Base Class: Druid
Druids of the Circle of the Abyss are the protectors and seekers of the Far Realm. They work tirelessly to prevent disasters from the Far Realm from invading the material plane, or to prevent foolish travelers from getting lost in the Far Realm. Members of this circle have had an encounter with a creature or plant from the Far Realm, and have forever been changed due to it, their mind dipping in and out of maddness.
Many druids keep alien plants or small harmless creatures as objects of study. Their Druidic Groves are often influenced by images of the Far Realm, with mysterious plants growing in the area. Their groves are usually hidden by illusion, preventing wanderers who have not had an alien encounter from approaching.
Mouth of the Abyss
Due to your experience with the Far Realm, your mind has been altered to understand an alien language.
Starting at 2nd level, you are able to speak, read and write in either Abyssal or Deep Speech.
Learn Abyssal
You are able to read, speak and write in Abyssal.
Learn Deep Speech
You are able to read, speak and write in Deep Speech.
Circle Spells
Your maddening link to the Abyss and your ability to draw power from it grants you access to certain spells. At 2nd level, you learn the Encode Thoughts cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Abyss Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Abyss Spells
| Druid Level | Spells |
|---|---|
| 2nd | Encode Thoughts |
| 3rd | Crown of Madness, Detect Thoughts |
| 5th | Hunger of Hadar, Summon Lesser Demons |
| 7th | Banishment, Summon Aberration |
| 9th | Contact Other Plane, Telekinesis |
Summon Abyssal Familiar
You investigations into demons and the Far Realm has taught you how to bring one of the creatures into the material plane as a loyal servant. When you are knocked unconscious, this creature can use an action to stabilize you if it is within 5 ft. of you.
Starting at 3rd level, you gain access to the Find Familiar, however, it can only be used to summon either an Abyssal Chicken or a Quasit.
Starting at 5th level, you are able to summon a Gazer Familiar.
Telepathic Intervention
Starting at 6th level, your understanding of the mechanisms of the mind has increased, and you are able to exert your telepathic influence onto the minds of others. You are able to communicate with creatures you can see within 100 ft. of you with telepathy. You gain advantage on all deception, intimidation and persuasion checks. You gain advantage on Wisdom Saving throws against spells and effects made to charm you.
You are also able to change the damage type of a single spell to psychic damage once per turn freely.
Abyssal Transformation
Starting at 10th level, you have learned to incorporate your understanding of the far realm into your wild shapes. You can to spend 2 uses of wild shape to transform into an medium sized Aberration of CR equal to 1/3rd of your level rounded down.
Abyssal Terrain
Starting at 14th level, you are able to exert an abyssal influence onto the terrain around you. Once per day, you are able to change the environment in a 100 ft. radius around you in whatever way you choose, doing so takes 10 minutes to complete, whilst within the terrain, you are aware of the positions of all creatures that are also within the terrain, you are also aware of their CR. This change lasts for 24 hours and can be reapplied at Dawn.
If this is applied to the same area over the course of a year, the change and the effects become permanent.
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