Circle of Ravens

by Bamstacks

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Circle of Ravens

Deep within the blackest recesses of the Kelaborr Forests, ravens and crows line the treetops, keeping out many watchful eyes for their elusive masters. Druids within the Circle of The Raven are rarely seen even by the standards of hermit like druids. They are instead vigilant and swift protectors of the balance between life and death. These druids spend much of their lives deeply attuning to the oldest and most primordial forces of the forest, both as a benevolent giver of life and rebirth as well as a merciful dealer of peaceful and final rest. Because of this, Circle of The Raven druids seek primarily to maintain the balance between the forces of life and death. Rarely seen outside of their communities, the growing darkness engulfing the countryside has prompted these mysterious druids to finally venture out of the shadows.

Cicle Spells

Druid Level Spells
2nd chill touch, cure wounds, detect evil and good
3rd darkness, invisibility
5th life transference, vampiric touch
7th banishment, death ward
9th dispel evil and good, enervation

Spies from the Shadows

2nd-level Circle of Ravens feature

You are flanked by a conspiracy of ravens. While you are conscious, ravens in the vicinity seem to orbit you wherever you go. These ravens will perch themselves on trees, rooftops and vantage points passively while following you. While within 100 feet of a raven you can, as an action, call one of the familiars to you, causing it to act as if it were a familiar summoned by the find familiar spell. You can also, as an action, telepathically see and hear through the eyes and ears of any ravens within 100 feet of you. When you fall unconscious or fall asleep, the conspiracy dissipates. You can also wildshape into a raven at will.

Night Haunter

2nd-level Circle of Ravens feature

You can use your wild shape as an action to assume the form of a Night Haunter. Your limbs elongate, a ferocious beak forms over top of your face, talons curl at the tips of your digits, your skin is covered in inky black feathers, and you sprout two gnarled wings from your back. You can maintain this form for 10 minutes unless you spend another use of Wild Shape to extend its duration for an additional 10 minutes. While in this form, you gain a +2 bonus to your AC and resistance to psychic damage. Any creature of your choice that starts its turn within a 5 ft radius around you while in your Night Haunter form must make a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. A creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on the save or has the effect ended on it are immune to the effect for 24 hours.

Dark Congregation

6th-level Circle of Ravens feature

The birds that accompany you become empowered by the ancient magics you wield. As a bonus action, you can command a swarm of ravens to swoop in around a creature you can see within 30 feet of you. The target faces a 1d6 penalty to any attack rolls it makes. At the end of each of its turns, the creature makes a Strength or Dexterity saving throw against your spell save DC, swatting away or avoiding the swarm on a success.

You can cause your ravens to swoop in this way a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Haunter Magic

10th-level Circle of Ravens feature

Your Night Haunter form allows you access to flight and dark spells from the most primordial beings of nature. While in your Night Haunter form, you gain a flying speed equal to your walking speed, and you can cast evard's black tentacles without expending a spell slot. When you cast the spell in this way, it is centered on yourself and you are immune to its effects and can ignore the difficult terrain it produces. Once you cast evard's black tentacles in this way, you can't do so again until you finish a long rest.

Nevermore

14th-level Circle of Ravens feature

You are able to channel vast amounts of primordial magic from the deepest corners of the forest into a crippling malediction against your foes. As an action while transformed as the Night Haunter, all creatures of your choice within 30 feet must succeed on a Wisdom saving throw against your spell save DC or become cursed, transforming into the aspect of a raven for one minute. Whilst a raven, creatures retain their Intelligence, Wisdom, and Charisma scores, but otherwise hold the physical stats of a raven.

Whilst a raven, creatures are unable to perform spells with somatic components and cannot wield weapons. Creatures can attempt to cast spells involving verbal components only, but they must roll a d4 when they attempt to do so. On a 1 or 2, the spell fails due to poor vocal mimicry. A creature may repeat the saving throw at the end of each of their turns in order to return to their base forms. If a creature cursed to be a raven in this way returns to its base form, the creature returns to the number of hit points it had before it transformed. However, if it reverted as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

Once you use this ability you can't do so again until you finish a long rest.

 

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