Remove these ads. Join the Worldbuilders Guild

Druid: Circle of the Twisted Fog

Hailing from deep within the Spikeback Mountains, the Druids of the Circle of the Twisted Fog were thought to be merely a legend, even among the other Druid Circles. It was not until the thickening of the Mind-Fog that the Circle became known, though it kept its almost mythical status. Unlike all the other inhabitants of the mountains, the Circle of the Twisted Fog refused to flee when the Mind-Fog began to thicken, instead choosing to stay. Over time, their magic became just as warped as they themselves did, mutated through long-term exposure to the Fog. Those that wish to venture outside of the mountains must first be anointed by the elders of their Circle, their faces permanently marked with the blue-green Hunter's Mark. Outside the mountains, they are shunned by other Druids, who view them and their magic as unnatural. They consider themselves superior to the Druids of the outside world, as they are free from the restrictions many Druid Circles impose upon themselves, granting them greater freedom to do as they please.
hit dice: 1d8 per druid level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus
  • spellcasting:
    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.  

    Cantrips

    At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.  

    Preparing and Casting Spells

    The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

    Ritual Casting

    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.  
    class features:

    Circle Forms

    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 2, rounded down.  

    Abberant Form

    Starting at 2nd Level, when you are transformed by Wild Shape, you gain the following benefits:
  • You gain a +1 bonus to armor class
  • You have advantage on saving throws against being confused
  • You are immune to disease
  • Your movement speed is increased by 10 ft when you are in an area of light fog
  • Your Armor class is increased by 2 when you are in an area of heavy fog
  •   While in beast form, your body takes on a mutated appearance; your skin bone-white under a layer of grey chitinous armor. It is obvious to an observer that you are not a normal animal.  

    Mountain-Born

    Starting at 6th level, a lifetime spent in the fog has changed you. Your fangs and claws are sheathed in a layer of frigid fog, adding extra elemental damage to your attacks. When you make an attack while in beast form, you deal additional damage as cold to your target. This damage is equal to a number of d6 equal to half your druid level, rounded down.   In addition, you have resistance to cold damage while in beast form.  

    Frigid Soul

    Beginning at 10th level, you are able to channel the natural magic of your home, causing the air to condense around you and fog to roll in waves off of your skin. This fog pools on the ground around you, forming a roughly circular region 20 ft wide and centered on your body. This region is treated as an area of light fog, and all creatures within it must follow the same rules as they would if it were an area of natural fog. In addition, when you trigger this ability as a bonus action, all creatures within 20 ft must make a Constitution saving throw or take cold damage equal to half your druid level plus your Wisdom modifier, rounded down.  

    The Fog Within

    Starting at 14th level, you can see the Fog for what it is. It is not just magic, it lives and thinks just as you do. It runs in your veins, flowing just beneath your skin in a violent, frigid roil. It courses through your heart and permeates every last inch of your body and every part of your soul. It is an endless cyclone within you that aches to be set free. As a bonus action or reaction, you may loosen its reins just enough for a fraction of its power to escape.   Freezing fog explodes from your chest, consuming your physical body and equipment in its ravenous hunger as it surges outwards in all directions. Your soul remains tied to the fog at the place where your transformation took place, taking the form of a cool blue orb surrounded by a spectre-like shadow of your old body composed from the fog of the cloud. Your transformation lasts for ten minutes or until you end it as a bonus action. During this time, you can move your spectral body as normal, and you gain an additional 20 ft of movement and have a hover speed of 25 ft. In addition to controlling your metaphysical body, you can also control the cloud, dictating its size and shape. The cloud can cover an area up to 40 feet wide, and is treated as heavy fog. Any creature within the cloud is affected by it as if it was environmental fog. Upon ending, your physical body returns as if nothing had happened. You may use this ability once per long rest.   Envelop. Melee Weapon Attack: +10 to hit, reach 20 ft, one creature. A tendril of fog emerges from the cloud, surging towards a creature within reach. Upon impact, the target is completely encased in fog, and takes Cold damage equal to 8d8 + your spell attack modifier. Its speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. At the beginning of its turn, it must make a Constitution saving throw against you Druid spell save DC. Upon a success, the effect ends. The effect also ends along with your transformation.  
    subclass options:
    Druid LevelFeaturesTwisted Fog Spells
    2ndCircle Forms, Abberant FormTwist Mind
    6thMountain-Born-
    10thFrigid SoulFog Strike
    14thThe Fog WithinCommand Fog

    Created by

    ajpichner.

    Statblock Type

    Class Features

    Link/Embed