The true nature of things is, to many, debatable. Many druids believe the world as it is when untouched by mankind is the true nature of things. Other argue that it is merely a step towards the natural order, in which man and nature live together in a harmonic balance. Some druids concern themselves with dreams, or the natural need to destroy and give way to new life. There are those who instead believe that none of these are natural. The Gods themselves were mistaken to create, and in creating something where there was nothing, have distorted nature from its purest form. These druids seek to return all to the void that existed before the hands of creating entities took hold. Some take this to extremes, seeking to return all to the void; others refuse to turn to the evils of taking life, and instead seek to simply prevent new creation where possible without costing a life.
hit dice:
1d8
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Empty Step
At 2nd level, when you choose this circle, you may choose to use your wild shape to become incorporeal. This will last a number of rounds equal to your Druid level. While incorporeal, you may move through solid objects and other creatures as though they are difficult terrain. You cannot attack, and cannot be attacked by, other creatures but can be heard and appear as a translucent image. If you end your turn in an occupied space, you take 1d10 force damage and must make a concentration saving throw, the DC for which is equal to 10 + your Wisdom modifier. If you fail, you are shunted to the nearest unoccupied space and rendered prone.
Ethereal Shift
Starting at 2nd level, you may expend two uses of Wild Shape to send another creature to the Ethereal Plane for a number of rounds equal to half your druid level, rounded down. The creature can move in any direction during this time, and cannot be perceived nor touched by anything outside of the ethereal plane. When this effect ends, if the creature is in an occupied space, it and any creatures sharing that space take 2d10 force damage and are shunted to the nearest unoccupied space while being rendered prone.
Silent Call
At 6th level, you may call 1d6 creatures back from the void to assist you in combat. The number of creatures called is equal to the d6 result, which determines what creature you summon.
Roll |
Creatures |
4 |
Shadows |
3 |
Specters |
2 |
Will-o'-wisps |
1 |
Ghost |
The creature(s) turn will come directly after yours in combat, and they will disappear after the encounter is finished. While using this feature, you cannot use Wild Shape, or Empty Step. You may use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest.
Black Return
At 10th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, when a spell is cast against you or an ally within 20 feet of you, you may choose to make a saving throw as a reaction against the caster's spell save DC. If you are successful, a void opens up in front of you or your ally and absorbs the spell entirely. When this happens, you lose a spell slot of equal level to the spell affected. If you do not have one, instead lose multiple spell slots of lower levels that are equal to the level of spell you have intercepted. If you cannot equal the spell's level, take 2d10 force damage. You do not have to prepare this feature.
Pull of the Void
At 14th level, when using Empty Step, you instead enter the Ethereal Plane. You may also cast spells as normal, and may use melee and ranged attacks with Disadvantage. Additionally, you may expend an additional use of Wild Shape to pull up to three targets into the Ethereal Plane. When your Empty Step ends through any means, the targets are left behind for a number of rounds equal to your Wisdom modifier.
subclass options: