Druid
Base Class: Druid

Druids who are members of the Circle of Night hail from wastelands or heavily developed civilizations that have a weak connection to the Feywild.  These druids supplement their dwindling natural powers with dark rituals.  Druids of this circle may have an antagonistic relationship with the Fey Courts or no relationship at all.  As a member of this circle, you wield unnatural forces to strike at your foes from places unseen.

Spooky

very spooky

Eyes of the Night

At 2nd level, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Tooth and Nail

When you join this circle at 2nd level, your teeth and nails become cold iron.  You can make an unarmed attack with your iron claws to deal slashing damage equal to 1d4 + your dexterity modifier. The die increases to 1d6 when you reach level 6 in this class and attack as an action.

Bag of Shadows

Starting at 2nd level, you have learned to weave and stitch together a bag of shadows.  When you reduce a creature to 0 hit points, you can use the bag to magically capture its shadow with your reaction. The creature cannot be an undead or construct.  Your bag of shadows can hold only one shadow at a time. If you lose your bag of shadows you can stitch together a new one during a long rest.  The old bag of shadows then disappears.

Using your bag of shadows, you can expend a shadow to cast the find familiar spell as an action without using a spell slot or material components.  Any familiar conjured this way can only last up to 8 hours before dissipating. Wisdom is your spell casting ability for this spell.

Runic Claws

At 6th level, you have carved runes into your iron claws.  The die used for unarmed strikes with your claws increases to 1d6 when you attack as an action and the damage you deal with your claws counts as magical for the purposes of overcoming immunity and resistance to nonmagical damage.

Dark Effigy

Starting at level 6, you have learned to craft a magical effigy.  You can use the effigy as a focus to cast the spells command, bestow curse, and inflict wounds using a druid spell slot and without material components.  If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the range for these spells becomes unlimited, but the target must be on the same plane of existence.  Wisdom is your spell casting ability for these spells.  If you lose your effigy you can craft a new one during a long rest.  The old effigy then becomes inert and turns to dust.

Shadow Weaver

At 10th level, your bag of shadows can hold up to 3 shadows at a time.  You can also have up to 2 familiars, created through the Bag of Shadows feature, active at a time.  Maintaining the second familiar requires concentration as if concentrating on a spell.  If your concentration ends, the additional familiar immediately dissipates.

Fiendish Wild Shape

Starting at 10th level, you can expend two uses of Wild Shape at the same time to transform into a Hell Hound.

Night King

At 14th level, using your effigy and a druid spell slot, you can cast the spell dream or dominate person, if you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body.  If you cast one of these spells this way, the spell does not require material components and has an unlimited range, but the effigy and portion of the target's body are consumed.  You can craft a new effigy during a long rest.  Wisdom is your spell casting ability for these spells.

Night Terror

Starting at level 14, you can expend two uses of Wild Shape at the same time to transform into a Nightmare.

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