Base Class: Druid
Witches who follow the Green Path are attuned to the raw forces of nature, weaving spells with the essence of earth, plants, and spirits. Their power is not gentle but wild and untamed rooted in ancient pacts and bound by the Witches' Road. They are both healers and hexers, capable of blessing allies with life or cursing foes with decay.
The Green Witch
2rd Level Feature
Being attuned to nature and its magic give your connection to mother nature strong and just.
- Grants you advantage on Arcana (INT) and Nature (INT) checks in regards of nature.
- Chlorokinesis:
Plants and other vegetation are happy and blooming when you are near them. At will, you can make the plants grow faster provided they have the necessary things to grow like sunlight and soil plus your magic, you can use this ability in multiple ways.
- Restrain a creature near plants. (DC 10 + proficiency)
- Sprout flower and bloom it to fruits (1d6 Fruit per tree) 2 times per short rest.
- Form a structure of any kind using the plants (ex. Ladder, Bridge, Tree house, etc.)
- Permanently sprout a thick vines and roots blocking passage or making a difficult terrain a certain area (30 feet).
- You can make the plant grow thorns, creatures who touch the thorns will take damage at the start of each of their turn or enters the area will take 1d4 piercing damage upon entering and every 5 feet of movement inside the terrain.
- Plants can talk to you gives you simple descriptions and answer based on what had happen near them recently.
- Century old trees can give advice or knowledge if they have something to share.
Witch's Bane & Blessings
3rd Level Feature
This witch grants boons or cursed to those who protect nature and those who seek to destroy it.
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Verdant Boon: You can touch a creature and bless them with nature’s vitality. They gain temporary hit points equal to your Druid level and advantage on their next Constitution saving throw. You can use this feature equal to your proficiency bonus per short rest.
- At higher levels the boon grants more blessings.
- At level 6, boon also grants tough bark-like armor granting. + 3 AC and the boon now last until the next short rest.
- At level 10, boon also now grows a thorn-like on the bark-like armor making those who makes a melee attack against you take magical piercing damage equal to your level and now you can give this boon up to 3 creatures of your choice.
- At level 14, boon also now imbue the unarmed/weapon with poison like sap that deals additional 1d8 magical poison damage twice, when they gets hit with the unarmed/weapon and at the start of their turn. If given to a spell caster their spell will deliver the additional poison damage.
- At higher levels the boon grants more blessings.
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Withering Curse: Once per turn, as a bonus action, you can mark a creature within 30 feet. The next time they take damage; they also take necrotic damage equal to your proficiency bonus (minimum 1). Creatures who died under the effects of this cure will sprout new plant life from its corpse up to 10 feet around it.
- Withering Curse last only for until the next time the creature takes damage after receiving this curse.
- The ground where the creature falls becomes fertile and starts to sprout some beautiful Plants, Flowers, and Mushrooms that is native to that place.
- At higher level this curse will also have more effects.
- At level 6, curse now give disadvantage on their attack action and -1d4 penalty to saving throw. the curse now lasts for 1 turn.
- At level 10, curse now makes their armor and reflexes weak giving them -1d4 penalty to AC.
- At level 14, curse now makes them lose their sanity making them hallucinate to making them attack their ally. (INT save DC: 1-17 attack the nearest ally, 18-20: attacks their enemy.)
Spirit of the Grove
6th Level Feature
Your connection with mother nature and her inhabitants deepens.
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You can see and communicate with nature spirits (invisible fae, lingering souls, or spirits bound to plants). They may offer guidance, but their motives are their own.
- Gains 30 feet Truesight, 60 feet if inside a forest or an area with a lot of plants and foliage.
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You learn the Summon Fey spell and can cast it once per long rest without expending a spell slot.
One with the Earth
10th Level Feature
Your bond with nature deepens, allowing you to merge with the land itself.
- You gain tremorsense (30 feet), allowing you to sense everything around you.
- You gain + 5 to Nature (INT), +4 to Stealth (DEX) and +3 to Arcana (INT)
- You gain resistance to poison damage.
One with the Earth
As an action, you can meld into natural terrain—becoming one with trees, rocks, or soil. While merged, you gain the following benefits for up to 1 minute:
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You have expanded tremorsense (60 feet), allowing you to sense creatures through the earth in a much wider range.
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You can move through nonmagical difficult terrain without expending extra movement. You can also use this to travel through the natural terrain with ease without suffocating.
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Burrow: As a bonus action, you can partially sink into the ground, gaining half cover until the start of your next turn.
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When you emerge from the earth, your next melee attack or spell deals extra poison or necrotic damage equal to your level.
You can use this feature a number of times equal to your Proficiency bonus, you cannot do so again until you finish a short or long rest.
Witches’ Veil
As a reaction, you can wrap yourself in an ethereal shroud of mist, vines, or spectral foliage. For 1 minute:
- You gain resistance to nonmagical weapon attacks.
- Attacks against you have disadvantage if you are in dim light or darkness.
- If a creature within 5 feet damages you, they take poison or necrotic damage equal to your proficiency bonus.
Once you use this feature twice, you cannot do so until you finish a short or long rest.
Keeper of the Green Flame
14th Level Feature
You can invoke an ancient ritual to awaken nature’s wrath. The essence nature and earth itself are now you.
- Taking a short rest inside a forest and/or other natural terrain (grassland, bushes, caves, mountains, etc.) grants the benefits of long rest.
- Nature's Armor: Grants +3 to AC when not wearing armor or shield.
- Green Magic: Your magic and spells are stronger when you are near or on a natural terrain, you can add +3 to your spell attack rolls, spell save DC and spell attack damage.
- Nature's Guise: You can use hide as a bonus action and have advantage in Stealth (DEX) checks when you hide in plants or other natural terrain and your movement while hiding is completely silent. Blending in easily with the foliage.
Nature's Wrath
As an action, you cause the ground in a 30-foot radius to surge with wild magic for 1 minute:
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Allies in the area at the end of their turn regain 1d6 hit points per turn
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Enemies in the area at the start of their turn take 1d6 poison/radiant damage per turn
- Magical petals and leaves dramatically flies around the inside the circle.
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You can use your reaction to cause vines or roots to restrain a creature that moves within 10 feet of you. (They must make a Strength save vs. your spell DC to escape.)
You can only have one active Nature's Wrath at a time, activating another one will end the previous.
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Posted Dec 14, 2025@MysticFrostSF Love this subclass, but there is an issue where you can't chose a level 3 option on The Green Witch 1 choice * 2nd level
The Green Witch
Being attuned to nature and its magic give your connection to mother nature strong and just.
No Choice Made
Chlorokinesis: 1 Bonus Action
Witch's Bane & Blessings - Should this be per short rest?
This witch grants boons or cursed to those who protect nature and those who seek to destroy it.