Circle of the Unfathomable
Become the Unimaginable
Druids of the Circle of the Unfathomable are a rare breed, often outcast and unwelcome among other druids, who see them as perverse abominations. Most druids have a deep and abiding hatred of aberrations, thinking them a violation of the nature they've sworn to protect, and the Unfathomable are no different. They can trace their history to a small group of Gith mystics who were stranded in the Far Realm and were left with little choice but to adopt the means of their bitterest enemies in order to survive. When these first druids of the far realm made their way back to the material plane, they recommitted themselves to protecting it from the aberrations which would dominate it, but never lost the knowledge of their foes' ways.
Members of this circle hate aberrations as much or more as other druids, but that has not stopped them from employing their methods, learning to enslave minds, drive creatures mad, or even take the shapes of their former tormentors. These druids have gazed long into the abyss, and the abyss has gazed also into them.
Subclass Features
Circle Spells
Your connection to the far realms and your ability to tap into the aberrations outside of the Material Plane grants you access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Unfathomable 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 Unfathomable Spells
| Druid Level | Spell |
|---|---|
| 2nd | arms of Hadar, command |
| 3rd | levitate, zone of truth |
| 5th | hypnotic pattern, slow |
| 7th | sickening radiance, summon aberration |
| 9th | enervation, far step |
Echoes of the Far Realm
Beginning at 2nd level when you join this Circle, your study and experience of the Far Realms have affected your body and your magic. You can speak, read, and write Deep Speech, have Telepathy out to 30 feet, and your Wildshape is affected by these energies. In addition to being able to magically assume the shape of beasts, you can magically assume the shape of certain aberrations known to your circle. You are granted aberrant Wild Shapes as you gain levels in this class as shown in the Aberrant Wild Shape table below:
Unfathomable Wild Shape
| Druid Level | Aberrant Forms |
|---|---|
| 2nd | slaad tadpole |
| 4th | flumph |
| 6th | star spawn grue |
| 8th | gazer |
| 10th | intellect devourer |
| 12th | nothic |
| 14th | grell, neogi |
| 16th | chuul, spectator |
| 18th | otyugh, red slaad |
| 20th | mind flayer |
Pressures of the Trench
At 6th level, you gain a swim speed equal to your walk speed, superior darkvision out to 60 feet, and the ability to breathe underwater and survive at great depths with no ill effects.
Whispers From the Void
Beginning at 10th level, fragments of sibilant sound swirl around you, a constant susurrus that can nudge the unwanted towards madness. When a creature moves within 10 feet of you, you can use your reaction to amplify these whispers, forcing it to make a Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a direction you determine. On a 7 or 8, the creature makes a melee attack against a creature within its reach that you determine, doing nothing if no such creature is available.
You can use this feature a number of times equal to your proficiency bonus before finishing a long rest.
Shape of the Wild Depths
By 14th level, the Far Realm has seeped so deeply into your mind and soul that your body is permanently transformed. You decide the physical nature of the transformation, whether a growth of vestigial tentacles, beaks or eyes growing in unusual places, your mouth being sealed over and rendered useless, or another visible change of your choice. You also gain immunity to psychic damage, Truesight out to 15 feet, and cannot be charmed or frightened.