Druid
Base Class: Druid

All life grows, thrives, and eventually withers. Most druids cherish growth, but those of the Circle of the Void embrace Entropy—the unmaking of things. They do not celebrate destruction; they simply accept it as inevitable and, in some cases, necessary. To them, the “void” is the crucible into which all energies must eventually drain, an essential force that balances rampant creation with quiet dissolution.

Level 2: Entropic Shroud

Starting at 2nd level, your Wild Shape can manifest the still, cold hush of the Void.

Void-Touched Wild Shape. Whenever you use Wild Shape, you may take on an Entropic Shroud that cloaks your beast form in subtle, inky darkness, swirling motes of starlight, or crackling void energy. You gain the following benefits while in that form:

  1. Entropic Strikes: Your beast form’s natural weapon attacks deal an additional 1d4 necrotic or psychic damage (your choice).
  2. Baleful Presence: Once per turn when you hit a creature with a melee attack, you can force it to make a Wisdom saving throw against your Druid spell save DC. On a failed save, the target becomes Frightened of you until the end of its next turn. A creature that succeeds on this save is immune to your Baleful Presence for 24 hours.

You can choose to revert to normal Wild Shape appearance at any time, losing these extra void benefits but retaining normal beast statistics.

Level 6: Entropy’s Embrace

At 6th level, you learn to invoke raw entropic forces, hastening the decay of magic or life around you—yet also preserving what must not yet end.

  • Entropic Decay (Reaction)
    When a creature you can see within 30 feet casts a spell, you can use your reaction to attempt to unravel it. The caster must succeed on a spellcasting ability check against your druid spell save DC or the spell fails, wasting the spell slot.

    • You can use this reaction a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.
  • Nullifying Resurgence
    When you reduce a creature to 0 hit points with a spell or attack that deals necrotic or psychic damage, you can choose one ally you can see within 30 feet. That ally regains hit points equal to 1d8 + your Wisdom modifier. You can use this feature once per turn.

Eyes of the Void

At 10th level, the Void grants you insights beyond mortal perception. You stand as a watcher of cosmic endings, calmly observing truths hidden behind illusions.

  • Void Sight
    You gain truesight out to a range of 30 feet. You can see in magical darkness, automatically detect visual illusions, see the original form of a shapechanger or a creature transformed by magic, and see into the Ethereal Plane within 30 feet.

  • Entropic Ward
    Whenever a creature hits you with a melee attack, you can use your reaction to impose disadvantage on all subsequent melee attacks that creature makes against you until the start of your next turn, as swirling void motes obscure its vision. You can do this a number of times equal to your Wisdom modifier per long rest.

Collapse into Nothing

By 14th level, you can summon forth a localized pocket of the Void, a glimpse of ultimate entropy that spares neither friend nor foe—unless you will it.

  • Singularity (1/Long Rest)
    As an action, choose a point you can see within 60 feet. A 15-foot radius swirling vortex of emptiness appears, lasting for 1 minute (concentration). You can exclude yourself from its effects, but all other creatures in the area at the start of their turns must succeed on a Strength saving throw or be pulled 10 feet toward the center, their speed reduced to zero, and take 3d6 psychic damage as the Void gnaws at their mind. On a success, they take half damage and aren’t pulled and can make a constitution check to move away from the center.

    • Entropic Collapse: A creature reduced to 0 hit points by this effect is momentarily consumed by swirling darkness. At your option, it is either instantly killed (its body lost to the void.)
    • The terrain and nonmagical objects in the area become heavily pitted or eroded by the end of the minute. This might weaken floors, shatter walls, or degrade entire structures, subject to DM discretion.
  • Void’s Mastery
    While concentrating on your Singularity or any spell that deals necrotic/psychic damage in an area, you have resistance to all damage except force, radiant, and psychic.

Circle Spells

When you join the Circle of the Void at 2nd level, you gain access to certain spells that reflect your alignment with Entropy and the Void. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. (If a spell requires costly components, you must still provide them.)

Level 3 Beyond Requirement

Beyond is broken, sorry

Previous Versions

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