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DRUID SUBCLASSES

VOLUME I

Featuring 3 new Druid Circles for use in your


games of Dungeons & Dragons 5th edition.
NEW DRUID CIRCLES ABOUT DRAGONROC
Users of primal magic known as druids set themselves apart
from other magic wielders with their affinities for nature and
RPG DESIGN
wildlife. In this supplement, you will be introduced to three more A noble Roc spent his days working as a delivery agent and on
Druid Circles. his route lived a charming Dragon. For months they shared
many brief, but pleasant interactions at the entrance to the
Circle of Darkness – Manipulators of darkness, who can Dragon’s lair. During one such exchange something caught the
summon their own shadows as an ally. Rather than fearing
Roc’s keen eye, the Dragon was wearing a T-shirt with the
places without light, they bind the dark to them, making it their
domain. words “Jocks Machina” emblazoned across the chest. Smiling,
the Roc said, “Nice shirt” and the dragon replied, “Thanks…
Circle of the Hunt – Stalwart warriors wielding martial
Critter?” From that moment a budding friendship grew, their
weapons astride magical creatures, defending the land to which
they are devoted. conversations becoming more than could be contained to their
brief meetings. A handwritten letter and a few emails later, and
Circle of Stone – Earth and stone are the strong foundation
they were off to becoming closer than kin…
upon which all things are built. These druids are masters of
those elements, evoking its great power and shaping it to their This is the story of how René met Daniel. Beginning with a
needs. shared love of a show featuring some “nerdy ass voice actors”,
they soon found they had far more in common, both in and
ABOUT THIS SUPPLEMENT outside the world of Dungeons & Dragons. Sharing their
“homebrew” musings with one another transformed into a
This is the fourth installment in a series of supplements from
DragonRoc RPG Design, each of which focuses on one of the deeply rewarding collaborative partnership of writing new ones
classes from Dungeons & Dragons 5th Edition, offering new together. Under the name of DragonRoc RPG Design they are
subclasses and additional optional features. beginning to share the fruits of their labors with the TTRPG
community in hopes that others may enjoy playing with their
TABLE OF CONTENTS creations.
Druid Subclasses In addition to designing content born of their own
Circle of Darkness .................................... 2-3 imaginations, René and Daniel enjoy collaborating with others.
Circle of the Hunt ........................................ 4 They offer their skills and knowledge as consultants helping
Circle of Stone .............................................. 5 others seeking to create content in the D&D/TTRPG space and
are also available to make custom designs on a commission
basis.
CREDITS
Designers: Daniel Lieberman & René Beauregard
Editor: David Ansell
Special Thanks: Jennifer Babu, Aerial Beauregard, Rachel
Beauregard, Briana DeCoster, Jackie Deex, Logan Hanley,
Jayden King, Orlijn M. Knapp, Karly Larissa, Taylor
Levanti, Kierin McNeill, Randy Noble, Billy Seguire,
QueerventureTime.
Cover Art: The front cover image was assembled by Rachel
Beauregard of badduckdesign using elements sourced
royalty free from https://www.123rf.com/ .

Follow us on social media


Instagram: @DragonRocRPGDesign
Twitter: @DragonRocRPG
Facebook: @DragonRocRPG
Contact us by email
dragonroc.rpgdesign@gmail.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Daniel Lieberman and René Beauregard and published under the Community Content Agreement for Dungeon
Masters Guild.

Druid Subclasses Volume I - version 1.0 DragonRoc RPG Design


CIRCLE OF DARKNESS ONE WITH THE DARK
6th-level Circle of Darkness feature
Druids of the Circle of Darkness magically wield their own Your druidic shadow takes on more of your capabilities as well
shadows as extensions of themselves. These druid circles are as having its own expanded. While it is within 100 feet of you,
most common among the Shadar-Kai of the Shadowfell, as well you can communicate with it telepathically. As an action, you
the subterranean peoples of the Underdark, such as the Drow, can see through your shadow’s eyes and hear what it hears until
the Duergar and the Svirfneblin. In places where darkness is less the start of your next turn, gaining benefits of any special senses
pervasive, they are rarer and sometimes feared – but they can that the shadow has. During this time you are deaf and blind
still be found in the deepest parts of a forest. For even in lands with regard to your own senses.
bathed in light, a tall tree with its leaves of verdant green will In addition, when you cast a spell with a range of touch, your
cast a long shadow. shadow can deliver the spell as if it had cast the spell. Your
CIRCLE SPELLS shadow must be within 100 feet of you, and it must use its
2nd-level Circle of Darkness feature reaction to deliver the spell when you cast it. If the spell requires
an attack roll, you use your attack modifier for the roll.
You have made the darkness your home and, as such, have
harnessed the bountiful magic that shadows provide. You gain SHADOW SHIELD
access to some spells when you reach certain levels in this class, 10th-level Circle of Darkness feature
as shown on the Circle of Darkness Spells table. When your druidic shadow is within 5 feet of you, you can use a
Once you gain access to a circle spell, you always have it bonus action to bind it to your body. It envelopes your form and
prepared, and it doesn’t count against the number of spells you keeps you safe, making you harder to hit by being more difficult
can prepare each day. Circle spells you gain access to that do not to see. You gain temporary hit points equal to the shadow’s
appear on the druid spell list still count as druid spells for you. current hit points and the shadow is dismissed. While you have
these temporary hit points you also gain the following benefits:
CIRCLE OF DARKNESS SPELLS
• You can see normally in darkness, both magical and
Druid Level Spell nonmagical, up to a number of feet equal to five times your
2nd arms of Hadar, inflict wounds druid level.
• You count as having half cover.
3rd darkness, shadow blade
While you have these temporary hit points, you can use
5th summon shadowspawn, phantom steed another bonus action to resummon your druidic shadow, without
expending another use of your Wild Shape. When you do so, the
7th dimension door, shadow of Moil
shadow’s hit points are equal to your remaining temporary hit
9th creation, destructive wave (necrotic only) points, which you then lose.

DRUIDIC SHADOW UMBRAL ESSENCE


2nd-level Circle of Darkness feature 14th-level Circle of Darkness feature
You can call upon your shadow to separate from you and aid While you have temporary hit points from your Shadow Shield
you. As an action, you can expend one use of your Wild Shape feature, you gain the following additional benefits:
feature to summon your druidic shadow, rather than assuming a • You have resistance to necrotic and cold damage.
beast form. • While within dim light or darkness, when you would be hit
with an attack, you can use your reaction to teleport up to 30
The shadow appears in an unoccupied space of your choice
feet to an unoccupied space that you can see, causing the
that you can see within 30 feet of you. Each creature within 10
attack to miss.
feet of the shadow (other than you) when it appears must make a
Wisdom saving throw against your spell save DC or become
frightened.
The shadow is friendly to you and your companions and obeys
your commands. See the creature’s game statistics in the Druidic
Shadow stat block (found on the next page), which uses your
Intelligence, Wisdom, and Charisma ability scores, as well as
proficiency bonus (PB) in several places. Your shadow is a
semi-translucent, dark version of yourself.
In combat, the shadow shares your initiative count, but it takes
its turn immediately after yours. The only action it takes on its
turn is the Dodge action, unless you take a bonus action on your
turn to command it to take another action. That action can be
one in its stat block or some other action. If you are
incapacitated, the shadow can take any action of its choice.
The shadow manifests for 1 hour, until it is reduced to 0 hit
points, until you use this feature to summon the shadow again,
or until you die.

Druid Subclasses Volume I - version 1.0 DragonRoc RPG Design


DRUDIC SHADOW
Small or medium (same as you) fey

Armor Class 12 (natural armor)


Hit Points PB + three times your druid level
Speed 40ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 13 (+1) — — —

Skills Stealth 2 + PB (proficiency modifier is doubled in dim light or


darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
piercing, and slashing from non-magical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, and restrained
Senses darkvision 60 ft., passive perception 10 + your Wisdom
modifier
Languages understands the languages you know, but cannot speak
Challenge – Proficiency Bonus (PB) equals your proficiency bonus

Amorphous. The shadow can move through a space as narrow as 1


inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take
the Hide action as a bonus action.
ACTIONS
Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5
ft., one target. Hit: 2d6 + PB necrotic damage

Druid Subclasses Volume I - version 1.0 DragonRoc RPG Design


CIRCLE OF THE HUNT EXTRA ATTACK
6th-level Circle of the Hunt feature
Druids who belong to the Circle of the Hunt are known as the You can attack twice, instead of once, whenever you take the
defenders of their natural environments. Patrolling their borders Attack action on your turn.
to guard against unnatural incursions and encroaching
civilizations, their zealous focus is the protection of their homes. HUNTER’S COMPANIONS
Working in tandem with the wilds, these hunters use their 10th-level Circle of the Hunt feature
druidic connection to embody the strength of the creatures which
Your bond fortifies the spirits you call to your side to aid you.
roam their lands more so than shifting forms to become them.
Creatures you summon using the find familiar, find steed and
CIRCLE SPELLS find greater steed spells gain the following benefits:
2nd-level Circle of the Hunt feature • The creature’s hit points and hit point maximum are increased
by a number equal to twice your druid level.
Your protective bond with nature provides you access to some
• The creature receives a bonus equal to your Wisdom modifier
spells when you reach certain levels in this class, as shown on
to its AC, attack rolls, damage rolls, saving throws, as well as
the Circle of the Hunt Spells table.
any skills it is proficient in.
Once you gain access to a circle spell, you always have it • The creature takes their turn on your initiative.
prepared, and it doesn’t count against the number of spells you • A creature summoned using the find familiar spell may take
can prepare each day. Circle spells you gain access to that do not the attack action.
appear on the druid spell list still count as druid spells for you.
CIRCLE OF THE HUNT SPELLS
PROTECTOR OF WILD
14th-level Circle of the Hunt feature
Druid Level Spell
You gain the following additional benefits while your Hunter’s
2nd find familiar, hunter’s mark Fury feature is active
• When you make a Strength, Dexterity or Constitution saving
3rd find steed, enhance ability
throw, you gain a bonus to the saving throw equal to your
5th elemental weapon, haste Wisdom modifier (minimum of +l).
7th find greater steed, guardian of nature
• When you cast the hunter’s mark spell, it doesn’t require
concentration.
9th banishing smite, conjure volley

BONUS PROFICIENCIES
2nd-level Circle of the Hunt feature
You gain proficiency with all simple and martial weapons and
you can use weapons as spellcasting focuses for your druid
spells. You also gain proficiency in your choice of one of the
following skills: Acrobatics, Animal Handling, Athletics or
Survival.

HUNTER’S FURY
2nd-level Circle of the Hunt feature
You embody the primal essence of the creatures you fight
alongside. As a bonus action, you can expend a use of your Wild
Shape feature to enter your hunter’s fury, rather than
transforming into a beast form. While this feature is active, you
gain the following benefits:
• When you make a weapon attack, you can use your Wisdom
modifier, instead of Strength or Dexterity modifier, for the
attack and damage rolls.
• When you make a Strength, Dexterity or Constitution check,
you gain a bonus to the check equal to your Wisdom modifier
(minimum of +l).
• Your speed increases by 10 feet.
Your Hunter’s Fury lasts for 10 minutes. It ends early if you
dismiss it (no action required), are incapacitated, die, or if you
use this feature again.

Druid Subclasses Volume I - version 1.0 DragonRoc RPG Design


CIRCLE OF STONE SHALE HEARTED
2nd-level Circle of Stone feature
Druids who are members of the Circle of Stone are deeply in You gain the ability to become one with the earth and that which
tune with the earth, rocks, and tectonic plates. These druids is made from it. You can speak, read, and write Terran.
revere that which affords the many bounties that provide food
and shelter, holding the earthen element in highest regard. These As an action, you can expend a use of your Wild Shape feature
druids focus their magic to find unity with the element and work to harness this connection, rather than transforming into a beast
diligently to maintain the lands they roam. Excelling at natural form. You gain the following benefits while this feature is
demolition, druids of this circle are known to lay waste to active:
unwanted buildings and structures erected by interlopers who • You gain a burrow speed equal to your walking speed.
have made no agreements with the circles and tribes of the • You gain tremorsense equal to 10 times your druid level.
wilds. • Your AC increases by 1.
These benefits last for 10 minutes. They end early if you
CIRCLE SPELLS dismiss them (no action required), are incapacitated, die, or if
2nd-level Circle of Stone feature you use this feature again.
Your deep connection with the earth and its minerals provides
you access to some spells when you reach certain levels in this STONE SHELTER
class, as shown on the Circle of Stone Spells table. You learn the 6th-level Circle of Stone feature
magic stone and mold earth cantrips if you don’t already know When you or a creature you can see within 30 feet of you is
them. targeted by an attack or forced to make a Dexterity saving
Once you gain access to a circle spell, you always have it throw, you can use your reaction to temporarily erect a wall of
prepared, and it doesn’t count against the number of spells you earth and stone to shield the creature. You can choose to use this
can prepare each day. Circle spells you gain access to that do not feature after the attack roll or saving throw is made, but before
appear on the druid spell list still count as druid spells for you. the DM determines whether it succeeds or fails. The targeted
creature is granted three-quarters cover against the triggering
CIRCLE OF STONE SPELLS attack or saving throw and any damage they take as a result is
Druid Level Spell reduced by an amount equal to 1d8 + your proficiency bonus.
2nd earth tremor, magic stone, mold earth You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when you
3rd dust devil, Maximilian’s earthen grasp finish a long rest.
5th erupting earth, meld into stone
MINERAL CARAPACE
7th stoneskin, stone shape 10th-level Circle of Stone feature
9th transmute rock, wall of stone When you cast stoneskin on yourself, you don’t require material
components as you command earth and stone to surround your
POWER OF THE TERRAIN body. In addition, the spell does not require concentration
2nd-level Circle of Stone feature instead lasting for the full duration of 1 hour or until you dismiss
it (no action required), are incapacitated or die.
Your spells and attacks deal double damage to objects and
structures. EMPOWERED ELEMENTAL
At 10th level, you can roll an additional damage die for your 14th-level Circle of Stone feature
circle spells that deal damage. You have mastered control over the soil and rocks, allowing you
to be able to craft an earthen protector. As an action, you can
summon an earth elemental myrmidon to an unoccupied space
you can see within 60 feet of you for 10 minutes or until your
concentration is broken (as if you are concentrating on a spell).
If you lose concentration, the myrmidon crumbles into inanimate
dirt and stone. In combat, the Elemental shares your initiative
count, but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t issue
any, it takes the dodge action and uses its move to avoid danger.
Once you use this feature, you cannot do so again until you
finish a long rest.

Druid Subclasses Volume I - version 1.0 DragonRoc RPG Design

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