Circle of Shapeless and Primal Terror

You walk, unseen and unmolested, through the tangled, twisted forests and the clanging, stinking cities where timid humans huddle and press against one another in the delusion of warmth and safety. These oily cesspools of sweat and glass, sawdust and rust are not safe from your predations: instead, you are living proof that the darkness at the heart of the woods is forever lurking outside the door, baying in the cold wind and scratching at the windowpane.

Bonus Cantrips

At 2nd level, you learn chill touch and ray of frost as druid cantrips.

Circle Spells

Your mystical connection to the forest kingdom infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your aspect. Once you gain access to a circle spell, 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.

Table: Shapeless and Primal Terror Druid Spells
Druid Level Circle Spells
3rd detect thoughts, suggestion
5th major image, vampiric touch
7th blight, greater invisibility
9th mislead, modify memory


You are truly terrifying to look upon, for you are death unmasked. Starting at 6th level, as an action, you can spend a use of your Wild Shape to force all creatures within 30 feet of you who can see you to make a Wisdom saving throw against your spellcasting DC. On failed saving through, a creature is frightened until the end of its next turn, and paralyzed while it is frightened in this way. A creature who makes their saving throw is immune for 24 hours.

Predator’s Cry

Starting at 10th level, you can use an action to fill the hearts of creatures around you with abject, mortal horror. All creatures within a 30-foot radius who can hear you must make a Wisdom saving throw against your spellcasting DC.

On a failed saving throw, a creature must drop whatever it is holding and becomes frightened for 1 minute. While frightened by this feature, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

You must finish a long rest before using this feature again.

Unseen Voice

Starting at 14th level, as long as you are in darkness or dim light, you possess telepathy with a range of 100 feet.

Section 15: Copyright Notice

The Dragon’s Hoard #3 © 2021, Legendary Games; Lead Designer: Jason Nelson. Authors Matt Kimmel, Michael “solomani” Mifsud, Scott D. Young, Mark Hart, and Jeff Ibach.

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