Circle of the Mist
Druids of the Circle of the Mist are so deeply connected to the lands they protect that they become inseparable from the other defensive measures of nature. These druids seek to repel the oncoming tide of “civilization” and establish a firmer border between the wild and the tame. Their magic confuses, befuddles, and stupefies. At every step, they seek to turn back attackers or leave them defenseless and distraught. They weave illusions out of thin air, and call upon the powers of mist to let them roam wherever they please.
Druids of the Circle of the Mist may manifest their powers in different ways. Some create a gentle fog that does nothing but turn ships away from their precious, untouched island paradise. Some choose to summon a choking, noxious smoke that burns the lungs and stings the eyes of any trespassers to their lands.
Circle Spells
2nd-Level Circle of the Mist Feature
Your connection to the mist grants you access to some spells when you reach certain levels, as shown in the Circle of the Mist Spells table. Once you gain access to one of these spells, 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.
Circle of the Mist Spells
Druid Level | Spells |
---|---|
2nd | minor illusion, silent image, sleep |
3rd | suggestion, phantasmal force |
5th | major image, enemies abound |
7th | halucinatory terrain, compulsion |
9th | mislead, dominate person |
Misty Circle
2nd-Level Circle of the Mist Feature
In order to confound and mislead your enemies, you can use a bonus action to summon thick, pearly mist in a 20 foot radius sphere centered on a point you can see within 30 feet of you. The radius of the sphere increases to 25 feet at level 6, and 30 feet at level 10. The mist fills the area as long as it can reach all areas through passages or small cracks. Liquid or airtight walls block the mist. For your enemies, the area of the mist is lightly obscuring.
In addition, you may choose one of the following effects when you create the circle:
Conceal. You and your allies can use the Hide and Disengage actions as bonus actions while inside the circle. The mist always provides enough cover for you and your allies to hide.
Dishearten. When an enemy within the circle makes an Intelligence or Wisdom saving throw, it must roll a d4 and subtract the number rolled from the saving throw.
Enfeeble. When an enemy within the circle makes an attack roll, it must roll a d4 and subtract the number rolled from the attack roll.
Impede. The area within the circle is difficult terrain for your enemies, and when an enemy within the circle makes an ability check, it must roll a d4 and subtract the number rolled from the ability check.
The mist lingers for 10 minutes before dispersing. It also disappears early if you use a bonus action to dismiss it or use this ability again.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Mist Form
6th-Level Circle of the Mist Feature
You have learned to make yourself shapeless and untouchable. As an action, you can expend one use of your Wild Shape to transform into a cloud of mist instead of taking on a beast shape. All the normal rules of Wild Shape apply, but instead of gaining the statistics of a beast you keep your statistics and gain the following traits:
- You gain resistance to nonmagical attacks and damage. You have advantage on Dexterity checks and saving throws, and you can enter and occupy the spaces of other creatures.
- You cannot cast spells or make attacks in this form. All gear you were holding or wearing when you transformed became part of your Mist Form. If you cast a concentration spell before entering Mist Form, it does not disrupt your concentration, as per Wild Shape.
- You can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can’t activate magic items, but you can carry one object which weighs no more than 5 pounds. You can speak, and have all the senses that you have in your normal form unless you are influenced by effects that alter your senses.
- Your movement speed is half your normal speed, but you can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. Within your Misty Circle, your movement speed becomes doubled, instead of halved. Your falling speed is 60 feet and you do not take fall damage. You cannot be slowed by difficult terrain, nor can you be grappled or restrained. If you are grappled or restrained when you transform, that effect ends. Starting at 8th level, you gain a flying speed equal to your walking speed.
If your Mist Form ends while you are in a space you cannot occupy, such as the space of another creature or a crack in a wall that cannot accommodate you, you reappear in the nearest unoccupied space. If there are no spaces large enough for you within 10 feet, then you take force damage equal to twice the number of feet you were moved.
Vapor Clad
10th-Level Circle of the Mist Feature
You can envelop a creature in mist, helping or hindering them as you choose. If you are in your Mist Form in the space occupied by another creature, you can use your bonus action to envelop the creature. For the next minute, you are attached to the creature, occupying its space and moving with it as it moves. If an attack roll is made against you while you are enveloping a creature, you can choose to make a Dexterity saving throw, the DC for which is equal to the total of the attack roll. On a success, the creature you are enveloping becomes the target of the attack instead.
An unwilling creature can make a Dexterity saving throw against your spell save DC when you try to envelop it. On a successful save, it does not become enveloped. When you envelop a creature, choose whether to help or hinder it:
Help. The creature gains a +2 bonus to its AC. When the creature fails an attack roll, ability check, or saving throw, you can use your reaction to let it repeat the roll.
Hinder. The creature suffers a -2 penalty to its AC. When the creature takes an action or reaction, you can use your reaction to try to stop it. You and the creature make contested Wisdom checks. If your total is higher, the creature does not take the action or reaction. If the creature's total is higher, it takes the action or reaction and you cease enveloping the creature.
When this effect ends, voluntarily or otherwise, you are moved to an unoccupied space within 5 feet of the creature you were enveloping. This effect ends early if you choose to move out of the creature's space, if the creature falls unconscious, or if your Mist Form ends.
You may use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Circle of the Mist v2.1 for D&D 5e
Created by: u/NotTheDreadPirate Artist Credits: Anna Steinbauer - Insidious Mist Zack Stella - Realmwalker
Misty Domain
14th-Level Circle of the Mist Feature
You are an extension of the fog, and likewise it improves your ability to defend the wild. When you create your Misty Circle, you can choose to create the circle centered on yourself and have it move with you, centered on you for the duration.
In addition, whenever you fail a Constitution saving throw made to maintain concentration on a spell, or lose a contested check to keep a creature from taking an action or reaction with Vapor Clad while you are within your Misty Circle, you can choose to succeed instead, and the radius of your Misty Circle is decreased by 5 feet. If this reduces your Misty Circle's radius to 0, your Misty Circle disappears.