Circle of Night
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"... But for those who need to be convinced most, a druid of the Night taps into the very fear that their tales inspire to take on the forms of these beings, becoming the very monsters they speak of before the eyes of the nonbelievers..." -Tales of the Night, Vol. I
The Circle of Night is home to those who bring themselves closely to the haunting terrors of darkness, learning their secrets and spreading their tales as warnings to the innocent and guilty alike.
Level 2: Unleashed Horror
At 2nd level, you draw upon the power of the night to conjure the subjects of your terrifying tales, manifesting their shapes through the telling of their fearsome legends. When you use your Wild Shape feature, you can choose to transform into a Fey, Fiend, or Monstrosity instead, provided that the creature’s stat block follows the other limitations of Wild Shape.
Folklore Knowledge. You must know all of the languages which the intended creature knows in order to achieve its form, and the creature cannot possess any immunities to any damage types or conditions. When you choose this subclass, you also learn one additional language of your choice to reflect the origins of your tales, training yourself to become more versed in the native culture and language of the legendary folktales you are most familiar with.
Shocking Transformation. When you use a feature of your Wild Shape to transform into a non-beast creature, you may force any number of creatures that can see or hear you within 30 feet to make a Wisdom saving throw against your spellcasting DC. On a failed saving throw, a target is frightened until the start of your next turn.
Level 2: Tales of Shadows
At 2nd level, you can regale other resting creatures you share a language with in your ominous folk tales over the course of a short or long rest. At the end of the rest, you may choose to increase or decrease the maximum hit points of any creatures who rest within 30 feet of you while you rest equal to your druid level (to a minimum of 1 hit point). All creatures that are affected by this feature are aware that they feel greater or lesser vitality due to the fear you have instilled in them.
Warnings of Wisdom. When making an Intelligence (History) or Charisma (Intimidation) skill check, you may use your Wisdom modifier in place of the skill’s normal ability score modifier.
Level 2: Circle Spells
Your connection to the darkness of night infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Circle of Night.
3rd: alter self, phantasmal force 5th: bestow curse, fear 7th: compulsion, phantasmal killer 9th: legend lore, mislead
Level 6: Dark Pursuit
At 6th level, you have advantage on melee attacks made against creatures frightened by you and move twice as quickly towards them, spending 1 foot of movement for every 2 feet moved when moving closer to a creature frightened by you.
Level 10: Creature of the Night
At 10th level, you can choose a creature of up to CR 2 when expending a use of your Wild Shape feature to transform into a creature other than a Beast.
Stalk in Shadows. While using your Wild Shape feature, you may use your bonus action while in dim light or darkness to become invisible. This invisibility lasts until you enter an area of bright light, enter a space within 5 feet of another creature, make an attack, or take any other action.
Eyes in the Dark. You gain darkvision with a range of 60 feet, or increase your range by an additional 60 feet if you already possess darkvision. This feature applies to both your regular form and your Wild Shape form.
Level 14: Unstoppable Terror
At 14th level, you can choose a creature of up to CR 4 when expending a use of your Wild Shape feature to transform into a creature other than a Beast, and you may also now select creatures to Wild Shape into that possess immunities to one or more damage types or conditions.
Language and Culture Through the rise and fall of every prominent civilization in history, linguistics and communications have proven to be at their heart. Historians often argue that the ability to share knowledge and understanding gives societies the power to overcome great adversities and establish united values. The delivery and choice in which we utilize our words allows us to expertly craft experiences innately imbued with history and realism. When giving a language to a character, take time to develop their experience and understanding of the culture it stems from or is associated with. How was this character taught the language they have learned: by childhood development, worldly experience and exposure, occupational practice, tutelage and study, innate biological origin, or some other means? What elements might support their understanding of the language– literature, art, or perhaps music? Does the language in mind have particular elements that may require a different skill to learn– such as handsigns, vocal clicks, or grammatical structures? Is a language limited to a creature’s biology, like a draconic throat’s growl or a serpentine tongue’s hiss? What does a character’s proficiency in a language say about them and their understanding of its cultural origins? And what does a language say about those who come from its culture, those who speak it, and the character in question; if they are intelligent, wise, charismatic, proud, cunning, inquisitive, or something else entirely?









