Druid
Base Class: Druid

Once a proud adventurer with innate magical gifts, your arrival in Barovia marked a profound change in your abilities. The mists, thick with the oppressive darkness of the land, have seeped into your very essence, twisting your natural magic into something more potent yet unsettling. Over time, you’ve learned to embrace this power, channeling it to enhance your transformations and spells, and using the land’s dark energies to your advantage.

The Circle of the Mists allows you to embody a unique connection to the land’s eerie magic, blending your own magical might with the haunting influence of Barovia. Your transformations become shadowed reflections of your inner power, bolstered by the foreboding energies of the mists. With every step, you walk the line between embracing this strength and succumbing to its creeping influence.

Level 2: Monstrosity of the Mists

You can channel the dark mists magic when you assume a Wild Shape form, granting you the benefits below.

Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).

Armor Class. Until you leave the form, your AC equals 13 plus your Constitution modifier if that total is higher than the Beast’s AC.

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.

Corrupted Forms. You only have access to monstrosity forms when you wild shape.

Level 3: Eldritch of the Mists

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

In addition, you can cast the spells from this feature while you’re in a Wild Shape form.

Circle of the Mists Spells
Druid Level Prepared Spells
3 Sorcerous Burst, Dissonant Whispers, Misty Step
5 Vampiric Touch
7 Phantasmal Killer
9 Mislead

Level 6: Phantom of the Mists

While in a Wild Shape form, you gain the following benefits.

Mist Walker- You can briefly transform into Mist. As a reaction to taking damage, you can become insubstantial, gaining resistance to all damage except force damage until the start of your next turn. Taking this form uses two Wild Shape charges and lasts up to one hour. Your speed becomes 60 feet. If you enter the mists, you can instantly travel to any location within 120 feet shrouded in mist.

Misty Eminence- The Mists bolster your defenses. When you Wild Shape you are briefly surrounded by spectral Mist. Any target has disadvantage to hit you until your next turn when the Mist around you dissipates. 

Level 10: Guardian of the Mists

Your connection to Barovia’s dark magic grants you corrupted vitality:

Mantle of the Mist- You gain a permanent +1 to your AC.

Resilience of the Mist- When you drop to 0 hit points but are not killed outright, you can drop to 10 hit point instead. You can use this feature once per long rest.

Level 14: Echo of the Mist

Your existence becomes deeply intertwined with Barovia’s dark magic.

Tether of the Mist- When you die in Barovia, your body and spirit are absorbed by the mists and reconstituted after 1d4 days at a location of Strahd’s choosing. You lose all memory of your death but retain all other knowledge.

Harvest of the Mist- Once per long rest, you can use a bonus action to drain the life force of a 30-foot radius area. All creatures in the area must make a Constitution saving throw against your spell save DC. On a failed save, they take 4d10 necrotic damage, and you gain temporary hit points equal to half the total damage dealt.

Dread of the Mists

Using a Wild Shape charge, you transform into a massive, vampiric dragon-like monstrosity shrouded in swirling Mist that has access to special abilities.

Tether of the Mists- When you wild shape into this form, a thick mist spreads out from you in a 120 foot circle that blocks visibility of the floor and up to six inches above it. This thick mist prevents all creatures from using any teleportation spells or magically escaping.

Curse of the Mists- As an action when you wild shape, you exhale a 60 ft cone of crimson ichor that, on a failed CHA saving throw, curses your enemies. The curse causes them to take an extra 1d6 necrotic damage on every successful attack you make against them, and they lose all bonuses added to their saving throws for the next minute.

Predator of the Mists- As an action, you can devour a fallen enemy to regain hit points equal to half their maximum HP.

 

 

Circle Of The Mists Image

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