Druid
Base Class: Druid

Druids of the Circle of the Shadows walk a twilight path, drawing their strength not from living beasts, but from their lingering echoes — the shadows they leave behind. In forgotten groves where the moonlight stretches long across the earth, these druids have learned to commune with the silhouettes of nature. Where others see emptiness, they see presence.

These druids conjure the essence of creatures not in flesh, but in outline — phantasmal wolves that flicker like smoke, shadow-stags whose hooves make no sound, and serpents of shifting darkness that slither through cracks in reality. They believe that every beast leaves behind an imprint on the world — a memory written in shadow — and from this memory, power flows.

Neither entirely of the natural world nor the realm of spirits, Umbral druids are liminal beings. They often dwell near borders: dusk and dawn, cave mouths and cliff edges, life and death. They are guides through the unseen and hunters who never break a twig.

Summon Flying Shadow

2nd-level Circle of Shadow feature

As an action, you can expend one use of your Wild Shape feature to summon a magical creature known as your Flying Shadow — an umbral echo of a flying beast, shaped from your connection to nature's silhouettes.

The Flying Shadow appears in an unoccupied space you can see within 30 feet of you. It takes on the vague, shadowy form of a Small flying beast of your choice (such as a raven, bat, or owl), but its statistics are determined by this feature. The creature is a Construct and is friendly to you and your companions. It obeys your verbal commands. all attacks performed are counted as magical. 

Flying Shadow

Small Construct
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 60 ft. (fly)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Proficiency Bonus (PB): Equals your bonus


Actions

Lightning Ball. Ranged Spell Attack: Your spell attack modifier to hit, range 60 ft., one target.
Hit: 1d6 + PB lightning damage.

Lightning Chain. One creature of your choice within 60 feet must make a Constitution saving throw against your spell save DC. On a failed save, the target takes 2d6 lightning damage, and the bolt may leap to another creature of your choice within 30 feet of the original target. The second target takes the same damage and does not make a save.

 

Shadow Slip

 

While you are in dim light or darkness and not wearing armor or wielding a shield, your Armor Class equals 13 + your Wisdom modifier, as your form blends seamlessly with nearby shadows.

In addition, when a creature misses you with a melee or ranged attack, you can use your reaction to momentarily dissolve into shadow and shift sideways. You may move up to 10 feet to the left or right (your choice), without provoking opportunity attacks. This movement:

  • Does not count against your movement on your turn

  • Can occur in any lighting condition (even bright light)

  • Is described as your body unraveling into smoke or shadow for a fleeting instant

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest.

Summon Beastial Shadow

6th-level Circle of Shadows feature

As an action, you can expend one use of your Wild Shape feature to summon a magical creature known as your Flying Beastial — an umbral echo of a flying beast, shaped from your connection to nature's silhouettes.

The Flying Shadow appears in an unoccupied space you can see within 30 feet of you. It takes on the vague, shadowy form of a medium beast of your choice , but its statistics are determined by this feature. The creature is a Construct and is friendly to you and your companions. It obeys your verbal commands. at higher level 10 you may summon the Beastial and Flying Shadow together in one turn using a single use of Wild Shape. all attacks count as magical.

Armor Class 13 (natural armor)
Hit Points 20+ your druid level
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages — same as its user
Proficiency Bonus Shared with the user


Shadow Blend.

While in dim light or darkness, the panther can take the Hide action as a bonus action.

Shadow Spikes.

When the panther is hit by a melee attack, it may use its reaction to unleash a burst of shadowy spikes. The attacker must succeed on a DC 12 Dexterity saving throw or take 1d4 + 2 piercing damage. The damage increases to 2d4 if the panther is in dim light or darkness.

Pounce.

If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6 + PH piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4 + PH slashing damage.

Health Earner

Any creature defeated by your Shadows grants 5 temporary hit points which stack and peak at 40 temporary hit points.

Summon Shadow Golem

14th-level Circle of Shadow feature

Shadow Golem

Large Construct
Armor Class 17
Hit Points 70+Druid Level
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its user
Proficiency Bonus same as users 


 

Shadow Spikes (Recharge 5–6).

When the golem is hit by a melee attack, it may release a wave of jagged shadow shards. Each creature within 10 feet must succeed on a DC 17 Dexterity saving throw or take 4d8 piercing damage. On a successful save, a creature takes half as much damage.

Immutable Form.

The golem is immune to any spell or effect that would alter its form.

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

 


Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + PHB) bludgeoning damage.

Obsidian Slow (Recharge 5–6).
The golem releases a pulse of unnatural shadow. Each creature of the golem’s choice within 10 feet must make a DC 17 Wisdom saving throw. On a failed save, a creature is slowed for 1 minute:

  • Speed is halved

  • Cannot take reactions

  • Can make only one attack per turn

  • Can take either an action or a bonus action, not both

Previous Versions

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