of any of the races stated before. Merfolk
10th 2 - Aarakocra

 

The transformation of Dark Aspect Wild Shape follows the original rule of the Wild Shape ability.

Dark Aspect Wild Shape: Monstrosity

Recently discovered, when a Druid drew the power of nature into its core, they will be able to alter their Wild Shape into some monstrosity species. Therefore, their transformation is outright similar to a Changeling, but they cannot remain in that state for a prolonged time.

Naturally, this may be impossible, yet there are some exceptions. There were also rules that a Druid needs to understand before using this high-risk, high-reward ability.

Level Maximum CR Limitations Example
 6th 1/4 No Flying or Swimming Speed, Druids can't use the special traits. Young Kruthik
8th 1 No Flying Speed, Druids can use some special traits (DM's Choice). Sea Spawn
10th 2 - Merrow

 

The transformation of Dark Aspect Wild Shape follows the original rule of the Wild Shape ability. With an extra rule: You cannot speak in any known language except the language of your chosen Monster.

Light Aspect Mastery

Drawing power from the Dark Aspects, Druids of the Circle of the Oblivion will require some assistance to maintain their sanity, which results in their training and mastery over light magic. Druids can also learn one language of their choice. They mastered some spells from the Cleric class as:

Level Spells
 2nd Spare the Dying, Cure Wounds, and Lesser Restoration
6th Revivify, Greater Restoration, and Heal

Shadowbound Familiar

As a Circle of Oblivion member, a Druid can summon, converse, and forge a contract with a familiar. They have expanded spells that they are capable of using, such as Find Familiar, Find Steed, and Find Greater Steed.

Wisdom of the Wilderness

Being a Druid of the Circle of Oblivion requires a steady heart to endure and overcome the fear, amusement, and mockery from people around. They enjoyed their silence and valued true bond, unbreakable by mockery and fear of people. Their steady heart slowly gave birth to give themselves a gift: +1 Wisdom, Dexterity, and Constitution Bonus. This also give the Druids an edge of Dexterity, Wisdom, and Constitution Saving Checks.

Whispers of the Wilderness

Drawing the power of the dark caused ripples in the Wild. Some ripples will eventually take the attention of a group of entities called the "Wild Hunt". Their two leaders will give you offerings of the pact, with their specialty and risk.

Sigurd - The Dragon Slayer

The Dragon Slayer of the Wild Hunt, Sigurd, offers the Druids Strength, Dexterity, and Constitution Bonus, as well as an advantage in either of those Saving Checks. Again, the Druids will have the immunity of being Blinded and Frightened, plus Fire and Radiant damage resistance. However, they are vulnerable when being hit by Piercing damage.

The Dragon Slayer offers the Druids under his wings several spells, which include Fear and Shield of Faith.

Wotan - Leader of the Wild Hunt

Wotan, the Leader of the Wild Hunt, offers these exceptional druids some benefits: immunity of being Charmed and Frightened, allowing resistance to Cold and Psychic damage, an additional bonus of +2 Wisdom and advantage in Wisdom Checks and saving throws. However, Druids are more likely to be vulnerable to Force Damage and have disadvantages in Strength Saving Throws.

The Leader of the Wild Hunt provides the Druids under his wing some spells, which include Arcane Eye, Dispel Magic, and Zone of Truth.

Wonders of Oblivion

Druids of Oblivion Circle had sworn an oath beforehand. Their journey will come to the state where they reached enlightenment. In this state, they are free to choose: being ignorant of the darker aspects, oblivious of the truth; or embracing the darker aspects, aware of the truth. Those who stayed received a Wisdom Score bonus of +2 and [Tooltip Not Found].

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