Circle of the Long Night
Subclase de Druid
Zamanora: Ballad of the Witch p. 75 (Homebrew)
- Nivel
- 3
Descripción
Druids of the Circle of the Long Night embody the harshness of winter and the fears that dwell within its unending black nights. They embrace the stillness and dormancy it brings to the world; a necessary struggle before allowing for rebirth and growth in the spring. A time when only the wise and the strong survive, necessary for the cycles of death and rebirth, growth and decay. Druids of this circle understand that the cold and scarcity are no less important than the fear the night brings, as powerful harbingers of change. They become living horrors that showcase the most savage and relentless side of nature or use fear as a means to ignite transformation in others, helping them emerge stronger and more enlightened. To those ends they become the mare in nightmare, the beast of ill omen, the horror that lurks just beyond sight.
Rasgos
Circle of the Long Night Spells Nivel 3
When you reach a Druid level specified in the Circle of the Long Night Spells table, you thereafter always have the listed spells prepared.
Circle of the Long Night Spells:
| Druid Level | Prepared Spells |
|---|---|
| 3 | Dissonant Whispers, Elementalism, Find Steed (Fiend), Ice Knife, Mirror Image |
| 5 | Fear, Sleet Storm |
| 7 | Ice Storm, Phantasmal Killer |
| 9 | Deepening Gloom*, Dream |
Hoarfrost Nivel 3
Your presence brings the touch of cold with you. As a Bonus Action, you can activate your Hoarfrost for 1 minute. While this aura is active, creatures of your choice within a 15-foot Emanation that surrounds you take Cold damage equal to your Wisdom modifier (minimum of 1) at the start of each of their turns. Creatures in Dim Light or Darkness within the Emanation take additional Psychic damage equal to the Cold damage and have Disadvantage on saving throws made to avoid or end the Frightened condition. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Shape of Nightmares Nivel 6
You can use your Wild Shape to assume the form of creatures that embody the deepest fears of your enemies. When you use your Wild Shape, you can choose to assume the form of a creature that a target within 60 feet of you fears most (at the Storyteller's discretion) for 10 minutes, or until you choose to end it (no action required). Your physical shape does not alter, as this feature only affects the way that the target perceives you. For the duration of the effect, you can use a Bonus Action to change its target. Creatures with Truesight ignore this feature's effects. While you are in this form, you gain the following benefits against the target creature:
Frigid Fear. The first time it sees you in this form, the creature must succeed on a Wisdom saving throw or have the Frightened condition. A Frightened creature takes the Dash Action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the effect ends on that creature.
Inescapable Horrors. While the creature is not Frightened of you but can see you, you can use a Bonus Action to force it to repeat its initial Wisdom save.
Of Weak Mind. The first time on a turn you damage a creature that is Frightened of you, it takes an extra 2d10 Psychic damage.
Desolation's Grasp Nivel 10
The frigid magic within you, awakens feelings of isolation and its chilling grasp deepens. Whenever you deal Cold damage to a creature, it is no longer considered a willing target for other creatures' spells and effects until the start of your next turn. Additionally, creatures that start their turn within Hoarfrost have their Speed halved and lose any immunities to the Frightened condition until the start of their next turn.
Cold Night's Embrace Nivel 14
Call upon the dark grasp of winter to snuff the light in an area. As a Magic Action, you can submerge an area with a 120-foot radius Emanation centered on you into shadow. The shadows last for 10 minutes or until you dismiss them as a Bonus Action. While this shadow persists, all color is drained away, leaving everything in shades of black and white. You and creatures of your choice treat this area as Dim Light, while enemies perceive the area as Darkness. If Hoarfrost is active while you are within this area, its effects extend to the entire radius of this Emanation. You can use this feature once, regaining its usage after finishing a Long Rest.
Scion of Morana Nivel 14
Like the beast of prophecy devouring the sun, your magic can plunge the world into darkness. You can cast the Control Weather spell without expending a spell slot and without needing to maintain Concentration. When casting this spell and changing the weather conditions in this way, you can also change the lighting within the affected area by one step for the duration. You can use this feature once, regaining its usage after 7 days.