Base Class: Druid
Druids of the Circle of the Witching Woods are often seen as mysterious and otherworldly, even among their fellow Druids. They are said to have learned the secrets of the forest from ancient hags and cackling witches who dwell in the shadows of the trees. These Druids are skilled in the art of potion-making, and their cauldrons bubble and brew with strange and potent concoctions that can heal or harm, bless or curse.
The Circle of the Witching Woods Druids are wanderers at heart, traveling through the forest and beyond in search of rare herbs and ingredients for their potions. They are accompanied on their journeys by a magical walking hut, which serves as their home and sanctuary in the wilderness. This hut is a place of warmth and comfort, where the Druids can rest and recharge their energies after a long day of travel.
Despite their strange ways and sometimes unsettling demeanor, Druids of the Circle of the Witching Woods are fiercely protective of the natural world. They use their magic to defend the forest and its inhabitants from those who would harm it, whether they be humans, monsters, or otherworldly beings. They are loyal to their coven, and will stop at nothing to protect their fellow witches and hags from harm.
In battle, Druids of the Circle of the Witching Woods are a force to be reckoned with. They can summon the powers of nature to aid them, calling forth swarms of insects, roots and vines to entangle their enemies, or a sudden gust of wind to knock them off their feet. They can also brew potions with a variety of custom effects, giving them a wide range of tactical options depending on the situation. Their magic is subtle and insidious, and those who underestimate them do so at their peril.
Questionable Cuisine
At second level, you gain the ability to summon an oven in which you can cook slain creatures. Due to logic defying magic, the oven can cook any one creature of size large or below, producing enough food to feed you and up to six others. The cooking process requires one hour and can be done once per long rest. Consuming creatures grants one of the following benefits depending on the creature's type. All cooked meals are fully edible and have a pleasant flavor, regardless of the creature from which the material was sourced.
- Humanoid: You gain proficiency in Intimidation and resistance to psychic damage.
- Beast: You gain +1 AC and temporary hit points equal to your proficiency multiplied by the pounds of meat consumed.
- Fiend: You gain resistance to fire damage and +2d6 damage to all melee attacks.
- Fey: You gain advantage on saving throws against being charmed and proficiency in Insight.
- Giant: You gain proficiency in Athletics and double carrying capacity for the purpose of lifting, pushing or pulling objects.
- Undead: You gain resistance to necrotic damage and advantage on saving throws against disease and poison.
Benefits last 24 hours or until you consume another meal or take a long rest.
Hexes & Blessings
Starting at 2nd level, you gain the ability to alternatively Hex or Bless creatures. When you cast a spell that targets a single creature, you can choose to either Hex or Bless the creature. The creature gains a different effect depending on your choice.
- Hex: The creature has disadvantage on all rolls for the next minute. Alternatively, It can have a guaranteed failure on its next roll, and no other effects.
- Bless: The creature has advantage on all rolls for the next minute. Alternatively, It can have a guaranteed success on its next roll, and no other effects.
You can use this feature a number of times equal to your Wisdom modifier, after which you must take a long rest.
Circle Spells
The hags and witches who taught you gave you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Once you gain access to a circle spell, 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 Spells
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Hut That Walks Like A Man
At 6th level, you can conjure a magical hut with chicken legs. The hut appears in an unoccupied space of your choice within 30 feet of you and remains there. The hut is large enough to accommodate up to 8 Medium creatures, and its interior is spacious and comfortable, with sturdy wooden furniture and a crackling fire in the hearth.
The hut has the following features:
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Chicken Legs: The hut is mounted on a pair of large chicken legs, allowing it to move at a speed of 50 feet per round, regardless of terrain. The hut can move over difficult terrain and even climb steep slopes or stairs with ease, making it an ideal base for travel or exploration. The hut can travel for up to eight hours, and then must rest for the amount of time it traveled
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Warded Entry: The hut has a sturdy wooden door with a magical lock that only you and your allies can open. The hut is protected by magical wards that prevent any creature of your level or below from entering without your permission.
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Comforts of Home: The hut is furnished with a comfortable bed, a table and chairs, and a cooking hearth that provides warmth and hot meals. The hut also has a small garden plot outside that you can use to grow herbs, vegetables, or other plants. While inside the hut, you and your allies enjoy the benefits of a short rest or a long rest, depending on how much time you spend there.
- False Building: Your hut can perfectly disguise itself as a normal, if rustic cottage. With a crooked chimney, thatched roof, and gnarled wooden shutters.
- Mobile Home: At any time, you may summon the hut to your location. The hut will require one minute to reach your location per mile of distance. You can only summon the hut once per week.
Witching Cauldron
Beginning at 10th level, you have the ability to summon a witching cauldron in which potions can be brewed. This cauldron is made of black metal, and is large enough to hold 5 gallons of liquid, or a child sized body.
As an Action, you summon your cauldron. You can spend 1 hour at a time brewing a magical potion in your cauldron. The potion can have any effect that you can imagine, as long as it is balanced and approved by your DM. You can determine the strength and duration of the potion, as well as any other relevant details.
When you brew a potion, you can choose to expend a spell slot of any level to increase the potion's potency. This increases the duration or potency of the potion, as determined by the DM.
You can make a number of potions per long rest equal to your proficiency modifier.
A potion can be stored for up to 24 hours before it spoils.
The House That Eats People
Starting at 14th level, your Hut has gained an insatiable hunger for living beings, and can now devour those who enter its doors. As an action, you can cause your Hut's door to transform into a toothy maw capable of swallowing creatures whole.
When you do so, choose a single creature within 30 feet of the Hut. The creature must make a Dexterity saving throw against your spell save DC. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it is swallowed by the Hut.
While inside the Hut, a swallowed creature takes 10d6 acid damage at the start of each of its turns. It can attempt to escape the Hut's gullet by using an action to make a Strength check against your spell save DC. On a successful check, the creature is expelled from the Hut's door and falls prone in a space within 5 feet of it.
The Hut can only swallow creatures that are of a size equal to or smaller than its own dimensions, and can only swallow one living creature at a time. Logic defying magic will cause creatures to fit through the door of the Hut that should not be able to.
Creatures with the "Humanoid" type have disadvantage on the save.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses of this feature after finishing a long rest.
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