Circle of the Unseelie

Unseelie ovates are druids that commune and cavort with the darkest and most fell of the fey, treading into beshadowed realms beyond dream and into nightmare, with a penetrating wildness of heart and raw and vicious spirit.

Bonus Cantrip

When you choosethis circle at 2nd level, you learn the minor illusion cantrip.

Circle Spells

Your mystical connection to the unseelie 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 fey.

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.

Druid Level Spells
3rd sleep, haunting mists*
5th fear, unadulterated loathing*
7th conjure woodland beings, dimension door
9th dream, geas

Faerie Form

Starting at 6th level, you can use your wild shape to take the form of a Small or Medium fey of CR 1/2 or less.

While you are transformed, the following rules apply:

  • You retain your Intelligence, Wisdom, and Charisma, but gain the Strength, Dexterity, and Constitution of the fey creature. You gain the fey’s speed in all modes of movement.
  • You gain any special senses of the fey, as well as traits like Keen Smell or Keen Senses that grant advantage on Wisdom (Perception) checks. You gain any proficiencies of the fey you do not possess, excepting Intelligence, Wisdom, and Charisma skills other than Perception. You also gain the fey’s natural attacks, if any, using its proficiency bonus if higher. If the creature has the same proficiency as one would gain, and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • When you transform, you assume the fey’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in fey form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

At 10th level, you can take the form of a Tiny or Large fey, and you can choose a fey creature up to CR 1.

Fey Mind

At 10th level, magic can’t put you to sleep, and you have advantage on saving throws against being charmed or frightened. As an action, you can end a spell or magical effect that has made you charmed or frightened.


At 14nd level, you gain darkvision 60 ft. If you already have darkvision, you can instead gain +30 ft. to your darkvision.

Section 15: Copyright Notice

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

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