Druid Circle: Circle of Hell

by GouyokunoGreed

Search GM Binder Visit User Profile

Druid Circle: Circle of Hell

Druid Circle

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following option is available to you when making that choice.

Circle of Hell

Some druidic sects have found ways to extract the magic of the Nine Hells, combining their nature spells with the diabolical energy of the Lower Planes. While some of these sects devote themselves to the devils' mission, recruiting souls for the Blood War, others use this dark power for benign purposes, not allowing themselves to be shaped by the evil influence of the plane of Asmodeus.

Circle of Hell features
Druid Level Features
2nd Bonus Proficiencies, Circle Spells, Infernal Form
6th Blood Pact
10th Reinforcements from Baator
14th Devil's Essence

Bonus Proficiencies

2nd-level Circle of Hell feature

You gain proficiency in the Religion skill, and you learn to speak, read, and write Infernal.

Circle Spells

2nd-level Circle of Hell feature

You learned how to siphon the power of the Nine Hells, which has granted you access to some spells. At 2nd level, you learn the firebolt cantrip.

When you reach certain levels in this class, you gain access to th spells listed for that level in the Circle of Hell 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 Hell Spells
Druid Level Spells
2rd cause fear, command
3rd darkness, suggestion
5th fireball, major image
7th confusion, wall of fire
9th cloudkill, dominate person

Infernal Form

2nd-level Circle of Hell feature

As a bonus action, you can expend a use of your Wild Shape feature to take on an Infernal Form, rather than


transforming into a beast. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Your appearance changes when you channel your infernal essence, becoming more devilish in one or more ways. You can decide how your appearance changes, or roll on the Infernal Aspects table to determine the changes randomly.

Infernal Aspects
d8 Aspect
1 You grow devil-like horns on your head.
2 Your skin gains a red tint.
3 Your eyes become a solid color, with no visible iris or pupil.
4 You smell of sulfur.
5 You grow a fiendish tail.
6 Your hair lights up in harmless flames.
7 Your teeth become jagged and sharp.
8 Infernal runes light up over your body.

While you are in your Infernal Form, you gain the following benefits:

  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You can use an action to become invisible. You can only do so once each time you enter your Infernal Form. You remain invisible for as long as you keep your concentration (as if you were concentrating on a spell), until your Infernal Form ends, until you make an attack roll, or until you force a creature to make a saving throw.
  • Your weapon and cantrip attacks deal 1d6 extra damage to any target they hit. The damage is either fire or poison (your choice when you make the attack).

Blood Pact

6th-level Circle of Hell feature

While you are in your Infernal Form, you have resistance to damage from spells.

Additionally, as an action while you're in your Infernal Form, you can choose a number of willing creatures you can see within 30 feet of you, up to your proficiency bonus, and form a blood pact with them. When a creature in the pact kills a hostile creature, they can expend 1 of their hit dice and roll it, and every other creatures in the pact gains temporary hit points equal to the number rolled + your Wisdom modifier. Those temporary hit points last until your Infernal Form ends.

Reinforcements from Baator

10th-level Circle of Hell feature

Your domain over hell's magic grants you the power to control infernal spirits to aid you in battle. You know the summon fiend spell (but you can only choose the devil option). It counts as a druid spell for you, and you can cast it

without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Devil's Essence

14th-level Circle of Hell feature

You become so used to channeling infernal energy that your fiendish essence becomes more powerful. While you're in your Infernal Form, you also gain the following benefits:

  • You gain resistance to cold, fire, and poison damage, and you have advantage on saving throws against the poisoned condition.
  • You have advantage on saving throws against spells and other magical effects.
  • You gain a flying speed equal to your walking speed and can hover.
  • When you cause extra fire or poison damage with your Infernal Form feature, you can add your Wisdom modifier to the damage roll.
  • You always know the location of creatures you have made a blood pact with, even if they're in a different plane of existence.
Credits
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.