Druid
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 of Night Spells

When you reach a Druid level specified in the Circle of Night Spells table, you thereafter always have the listed spells prepared.

Circle of Night Spells
Druid Level Prepared Spells
3 Darkness, Silence, Minor Illusion
5 Fear, Nondetection
7 Greater Invisibility, Shadow of Moil
9 Seeming, Synaptic Static

Dead of Night

At 3rd 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 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. You may use this feature once per long rest. You may also consume a charge of your Wildshape to regain a use of this feature.

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 you 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 may 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.

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