Dark Druid

A Dark Druid reveres nature's necessary shadows: rot, decay, undeath, and the frayed places where other planes touch the world. They are caretakers of endings and architects of necessary endings to make room for new life or to maintain balance between worlds.

Class Features

Hit Die d8
Primary Ability Wisdom
Saving Throws Wisdom, Constitution

Proficiencies

Armor Light armor (nonmetal), Medium armor (nonmetal), Shields (nonmetal)
Weapons Simple weapons, Scimitar, Sickle, Quarterstaff, Longspear
Tools Herbalism kit
Skills Choose two from Arcana, Nature, Medicine, Survival, Insight, Stealth

Starting Equipment

• A wooden shield (nonmetal) and quarterstaff
• A scimitar and leather armor (nonmetal)
• Explorer's pack and herbalism kit

Class Resources

Gloom Points (example starting) 2 (Long rest (some rituals may restore 1 point on a short rest))

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 2
Spells Known 12
Rot Seed (Cantrip)
Cantrip Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You hurl a small seed imbued with decay. Make a ranged spell attack: on hit the target takes 1d6 necrotic damage and suffers vulnerable-to-necrotic for 1 round. Scales by character level (2d6 at 5th, 3d6 at 11th, 4d6 at 17th).

Damage
Damage: 1d6 (scales) necrotic (Increases at 5th (2d6),11th (3d6),17th (4d6))
Conditions: vulnerable to necrotic (1 round)
Carrion Grasp
Level 1 Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

A spectral hand of rot reaches for a creature. The target must succeed on a Strength saving throw or be restrained as necrotic tendrils hold them; while restrained the tendrils deal 1d6 necrotic damage at the start of each of the target's turns. A restrained creature can make a Strength check at the end of each of its turns to break free.

Control
Saving Throw: Strength
Damage: 1d6 necrotic (None)
Conditions: restrained
At Higher Levels:

Damage increases by 1d6 per two spell levels above 1st

Miasma Cloud
Level 2 Conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

You create a choking cloud of rot and spores. Creatures that start their turn in the cloud must make a Constitution save or take 2d6 necrotic damage and be poisoned until they leave the cloud and succeed on a save. Allies you designate treat the cloud as difficult terrain but are unaffected by the poison portion.

Damage
Saving Throw: Constitution
Damage: 2d6 necrotic (+1d6 per spell level above 2nd)
Conditions: poisoned
At Higher Levels:

Damage +1d6 per slot level

Wither
Level 2 Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You cause a creature's flesh to briefly rot; on a failed Constitution save the target takes 3d8 necrotic damage and its Strength or Dexterity score (your choice) is reduced by 1d4 for 1 minute. On a success it takes half damage and no ability score reduction.

Damage
Saving Throw: Constitution
Damage: 3d8 necrotic
Conditions: ability score reduction (temporary)
At Higher Levels:

Damage +1d8 per spell level above 2nd; ability reduction duration not increased

Rotbind (3rd)
Level 3 Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

You bind a corpse's rot into a tether to a creature. Choose a corpse within range and a creature—if the creature is damaged while the tether stands it takes necrotic damage equal to half the damage dealt to the corpse. The tether breaks if the corpse is removed more than 30 feet from the creature or destroyed.

Control
Damage: variable (half of damage to corpse) necrotic
Conditions: tethered
Carrion Call (3rd)
Level 3 Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous (summoned undead lasts 1 minute)

You call forth 1d4+1 skeletons or zombies of small/medium size that follow simple commands for 1 minute. They use weak stats appropriate to their type. If cast with a 4th-level slot or higher, the undead last 10 minutes and their attack damage increases.

Summon
Damage: varies bludgeoning/slashing (Duration and power increase with slot level)
At Higher Levels:

Undead quality and duration increase

Farshift (4th)
Level 4 Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes

You tear a partial aperture to another plane. As an action you may cause one creature you touch to be partially phased: it gains resistance to bludgeoning/piercing/slashing from nonmagical attacks and can move through creatures and objects as difficult terrain. Each turn while phased the creature must succeed on a Wisdom saving throw or experience brief madness (disadvantage on next attack).

Utility
Saving Throw: Wisdom
Damage: None None
Conditions: partial phase (movement changes, potential madness)
Wail of the Rot (5th)
Level 5 Necromancy
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous

A howl of boiled earth and decay erupts from you in a 60-foot cone. Each creature in the area must make a Constitution save. On a failure a creature takes 6d8 necrotic damage and is frightened for 1 minute. On a success it takes half and is not frightened. Undead and fiends have disadvantage on the save.

Damage
Saving Throw: Constitution
Damage: 6d8 necrotic ( +1d8 per spell slot above 5th)
Conditions: frightened (1 minute)
At Higher Levels:

Damage +1d8 per slot level above 5th

Graft of Unlife (4th)
Level 4 Transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Permanent until dispelled or removed

You graft necrotic vigor to a willing creature (or to yourself). The target gains temporary necrotic affinity: when it would be reduced to 0 HP for the first time while the graft exists, it instead drops to 1 HP and emits a pulse of necrotic energy (3d6 necrotic to nearby hostile creatures). This graft can be removed by remove curse or similar magic.

Buff
Damage: 3d6 necrotic
Pestilential Bloom (6th)
Level 6 Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

You cause a 20-foot-radius area to erupt with fast-growing necrotic flora that clings to creatures. Creatures entering or starting their turn there must make a Constitution save or be restrained and take 3d8 necrotic damage; on a success they are slowed (half movement) and take half damage.

Control
Saving Throw: Constitution
Damage: 3d8 necrotic (+1d8 per spell slot above 6th)
Conditions: restrained, slowed
At Higher Levels:

Damage +1d8 per slot level above 6th

Tear to the Hells (7th)
Level 7 Evocation/Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

You rip a temporary wound between planes beneath a creature or area: a 20-foot-radius rift opens at a point you can see within range, spewing brimstone, aberrant energies, or eldritch hunger depending on your Circle. Creatures in the area take 8d8 damage (necrotic or fire based on Circle) and must save Dexterity or be knocked prone. Allies can stand in the rift for a short time to gain a planar boon instead (DM adjudicates).

Damage
Saving Throw: Dexterity
Damage: 8d8 necrotic or fire
Conditions: prone
Elder Rot (9th variant)
Level 9 Necromancy
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S
Duration: Instantaneous

Available to the class at higher tier (see features). Unleashes a devastating wave of ruination or replenishment depending on you; handled as a class feature at 18th level.

Area Damage
Saving Throw: Constitution
Damage: 10d8 necrotic
Conditions: disease affliction (narrative)
Nature's Requiem (5th)
Level 5 Necromancy/Restoration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous

You transfer life between creatures. Choose up to three creatures within range; you may cause one to lose up to 4d8 hit points (save Con for half) and distribute that amount as healing to the others equally. Undead in the area regain hit points instead when targeted.

Damage/Healing
Saving Throw: Constitution
Damage: 4d8 necrotic (on the source)
Healing: Split among chosen allies
At Higher Levels:

Damage/healing increases by 1d8 per slot above 5th

Blightwalk (2nd)
Level 2 Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

You become one with rotty ground. You gain resistance to bludgeoning/piercing/slashing from nonmagical attacks and difficult terrain created by organic matter doesn't slow you. You may move through living plants without damage.

Buff
Damage: None None
Conditions: resistance to physical nonmagical attacks
Sewage Swarm (1st)
Level 1 Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

You conjure a small swarm of putrid insects that harass a foe. On a hit the swarm deals 1d6 necrotic and imposes disadvantage on perception checks relying on smell for 1 minute.

Damage/Debuff
Damage: 1d6 necrotic (Increases at higher spell slots)
Conditions: disadvantage on smell-based perception
At Higher Levels:

Damage increases with slot level

Martial Abilities

Resource Gloom Points
Gloom Point Pool
Passive Level 1

You gain a pool of Gloom Points that power many Dark Druid abilities. At 1st level you have 2 Gloom Points. You gain additional Gloom Points at 6th (1 extra), 10th (1 extra), and 14th (1 extra) levels. You regain all Gloom Points on a long rest. The DM may allow a short-rest recovery of 1 point if you perform a dark ritual.

Pestilence Bolt
Action 1 Gloom Point Level 1

As an action, spend 1 Gloom Point to fire a bolt of concentrated rot. Make a ranged spell attack; on hit the target takes 2d8 necrotic damage and must succeed on a Constitution save or be infected (see Rot infection rules: disadvantage on Str/Dex saves and -1 per failed week without treatment).

Damage Effect
Saving Throw: Constitution
Damage: 2d8 necrotic (Damage increases by 1d8 at 11th and 17th levels)
Conditions: infection (long-term)
Duration: Infection persists until cured
Siphon Life
Action 1 Gloom Point Level 2

Spend 1 Gloom Point as an action to make a melee spell attack or touch a creature to siphon vitality: on a hit you deal 1d8 + your Wisdom modifier necrotic damage and you regain HP equal to half the damage dealt (rounded down).

Damage/Heal Effect
Damage: 1d8 necrotic (Damage increases to 2d8 at 6th, 3d8 at 14th)
Pestilent Burst (AoE)
Action 2 Gloom Points Level 4

Spend 2 Gloom Points to unleash an outward burst: creatures in a 15-foot radius must make a Constitution save or take 3d6 necrotic damage and be sickened (disadvantage on attacks and ability checks) for 1 minute. On a successful save they take half and aren't sickened.

Area Damage/Debuff Effect
Saving Throw: Constitution
Damage: 3d6 necrotic
Conditions: sickened (1 minute)
Shadowmorph Pounce
Attack 1 Gloom Point Level 2

While in Shadowmorph, spend 1 Gloom Point as part of a charge to add 2d6 necrotic damage to your first attack and attempt to grapple automatically (contest opposed by target's Strength or Dexterity).

Prerequisites:

Shadowmorph

Damage/Control Effect
Damage: 2d6 necrotic
Conditions: grapple (if effect succeeds)
Bane of the Living
Bonus Action 2 Gloom Points Level 6

Spend 2 Gloom Points to mark a creature as prey. For 1 minute you and your allies have advantage on attack rolls against the marked creature, and it has disadvantage on Wisdom saving throws. You can only mark one creature at a time.

Debuff Effect
Conditions: disadvantage on Wisdom saves, attackers have advantage
Duration: 1 minute
Animate Blight
Action 3 Gloom Points Level 10

Spend 3 Gloom Points to animate a larger corpse into a durable undead (example: create a skeletal champion or revenant) under your command for 10 minutes. The creature has hit points equal to its normal HP and deals necrotic bonus damage equal to your Wisdom modifier. This is narrative-heavy and GM should set exact stats in play.

Summon Effect
Duration: 10 minutes

Transformations

Shadowmorph (Improved)
Varies (uses Shadowmorph uses) Level 2

An improved Wild Shape form keyed to darkness and rot that replaces some Wild Shape benefits. While transformed you gain necrotic resistance, stealth bonuses, and can use Shadowmorph Pounce and other Gloom abilities. The form scales with the beast chosen and can be used a number of times per long rest as per the Shadowmorph feature.

Changes:

Resistance to necrotic, Darkvision 60 ft (if none), Proficiency in Stealth while in form, Impaired healing (healing spells half as effective on you in this form)

Special Actions:

Shadowmorph Pounce (spend Gloom Point), Use Gloom-fueled special attacks

Limitations:

Some healing is halved, Can't cast spells unless you have the Circle feature that allows spellcasting in shape

Gravebound Form
1 minute 3 Gloom Points Level 14

A 14th-level transformation that briefly turns you into an undead-like avatar. You gain immunity to disease, resistance to nonmagical physical damage, and the ability to animate a corpse into a companion by transferring up to half your HP. The form lasts up to 1 minute and costs 3 Gloom Points.

Changes:

Immunity to disease, Resistance to bludgeoning/piercing/slashing from nonmagical weapons, Can animate a nearby corpse into a companion using your HP

Special Actions:

Use your action to transfer HP and animate a corpse

Limitations:

Using the HP transfer reduces your maximum HP until you finish a long rest, Cannot regain hit points from mundane rest while in form

Farborn Aspect
1 minute 4 Gloom Points Level 18

An 18th-level transformation (subclass access varies) which overlays an alien physiology. You gain immunity to psychic damage for the duration, blindsight 30 ft, and any creature that hits you with a melee attack must succeed on a Wisdom save or be stunned until the end of its next turn. Lasts 1 minute and costs 4 Gloom Points.

Changes:

Blindsight 30 ft, Immunity to psychic damage, Melee attackers risk being stunned

Special Actions:

Manifest an ephemeral extra-limb to make a free chilling touch (deals 2d8 psychic or necrotic)

Limitations:

Intense mental strain; after ending you suffer one level of exhaustion, High cost in Gloom Points

Auras

Aura of Decay
10-foot radius Level 6

You exude a 10-foot radius aura of rot. Hostile creatures starting their turn there take necrotic damage equal to your Wisdom modifier. Allies within the aura gain advantage on saves vs disease and poison.

Effect:

Hostiles take necrotic each turn; allies gain disease/poison resilience

Aura of the Gravebound
30-foot radius 2 Gloom Points Level 14

At 14th level (with Gravebound Form) your aura extends to 30 feet and you may spend 2 Gloom Points to cause undead under your control in the aura to gain extra attacks equal to your Wisdom modifier for 1 round.

Effect:

Enhances allied undead; extends aura radius

Activation:

Spend 2 Gloom Points for undead bonus

Companions

Blighthound
Summoned Beast/Companion
Level 3

A medium canine wreathed in spores and rot that serves as a familiar/companion. It obeys simple commands, can perform aid actions, and can be summoned by a 3rd-level class feature or spell.

Statistics:
HP 4 + 1 per druid level
AC 13
STR 12
DEX 14
CON 12
INT 4
WIS 12
CHA 6
Speed:
Walk 40 ft.
Skills:

Perception + your proficiency

Senses:

Darkvision 60 ft, Passive Perception 12

Features:

Pestilential Bite: bite deals 1d6+Wis mod necrotic once per turn and inflicts minor infection (roleplayed)., Scent of Rot: advantage on tracking carrion and undead

Commands:

Attack (target), Disrupt (use Pestilential Bite), Scout (move quietly and report)

Scaling:

Level 6: Bite damage increases to 2d6 and gains an ability to distract foes (grant advantage to allies nearby once per short rest).

Level 10: HP increases and gains a 1/day ability to explode into spores dealing 3d6 necrotic in 5-foot radius (self revived after a long rest).

Bone Stag
Summoned Mount/Companion
Level 7

A skeletal stag summoned by Circle of Bone druids (or DM-approved), used as an occasional mount or ally. It follows commands and can be animated for an hour using Bonechant.

Statistics:
HP 8 + 1 per druid level
AC 14
STR 16
DEX 12
CON 14
INT 6
WIS 12
CHA 8
Speed:
Walk 50 ft.
Senses:

Darkvision 30 ft

Features:

Trampling hooves: when it charges, it can knock prone and deals necrotic extra damage equal to Wis modifier., Boneward: expend a use to create a protective bone shell that confers temporary HP to rider.

Commands:

Move to location, Trample, Guard

Scaling:

Level 11: Becomes more durable and gains a Rampage attack

Class Features

Dark Druidic Initiation (Level 1)

You swear to a circle that reveres nature's darker necessities: rot, death, and hungry planes. You gain proficiency with the herbalism kit. You learn two cantrips from the Dark Druid spell list and can prepare spells as a druid normally does. You also gain Gloom Sight: you can see through magical darkness created by your spells and abilities up to 30 feet.

Rotcraft (Level 2)

You learn to twist natural energies toward decay and renewal. Many of your spells and abilities deal necrotic damage, impose disease-like conditions, or animate carrion. When you cast a spell that restores hit points, you may instead convert that healing to necrotic damage to creatures of your choice within the spell's range (and you may choose to animate a corpse you damage to create a temporary undead at CR appropriate to the spell; see Circle features).

Shadowmorph (Wild Shape variant) (Level 2)

At 2nd level you gain a form of Wild Shape specialized for dark nature. You may assume an altered beast form called a Shadowmorph a number of times equal to half your druid level (rounded down) per long rest. A Shadowmorph takes the stat block of an appropriate beast you know but gains these properties while in the form: resistance to necrotic damage, darkvision 60 ft (if it didn't already have it), impaired healing (healing spells restore half HP to you while in Shadowmorph), and you're considered proficient in Stealth. You may use Gloom Points to activate special Shadowmorph options (see martial abilities).

Prerequisite: Must be able to Wild Shape

Circle Path (Level 3)

At 3rd level you choose a Circle of the Dark Druid: Circle of Corruption, Circle of Farborn, or Circle of Bone. Your choice grants features at 3rd, 7th, 11th, and 15th levels.

Aura of Decay (Level 6)

Beginning at 6th level you exude a subtle aura of rot in a 10-foot radius. Hostile creatures that start their turn in the aura take necrotic damage equal to your Wisdom modifier (minimum 1). Allies in the aura who share your dark path gain advantage on saving throws against disease and the poisoned condition.

Gloom Mastery (Level 10)

At 10th level your command of bleak energies improves. While you are concentrating on a necrotic or disease-based spell, you have resistance to psychic and poison damage. Additionally, when you cast a necrotic spell of 1st level or higher you may spend 1 Gloom Point to add your Wisdom modifier to the spell's damage (minimum +1).

Resource Cost: 1 Gloom Point

Gravebound Form (Level 14)

At 14th level you may assume a Gravebound Form as a transformation (see Transformations). In this form you gain temporary undead traits: immunity to disease, resistance to bludgeoning/piercing/slashing from nonmagical attacks, and you can transfer up to half your hit point maximum to animate a corpse as your companion (it uses the Circle's undead template). Using Gravebound Form uses 3 Gloom Points and lasts for up to 1 minute; once used you cannot use it again until a short or long rest.

Resource Cost: 3 Gloom Points

Elder Rot (Level 18)

At 18th level your mastery of decay lets you twist ecosystems at a grand scale. Once per long rest, you can cast a 9th-level variant ability called Elder Rot: a 60-foot-radius wave of necrotic pestilence centered on you. Creatures of your choice are subject to Constitution saving throws; on a failure they take 10d8 necrotic damage and are afflicted with a lingering disease (DM-defined) for 24 hours; on a success they take half damage and gain one level of exhaustion. Allies in the radius instead are healed for 5d8 and gain a 24-hour boon against undead control.

Resource Cost: Special (once per long rest)

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