Druid
Base Class: Druid

The circle of ten shadows follows the teachings of the Ten Sacred Treasures, combining them with the magic of the shadows. It allows a follower of its teachings to summon companions to aid in battle and traversal, while also giving the user themselves some abilities too.

Level 2: Circle of Ten Shadows Spell Table

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

Circle of the Ten Shadows Spells
Druid Level Prepared Spells
3 Arms of Hadar, Silent Image, Darkness, Pass Without Trace
5 Fear, Hunger of Hadar
7 Shadow of Moil, Phantasmal Killer
9 Creation, Mislead

Level 3: The Ten Shadows

A follower of the Ten Shadows Circle is taught of the ten different beasts, each representing a sacred treasure of ages, that reside in the darkness of the world.

You have different potential summons to call for, numbering 1 - 10. As a ritual, you may summon the next undefeated beast, starting at one. If you are able to subjugate them, then you may continue to summon that creature at a later time.

To subjugate a creature, you must be able to defeat it alone in combat. You may have assistance in defeating it, but should that helper enter death saves while the subjugated creature is in combat too, then you will loose subjugation over that creature.

Subjugated creatures may be summoned as a bonus action using charges of wildshape or a spell slots. You do so by making a shadow puppet mimicking the creature wanting to be summoned. Only one type of creature may be summoned at a time.

Shikigami

The ten shadow beasts are called 'shikigami'. The shikigama have the same proficiency bonus as you, which is used for attacks, saves, and skills. If you have a multiattack feature form another class, they gain it too.

You may use any combination of wild shapes and spell slots to summon the higher-costing shikigami, but the full cost must always be payed. Each level of spell slot counts as 1 (eg. LV.2 spell slot = 2 slots payed).

Shikigami take their turn immediately after their summoner, and may be directed on how to act on the start of their turn. If not instructed, they will act to defend their owner. If their owner is knocked unconscious, they are automatically dismissed.

1. Divine Dogs (1 Wild Shape/Spell Slot)

 

  • 2 basic wolves. Both are summoned at once.
  • If 1 wolf dies, then the other may be summoned as a winter wolf until the next rest.

2. Nue (2 Wild Shape/Spell Slot)

  • Giant Eagle
  • You and other creatures are unable to ride Nue until you are level 8
  • Nue may deal lighting damage instead of any other it does.

3. Toad (1 Wild Shape/Spell Slot)

  • 3 Giant Frogs
  • Can only summon 1 frog at a time, up to 3

4. Great Serpent (2 Wild Shape/Spell Slot)

5. Max Elephant (5 Wild Shape/Spell Slot)

6. Rabbit Escape (1 Wild Shape/Spell Slot)

  • 30 Rabbits
  • can summon 5 at a time, with a maximum of 30

7. Round Deer (3 Wild Shape/Spell Slot)

  • Unicron Statistics (appears as a deer)
  • Looses its legendary actions when summoned by user after being subjugated.

8. Piercing Ox (4 Wild Shape/Spell Slot)

9. Tiger Funeral (4 Wild Shape/Spell Slot)

10. Eight-Handled Sword Divergent Sila Divine General Mahoraga (10 Wild Shape/Spell Slot)

Mahoraga

Shadow Storage

You learn how to access some of the space from which your shikigami come from. You may treat your shadow as a storage space only you can access, capable of holding up to twice your weight in objects.

You are also able to store yourself in others' shadows, by using an action you may enter any shadow you have physical contact with. You will be able to only see what that shadow is touching, and cannot move outside the bounds of that shadow. However, if two shadows intersect, you are able to move between them. You are able to breath while in shadows, but others are not, and will need to resurface for air.

The Well's Unknown Abyss

You have learned how to twist the shadows together, combining their abilities into something greater than their parts. By increasing a shikigami's summon cost by 50% (rounded up)(Eg. 1 cost will become 2, 5 will become 8, etc...), you may bestow that summon with a trait of another tamed summon.

For example, a Toad may be given Nue's flight speed, or Piercing Ox may be given Round Deer's ability to cast cure wounds.

The exception to this is Mahoraga, who's adaption ability may not be granted to others, and will be lost if they are given any other trait.

Chimera Shadow Garden

By flooding an area with shadows, a follower of the Circle of Ten Shadows may achieve great power to almost guarantee victory of a fight, but at a cost and almost certain death should they fail to.

As an action, you may expend 5 levels worth of wild shapes or spell slots to create a 40ft. diameter circle of darkness that covers the ground. At the beginning of your turn, you must expend an additional level of wild shape or spell slot, plus 1 for each round its been active, to maintain Chimera Shadow Garden. If you do not pay the cost, you will be knocked unconscious. If you are unable to pay the cost, you will be put into death saving throws. 

 While Chimera Shadow Garden is active however, any attack you or your shikigami make will always hit, regardless of armor class. Also, you are not limited to one type of shikigami active at a time, nor are you limited to summon only 1 shikigami at a time of of the same type (with the exception of Mahoraga). These effects may only occour within the boundary of Chimera Shadow Garden, and any attacks made towards creatures outside the area will be made normally, and only 1 type of shikigami may exist outside it, as per normal. 

Expert Shikigami User

Whenever the summoner is doing the summoning ritual to tame a new shikigami, all attacks toward the shikigami from the summoner and their own shikigami are considered the shikigami's vulnerability.

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