Base Class: Druid
Druids belonging to the Circle of Obscurity use their natural magics to obscure the world around them. They find satisfaction when playing with fog, mist, shadows, and haze. These Obscurity druids enjoy the security and the thrill that comes with being hidden right in front of another creature's nose.
And while their playful tricks of obfuscation seem juvenile and non-threatening, these druids are proven tricksters that play these games to their advantage.
..
This is only here for a silly homebrew restriction for DDB.
Circle Spells
Nature continues to inspire you with new methods to obscure and confuse the world around you; as you advance in druid levels, you gain a wider selection of tricks to enjoy. At 3rd, 5th, 7th, and 9th level in this class, you gain access to circle spells which all on some level play with the senses.
| Druid Level | Spells |
|---|---|
| 2nd | Minor Illusion, Disguise Self, Silent Image |
| 3rd | Blindness/Deafness, Mirror Image |
| 5th | Sending, Wind Wall |
| 7th | Hallucinatory Terrain, Phantasmal Killer |
| 9th | Dominate Person, Modify Memory |
Piercing Insight
You gain proficiency with shortbows, longbows, boomerangs and nets. Whenever you attack with a ranged weapon you may use your Wisdom modifier, instead of your Strength or Dexterity modifiers, for the attack and damage rolls.
You may also use your Wisdom modifier, instead of your Strength or Dexterity modifiers, for the attack and damage rolls of any attacks made while in a Wild Shape form.
Due to DDB limitations your attacks on your character sheet will not automatically use your WIS score. You will need to adjust those modifiers manually.
Also, as a note, remember that when you wild shape form you keep your Wisdom score. Your wild shapes won't compete with a Moon Druid's but this is still a dependable buff.
Obscured Advantage
2nd-Level Feature
As a bonus action you can create a dense cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following along as you move. You and all creatures within 5 feet of you treat this area of fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed; however, if you are incapacitated, this effect ends immediately. You may use this feature twice per long rest.
At 11th level you may activate this feature as part of your action when you cast a Druid spell of 5th level or higher, or whenever you roll a natural 20 on an attack roll.
Extra Attack
6th-Level Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. You may replace one of these attacks with a Druid cantrip.
Opportune Command
10th-Level Feature
Your playful trickery and obfuscation become more disruptive, and in a way, second nature to you. Whenever a creature fails a saving throw against a Druid spell you cast, you can use your reaction to cause the creature to make an additional Wisdom saving throw against your Druid spell save DC. The creature suffers the normal effects of your spell, but if the creature fails the additional save, you can also immediately cast Command on it.
You can use this reaction twice per long rest. If the creature succeeds on this second saving throw, your use of this ability is not expended; however, no matter the result, your reaction is always expended. At 20th level you regain one use of this reaction at the end of every short rest.
In my original homebrew design, the 10th Level feature was called "Tricks of Horror and Delight." I've included the original feature as an optional, replacement feature. The original idea played around with vulnerability and disarming creatures. It's not well balanced and although I like the flavor, it doesn't really mesh well with the other features from the subclass. I've only included it in order to avoid any update issues-- since I'm not totally sure how DDB handles updated homebrew!
If your DM approves of the replacement feature, use the optional feature manager in the character builder to select "Tricks of Horror and Delight."
Become Mist
14th-Level Feature
You may cast Fog Cloud as an action once per 10 minutes without expending a spell slot and without requiring concentration. Alternatively, whenever you use an action to expend a use of your wild shape, you may also cast Fog Cloud as part of that same action through the use of this feature. You may only have one active Fog Cloud effect at a time.
Additionally, whenever you have advantage on an attack roll, you also have advantage on the attack's damage roll(s). At 20th level you can deal an additional 1d10 force or psychic damage (your choice) when dealing damage to targets within obscured areas.
Lastly, while in any Wild Shape form, any attack roll you make against a creature within an obscured area is a critical hit on a 18, 19, or 20 on the d20.
This feature offers a lot. Fog Cloud is a niche spell but it fits perfectly; a Circle of Obscurity Druid deserves to play with heavily obscured areas. And although it's a good, solid feature, the area can still be blown away by strong winds--so DMs have a reliable counter if need be. And the 10 minute cooldown prevents spamming the spell and should prevent use in rapid, back-to-back combats.
To further the theme of danger hiding within cloud of mist and fog, advantage on damage rolls felt appropriate. The 20th level ability helps scale Druid's relatively lower damage at the highest level--this also incentivizes players to avoid multiclassing even more than before.
The buff to wild shape critical hits is to also offer an incentive to players. Moon druids have dominated wild shape up to this point. They probably still will. But a druid belonging to this subclass might seriously consider jumping into wild shape form mid-combat in order to take advantage of the increased critical hit chance. And yes, 18-20 is a lot, but, hexblades get 19-20 at level 1. A 14th level feature needs to outshine a 1st level feature in order to disincentive multiclassing without any reason besides combat mechanics. Also, the champion fighter subclass gets 18-20 critical chance at level 15 so this doesn't feel too out of place since wild shape is limited and this subclass doesn't get any super powerful beast forms.
I'd like to note that the 20th level bonus damage will not be automatically included on your damage rolls and will need to roll 1d10 manually when appropriate.
Originally, v1.0 of this subclass took a wild left turn and allowed you to wild shape into a homebrewed "Young Mist Dragon." I now think the monster stat block fails to impress, especially with my other changes, but, again, in case there's any issues caused by updating this homebrew I've included the original feature as an Optional Replacement Feature. You may access this replacement through the Optional Feature Manager drop down menu in your character builder.
The original, replacement feature is listed below:
As an action you may use two uses of your wild shape feature to adopt the form of a Young Mist Dragon. While in this form you benefit from all other Druid Class features. This form uses your Proficiency Bonus. Additionally, this form uses your Druid Spell Save DC for all of its DC values. Its Hit Point maximum also increases to 114 (20d8+24).

Previous Versions
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10/16/2021 2:40:55 AM
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