Base Class: Druid
As a child your sleep was filled with dreams about ravens and a strange place filled with shadow, where no stars light the night sky. In your dreams you would get lost, but always the raven was there to guide you. As you grew you would often catch glimpses of ravens watching you and these small black birds would always be around at important moments in your life. Watching. Listening.
Your bloodline is obscured by time, but legends suggest you are descended from the Shadar-kai or maybe even the Raven Queen herself. Whatever the truth, your lineage is the source of your unusual powers. You walk the lines between light and darkness, and life and death. You have no need for druid circles or symbolism and you owe fealty to nobody but the earth herself. You are her harbinger, her champion.
Raven Witch spells
2nd-level Raven Witch feature
Your heritage grants you access to certain spells. At 2nd level, you learn the Prestidigitation cantrip. Furthermore, you also learn the 1st level Sorcerer spell Ray of Sickness.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Raven Witch 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.
Raven Witch Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | Prestidigitation, Sleep |
| 3rd | Darkness |
| 5th | Blink, Fear |
| 7th | wall of fire, Banishment |
| 9th | Dominate Person, teleportation circle |
Greater Raven form
2nd-level Raven Witch feature
You may Wild Shape into a greater raven as a bonus action. There is no limit to the number of times you can use this ability and you can maintain this form for a number of hours equal to half your druid level (rounded down). You cannot assume any other Wild Shape form.
While you are transformed the following rules apply:
- While transformed into a greater raven you take on it's physical properties, but maintain your own intellectual capabilities. As such, you retain your Intelligence, Wisdom and Charisma scores.
- You retain skill proficiencies if the greater raven is capable of those skills.
- You retain your own saving throw proficiencies or use those of the greater raven, whichever is higher.
- You cannot cast spells while transformed, but you can continue concentrating to maintain the effect of any spell you cast before taking form. You can still take actions that are part of a spell already cast.
- After you transform the rules regarding hit points follow that set out in the Basic Rules for wild shape: "When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious."
- My beady eye: Any creature that elects to attack you you must make a save throw (WIS) to resist the effects of a suggestion spell: "You don't really want to attack me!". The suggestion spell can be found in the Basic Rules , pg. 279. Creatures that cannot be charmed are immune to this effect.
- You make perception checks with advantage.
- Mimicry: You may mimic any simple sound per the raven's ability: a creature that hears the sounds can tell they are imitations with a successful DC of 10 plus your wisdom bonus (Insight) check.
- You retain any race or class benefit if the raven is capable of it.
- You gain Darkvision (60') if you are not already capable of this.
- Rules regarding equipment are the same as those found in the Basic Rules for Wild Shape: "You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form".
Mimicry. The greater raven can mimic simple sounds such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
My beady eye: Any creature that elects to attack you you must make a save throw (WIS) to resist the effects of a suggestion spell: "You don't really want to attack me!". The suggestion spell can be found in the Basic Rules , pg. 279. Creatures that cannot be charmed are immune to this effect.
Darkvision (60')
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
Raven companion
2nd-level Raven Witch feature
You gain the service of a spirit raven. The familiar has the statistics of a normal raven, though it is fey instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A spirit raven cannot attack, but it can take other actions as normal.
When the raven drops to 0 hit points, it disappears, leaving behind no physical form. It reappears at the next sunset.
While your raven is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your raven's eyes and hear what it hears until the start of your next turn, gaining the benefits of raven's enhanced eyesight. During this time, you are deaf and blind with regard to your own senses.
Your raven is a gift bestowed upon you and is not summoned or cast using a spell, but you can temporarily dismiss your raven using an action. It disappears into a pocket dimension where it awaits your recall. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Unlike other familiars, you cannot permanently dismiss this being.
Finally, when you cast a spell with a range of touch, your raven can deliver the spell as if it had cast the spell. Your raven must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Summon Swarm of Ravens
6th-level Raven Witch feature
As a bonus action, a number of times per long rest equal to half your Druid level (rounded down), you may summon a Swarm of Ravens who will fight or otherwise do the druid's bidding to the best of its ability. The druid maintains a telepathic bond with the swarm without the need to concentrate and commanding the swarm is a bonus action. The swarm lasts for a number of rounds equal to the druid's level. Only one swarm may be summoned at a time.
The Swarm of Ravens has 24 hit points plus bonus hit points equal to your druid level. The Swarm of Ravens damage is modified so that it will always do 2d6 damage regardless of how many hit points the swarm has remaining.
Shadow Walk
10th-level Raven Witch feature
Your sorcerous bloodline enables you to briefly walk the line between your current plane of existence and Shadowfell. Using a bonus action you may step into the shadows and partially exist in both realms simultaneously. While in this state you are difficult to spot; your body becomes invisible, but your form still casts a shadow. You may not use this ability in Raven Form.
While shadow walking you roll stealth checks at advantage and are undetectable by non-magical means, including artificial light sources.. While shadow walking and, so long as you are undetected, you make attack rolls at advantage and may add 6d6 necrotic damage to any successful melee attack. Any action which results in you being detected breaks shadow walk.
Piercing the veil
14th-level Raven Witch feature
Upon choosing which level spell slot to consume and spending an action, you fly straight at and through your opponent, piercing the veil between your current plane of existence and the Shadowfell. You inflict 3d10 necrotic damage plus 1d10 per level of the spell slot used. A successful CON saving throw vs your save DC results in only half damage being taken. Any creature failing the saving throw is also stunned until the start of your next turn. You do not, at any point, interact physically with the creature you have attacked.
You may use this ability once per short rest. You cannot end your turn occupying the same space as your target. Should this situation arise then you are automatically moved to the space past the target, but in the same direction of flight.
Bug stub
Stub created to get around a bug
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Posted Jul 28, 2021i would change
Greater Raven form
take wild shape like normal.
bonus attack to change is fine
use raven state block.
besides health 4*druid
peck 1d6 piercing damage
increases by d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Raven companion
you learn the find familiar . what does not count against spells prepared. once per long rest you can cast find familiar raven fey from only with out expelling a spell slot and with out material components.
Summon Swarm of Ravens
all good here but i would and
when a raven attacks under your control count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. this includes you in wild shape.
Shadow Walk
change to you you become invisible till you attack or cast a spell. dd 6d6 necrotic damage to a successful melee attack
can do this the number equal to proficiency bonus.
Piercing the veil
remove once per shot rest. make it a melee attack using wisdom + proficiency. if you miss it takes half damage.
here is why.
using the level 10 stacked on top of it still not that great compared to just casing a spell.
using 9 level spell 12d10+6d6 the max damage is 156 avg 87. crit 174. if took two levels in to paladin crit and throw smite on it avg 237. but the smite cost z 5th level spell.
yes with crit/smite crit. to add smite you you need to be level 16. using a 8th level slot.
meteor swarm a 9th level spell avg 140. in the end its still a classic druid 14 power. it sounds really cool. but