Circle of The Umbral Wood

Ordained as one of the sinister albino druids, you carry with you into the wider world a powerful effigy of hair, twigs, and blood that crawls with the deepening cold of the hallowed hunting grounds.

Bonus Cantrips

When you choose this circle at 2nd level, you learn the minor illusion and ray of frost cantrips.

Circle Spells

Your mystical connection to the fell power of the dark forest 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 umbral wood.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the 7 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 invisibility, ray of enfeeblement
5th animate dead, fear
7th blight, phantasmal killer
9th dream, tree stride

Dark Druid Focus

Your druidic focus is always an umbral fetish. Without it, you lose all features granted by this circle.

Shade of the Umbral Wood

When you reach 6th level, you gain one of the following aspects. Each shade aspects grants a class feature, and a new class feature at 10th level.

Burning Shade For the Lord of Pain you gladly build — with trembling hands — a black pyre from spilled ichor and still-shrieking flesh. When you deal fire damage with one of your spells, instead of rolling damage dice, you can instead deal the maximum possible damage. You must complete a short or long rest before using this feature again. Starting at 10th level, you can spend two uses of Wild Shape to take the form of a fire elemental.

Feral Shade Your intellect is submerged into a bestial state of mind, and you have a vile affinity for savage beasts. You always have conjure animals prepared and it doesn’t count against the number of spells you can prepare each day. Animals you conjure with this spell carry sewer plague, and their natural attacks deal bonus necrotic damage equal to your proficiency bonus. While using Wild Shape, your natural attacks transmit sewer plague as well. Starting at 10th level, you can Wild Shape into the form of a beast with a CR of 1/3 your druid level or less (rounding down).

Frozen Shade You disdain all flame, and things touched by fire, including cooked food. Whenever a creature fails a saving throw and takes cold damage from one of your spells of 1st level or higher, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. Whenever you cast a spell, you may infuse the magic with cold with your bonus action. Creatures affected by the spell take 1d4 cold damage, in additional to the usual effects. Starting at 10th level, you always have cone of cold and ice storm prepared and they don’t count against the number of spells you can prepare each day.

Grim-Masked Shade Your personal umbral fetish is incorporated into a hideous mask, which you must wear to benefit from this feature. The dreadful, soulless gaze of your awful fetish-effigy allows you to reach much farther with your terrible magics. When you cast a spell with a range of Touch that requires a spell attack roll, you can instead target one creature within 30 feet that you can see and make a ranged spell attack. Starting at 10th level, when you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature. You must finish a short or long rest before targeting a second creature with this feature again.

Iron Shade You have willingly made your flesh a canvas for the agonizing art of your fellow cultists of the Dark Lord of Pain, and have shown them the full measure of your cruel inventiveness in turn – all under the black, ever-watchful gaze of the Dark Lord’s most pious. You are no longer prohibited from wearing metal armor, and you gain proficiency with martial weapons. You always have unwilling bond* prepared and it doesn’t count against the number of spells you can prepare each day. Starting at 10th level, you can use a bonus action to make a single weapon attack.

Scourged Shade Your appreciation of pain grants you great stamina. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Starting at 10th level, you gain resistance to psychic damage. At the beginning of each of your turns, you receive temporary hit points equal to your Wisdom modifier.

Silent Shade Your eyes turn a fathomless and inky black while doing reveling in these obsidian gifts, as a mark of your god’s favor. You gain proficiency in Stealth. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases to 3d6 at 10th level, 4d6 at 14th, and 5d6 at 18th.

Soul-Bound Shade Your ties to darkness have grown ever more potent, capable now of imbuing living flesh with the black, cold power of the Dark Lord of Pain’s subtle strength. You forge intangible chains of obsidian obligation between yourself and the base and bestial creatures who serve you, making yourself into a likeness of the Prince of Pain himself. You always have unwilling bond* and warding bond prepared and they don’t count against the number of spells you can prepare each day. As an action, you can spend one use of Wild Shape to instead take on a shadowy form; this works like blur with a duration of 1 minute. Starting at 10th level, when you cast conjure animals, the conjured creatures grant you a +2 bonus to AC if the creature is within 5 feet. You can gain this bonus from only creature. Additionally, the conjured creatures gain a damage bonus equal 1/2 your level when they make an opportunity attack.

Subtle Shade Your secret devotion to the Dark Lord of Pain is hidden in depths of cold emotion so murky and still that true knowledge of your heart’s desire cannot be obtained by mere mortal intrigue, nor by their feeble magics. You walk the wider world beyond the woods, a wolf amongst sheep, ever careful and always watching. Your scars, wounds, brands, piercings, tattoos and other signs of ecstatic worship at the feet of the Dark Prince fade from your flesh; you may pass as a normal, unmarked and unremarkable member of your species. You gain proficiency in Deception. You always have charm person and disguise self prepared and they don’t count against the number of spells you can prepare each day; these count as druid spells for you. Starting at 10th level, you are constantly protected by nondetection. You can raise or lower this effect at will on your turn.

Thorn-Wreathed Shade The dark heart of the woods flowers beneath your flesh; jagged vines of unwholesome life run in tandem with black veins and coil around your bones, blooming in long, pale needles through your skin. As it grows, the entirety of your form begins to dance to the power of that hidden garden which sprawls, unseen, through your mansion of meat. You have given up much, to hold such power inside the cage of your aching body, but the blades of an alien forest dance to your whispered song. When you make an unarmed strike or natural attack, you may choose to deal 1d6 piercing damage instead. This damage increases to 1d8 at 11th level and 1d10 at 17th level. This damage is also considered magical. When you use Wild Shape, you can take the form of a plant creature with a CR of 1 or less. Staring at 10th level, you can expend two uses of Wild Shape to take the form of a shambling mound.

Unhallowed Shade Through inhumanly-prolonged study of your god’s complex, dualistic tenets as laid down in the unholy texts of the Dark Lord of Pain, mingled with ecstatic vision-quests, mortification of the flesh and dark inner journeys through self-inflicted deprivation, you have achieved an understanding of your god’s will unattainable by any sane mind. These cycled rituals of excruciation, denial, indulgence, solitude and joyous sacrifice have yielded up to you incredible gifts, and your soul swims in the deepest and most unnatural of secrets. Choose two necromancy spells from any class spell list. They must be of a level you can cast. These spells count as druid spells for you. You always have darkness prepared and it doesn’t count against the number of spells you can prepare each day. Starting at 10th level, you gain darkvision 60 ft., which allows you to see even in magical darkness.

Weird Magic

When you reach 14th level, choose two spells, of any class, of the illusion or necromancy school. They must be of a level you can cast. These spells count as druid spells for you.

Section 15: Copyright Notice

Legendary Villains: Dark Druids (5E) © 2017, Legendary Games; Authors Clinton J. Boomer, Jason Nelson, and RJ Grady.

This is not the complete license attribution - see the full license for this page