Circle of Twilight, Variant (5e Subclass)
Circle of Twilight Reborn![edit]
Druid Subclass
- Circle of Twilight Spells
- Your study of unnatural phenomena and the natural defenses against them has given you access to certain spells. At 2nd level, you learn the green-flame blade cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight 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.
Druid Level | Spells |
---|---|
3rd | alter self, pass without trace |
5th | speak with dead, vampiric touch |
7th | guardian of nature, locate creature |
9th | dispel evil and good, wrath of nature |
11th | synaptic static, enervation |
Reaper Form -Your speed increases by 10 feet. -Your creature type changes to monstrosity. -Reap what you sow: Once on each of your turns when you hit with a melee attack or roll damage for a spell, you can deal an extra 1d6 necrotic damage to one creature targeted by the attack or spell. When it takes this damage, you regain a number of hit points equal to half of the necrotic damage dealt. If you deal this damage to a construct, ooze or undead you can double the damage dice.
-One with the Dark: You blend in with the shadows, you have become one with the night you can blend into the darkness around you as if it was your home from the beginning. You will be generally treated as invisible if you are trying to hide within the shadows.
Frightening Presence: Shadows come off you in waves as if to answer your call you have an extended reach of 30 feet and can use the shadows to manipulate creatures or objects. As a bonus action, you can cause one creature within your darkness to make a Constitution saving throw against your Druid spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is frightened until the start of your next turn. On a successful save, the creature takes half as much damage and isn't frightened.
These benefits last for 10 minutes, until you are reduced to 0 hit points, you use your Wild Shape again, or you choose to end it (no action required). The necrotic damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Keeper of the Threshold At 6th level, your Reaper Form is made more adaptable. When you enter your Reaper Form, you can use the same action to cast a spell that only targets you. When you do so, you don't have to provide any components for the spell, but the spell ends when Reaper Form ends, unless it ends earlier.
-Nocturnal Resilience : While you are in direct darkness, you have advantage on saving throws against conditions caused by spells or abilities that deal necrotic or cold damage, reflecting your enhanced resilience against forces that seek to drain life or freeze the warmth you embody. You have gained resistance to necrotic damage.
-Soul Thief: When you cast a Necrotic spell on a creature, while you are surrounded by darkness or within your own Reaper Form, the spell is maximized, dealing the maximum amount possible instead of rolling dice. Given that the attack hits. This feature can be used a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
-Aura of Death: As an action, you can activate an aura of darkness that radiates from you in a 30-foot radius for 1 minute. Enemies within the aura at the start of their turn must make a constitution saving throw against the spells DC or lose hit points equal to your Wisdom modifier (minimum of 1) by having their soul sucked from them these hit points can not be regained through the use of potions or magic, and necrotic damage equal to your Wisdom modifier when they first enter the aura on their turn or start their turn there. Once you use this ability, you can't use it again until you finish a long rest.
Merciless Form
At 10th level, your Reaper Form has become more capable of handling the resilience of your enemies. While in Reaper Form, your attacks, spells, and the extra necrotic damage of your Reaper Form ignores resistance and immunity to necrotic damage.
-Death’s Kiss : You lock eyes with a target, the target must make a wisdom saving throw; if they fail they are entranced by your form in the moonlight you can move towards them and into their space unprovoked. Or you can motion for them to move towards you. When they are within reach. You can grapple or hold them and they will not try to escape. If you kiss their lips for the span of a full action you can begin to pull their soul from them. Once you begin to do so your trance is broken. They can attempt to break through your hold with a strength saving throw. They take 4d6 necrotic damage and you take half of what they take in damage as temporary hit points. You can use this feature an amount of times equal to your wisdom modifier after you've expended those uses; you can't use it again until you finish a short or long rest.
-Moons Embrace : As a reaction when you or an ally within line of sight of you takes damage, you can surround them in a protective wall of magical darkness, reducing the damage by an amount equal to your druid level + your Wisdom modifier. The shield lashes out at the attacker and surrounds the attacker in magical darkness. You can use this feature an amount of times equal to your wisdom modifier after you've expended those uses; you can't use it again until you finish a short or long rest.
-Enhanced Reaper Form : While your Reaper form is active, your darkness range increases to 40 feet of magical darkness and an additional 40 feet of regular darkness. No shadows can even be seen in this area even if the moon is out or there are light sources.
Monstrous Form At 14th level, your Reaper Form has become an embodiment of the unbridled fury of nature against those that defy it. When you enter Reaper Form, you can spend 2 uses of Wild Shape instead of one to gain the following additional benefits until your Reaper Form ends:
-You increase your size by one category-from Medium to Large, for example. When you do so, your size doubles in all dimensions and your weight is multiplied by 8. Until your Reaper Form ends, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and lift, push, and drag capacity is doubled. Your equipment changes size with you, but any affected item you drop or aren't holding anymore returns to its normal size. -Feathered or leathery wings sprout from your back, fusing smoothly to armor if you are wearing it, which grant you a flying speed equal to your walking speed. You can hover with this flight. -Your hands and feet become vicious talons or claws empowered by nature. Your melee weapon attacks and melee spell attacks score a critical hit on a roll of 19 or 20. Additionally, climbing no longer costs you extra movement, and you have advantage on Acrobatics checks to keep your balance.
-Lunar Embodiment: While in this form you wield the power of the moon, and celestial energy flows through you, raise all character statistics by 4. Your connection to the moon has also given you a direct connection to a source of magical energy you can double the amount of spell slots available. However the cost is your connection to humanity, while in the form of lunar embodiment you will have to roll wisdom saving throws at disadvantage to tell the difference between ally and enemy as the line between them will become blurred.
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