Circle of the Beyond

by Jadeor

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Circle of the Beyond

Circle of the Beyond

You think this is where life started? You are mistaken. Life started in the cold emptiness. Life started before the world even existed. Life started with the Old Ones who wander the Blind Eternities. Life started in the beyond.

A Druidic Circle

Life is not confined to the material realm. Indeed, the multiverse, even in its most inhospitable environments, is still full of life. Druids of this circle have dedicated themselves to the beyond, the void, to the far realms, where alien creatures called aberrations live and rule. These druids have learnt to twist their transformations, emulating aberrations themselves to great effect.

Circle Spells

When you join this circle at 2nd level, you have learned the magic of the void. Your link to the void and the creatures within it grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Beyond 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 Beyond Spells
Druid Level Spells
2nd arms of Hadar, cause fear
3rd alter self, speech of Hadar*
5th fear, hunger of Hadar
7th Evard's black tentacles, summon aberration
9th contact other plane, visions of Hadar*

*: These spells are homebrew, you can find them below or in the Horrifying Spells of Hadar compendium.

Abhorrent Shape

Starting at 2nd level, you've mastered the forms of the creatures of the void. You gain the following benefits:

  • You can use your Wild Shape feature on your turn as a bonus action, rather than as an action.
  • Whenever you use your Wild Shape feature, you gain a number of temporary hitpoints equal to twice your Druid level for the duration of your transformation.

Additionally, whenever you use your wildshape feature you can twist the form of the beast you transform into to resemble a creature of the void. If you do, you can choose to manifest up to two of the Extraplanar Mutations (shown below), you gain the benefits of the chosen mutations for the duration of the transformation, and you count as an aberration instead of as a beast while transformed. In order to choose a mutation, you must meet its prerequisites.

The number of extraplanar mutations you can choose to

Orvar, the All-Form,

by Chase Stone

manifest increases by 1 when you reach certain levels in this class, to 3 mutations at 6th level, 4 mutations at 10th level and 5 mutations at 14th level.

Void Strikes

Starting at 6th level, you can use your Spell Attack Bonus for weapon attacks you make while wildshaped, and add your Wisdom modifier to the damage these attacks deal.

Additionally, your attacks in aberration form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Terrifying Transformation

At 10th level, your transformations are truly terrifying. Whenever you use your Wildshpae feature to transform into an aberration, you can choose any number of creatures you can see within 60 feet of you that are aware of you. Each of these creatures must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aberrant Soul

At 14th level, you begin to mutate even in your natural shape. Whenever you finish a long rest, you can choose one extraplanar mutation, and manifest it in your natural shape, you gain all benefits from the chosen mutation until you next finish a long rest, as though you were transformed. When you transform into an aberration using your Wildshape feature, you lose the benefits of this manifested mutation until you transform back, unless you choose to manifest it as part of your Aberrant Shape feature as well.

Extraplanar Mutations

If an extraplanar mutation has prerequisites, you must meet them to manifest it. You can manifest the mutation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

All Seeing Eye

The creature you transform into has an additional eye of a strange color. You have a blindsight of 30 feet while transformed, and can see magic within 30 feet of you as though you were under the effects of the Detect Magic spell.

Grasping Tentacles

The creature you transform into grows long slimy tentacles. You cannot use weapons and other specialized equipment with these tentacles, but they count as natural weapons that you are proficient with and that use your Strength or Dexterity modifier (your choice) for attack and damage rolls. On a hit they deal 1d10 bludgeoning damage, and the target must succeed on a Strength (athletics) or Dexterity (acrobatics) check with a DC equal to your spell save DC, or be grappled by you. You can have up to two creatures grappled at the same time with these tentacles.

If the creature you transform into has the multiattack trait, you can replace one of those attacks with a tentacle attack.

Mind Whisperer

When you manifest this mutation and as a bonus action on your subsequent turns while transformed, you can choose a creature you can see within 30 feet of you. While transformed, you can communicate telepathically with the chosen creature for 1 minute or until you use this mutation again, provided the creature shares a language with you.

Suction Cups

The creature you transform into has suction cups (like those of octopi) on their feet. You gain a climbing speed equal to your walking speed while transformed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If the creature you transform into already had a climbing speed, this increases by 15 feet instead.

Twisted Limbs

The legs or limbs of creature you transform into become mishapen and grotesque, but far stronger. Your speed increases by 10 feet while transformed, and you can take the Dash action as a bonus action for the duration.

Fins and Gills

Prerequisite: 6th level

The creature you transform into grows fins and gills. You gain a swimming speed equal to your walking speed and can breathe both air and water while transformed. If the creature you transform into already had a swimming speed, this increases by 15 feet instead.

Vortex Walker

Prerequisite: 6th level

When you manifest this mutation and as a bonus action on your subsequent turns while transformed, you can teleport up

Decimator of the Provinces, by Svetlin Velinov

to 10 feet to an unoccupied space you can see.

Psionic Brain

Prerequisite: 10th level

The brain of the creature you transform into becomes bloated, causing its skull to enlarge. You gain resistance to psionic damage, and have advantage on saving throws you make against spells or magical effects while transformed.

Twisted Wings

Prerequisite: 10th level

The creature you transform into grows wide, alien wings. You gain a flying speed equal to your walking speed while transformed. If the creature you transform into already had a flying speed, this increases by 15 feet instead.

Bloated Shape

Prerequisite: 14th level

The size of the creature you transform into doubles in all dimensions, and its weight is multiplied by eight. This growth increases your size by one category (from Medium to Large, for example) while transformed. If there isn't enough room for you to double your size, you become the maximum possible size in the space available. Additionally, while transformed you add your Wisdom modifier to all Strength checks and all Strength saving throws you make.

Speech of Hadar

2nd level enchantment spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the radula of an octopus)
  • Duration: Concentration, up to 1 hour

A creature of your choice you can see within range must make a Wisdom saving throw. On a failure, its speech becomes unintelligible to all creatures except you and aberrations for the duration.

Additionally, as long as it is enchanted in this way, whenever the creature casts a spell that requires verbal components, it must succeed on a Wisdom saving throw against your spell save DC or the spell fails and has no effect.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 10 minutes for each slot level above 2nd.

Spell lists. Warlock

Devoured By The Abyss (Azathoth and Nyarlathotep), by Christoph Pfeifer

Visions of Hadar

5th level divination spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a squid brain)
  • Duration: 10 minutes

You choose a willing creature you can see within range and imbue it with terrible knowledge and visions of the future. For the duration, whenever the target makes an ability check, attack roll or saving throw, it can choose to take 1d4 psychic damage. If it does, it adds 1d6 to that roll. The creature can wait until after they roll the d20 before deciding to do this, but must decide before the DM says whether the roll succeeds or fails.

Spell lists. Warlock

 

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