Druid
Base Class: Druid

The Circle of the Coven is made up of hags and witches, who work together despite their selfish natures. These druids do not meet unless necessary as they are often warned about and hunted by adventurers and other covens or circles to stop their influence. These druids generally don’t seek to preserve or protect nature as other druids do, instead they see it as a means of power and as a tool to accomplish their dark ends.

Despite their infamous danger, druids of these circles are often sought out to resolve issues, administer medicine, or to grants wishes or prophecies. Most of which tend to end in tragedy.

Witch’s Pet

When you choose this circle at 2nd level, you learn the find familiar spell if you do not already know it. Once you gain access to this spell you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. It counts as a druid spell when you cast it. Additionally, you can feed your familiar some of your blood to fortify it as an action. You take 1d4 points of necrotic damage and your familiar gains that amount in temporary hit points. The damage caused by the ability cannot be reduced in any way.

Your damage die for this ability changes when you reach certain levels in this class. The die becomes a d6 at 6th level, a d8at 10th level, and a d10 at 14th level.

At 10th level your familiar gains the ability to latch onto a target as an action. While latched onto a target in this way, the target has disadvantage on saving throws against any spell you cast.

Dark Magic

Intelligence is your spellcasting ability for your druid spells and abilities.

Coven Spells

You, and the fellows of your coven, have infused yourselves with the ability to cast certain spells. When you choose this subclass at 2nd level and at 3rd, 5th, 7th, and 9th level you gain access to coven spells connected to the coven that you hail from. Choose that coven — dark, death, nature, or prophecy — and consult the associated list of spells.

Once you gain access to a coven 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.

Dark
Druid Level Spells

2nd

identify, ray of sickness

3rd

hold person, locate object

5th

bestow curse, counterspell

7th

phantasmal killer, polymorph

9th

contact other plane, scrying  

Death
Druid Level Spells

2nd

false life, inflict wounds

3rd

gentle repose, ray of enfeeblement

5th

animate dead, speak with dead

7th

blight, death ward

9th

contagion, raise dead

Nature
Druid Level Spells

2nd

entangle, speak with animals

3rd

flaming sphere, moonbeam

5th

call lightning, plant growth

7th

dominate beast, grasping vine

9th

insect plague, tree stride

Prophecy
Druid Level Spells

2nd

bane, bless

3rd

augury, detect thoughts

5th

clairvoyance, dispel magic

7th

arcane eye, locate creature

9th

geas, legend lore

 

Coven Caster

Starting at 6th level, you can cast any spell with the ritual tag as a ritual whether you have it prepared or not. Additionally you can combine your ritual with another creature within 10 ft that is able to cast the same spell, in order to halve the amount of time needed to cast the spell.

If you are within 30 feet of all members of your coven, you can each cast the spells granted by your coven twice a day without expending a spell slot, but must share the expended spells amongst yourselves.

Taglocks

When you reach 10th level, you can use certain marks or objects known as taglocks to enhance your spellcasting against the targets they belong to. A taglock could be an item of personal significance, a lock of hair, a collection of nail clippings, or a small scrap of flesh. It could also be an unfading mark that your familiar leaves on your target’s body such as a bite or a scratch.

For every taglock you have, the target of those taglocks have -1 to saving throws made against any spell you cast.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Blood Sacrifice

When you reach 14th level, you become able to use your vital essence to regain expended magical energy. As an action, you take necrotic damage equal to your druid level times the level of the spell slot you wish to regain. None of the slots can be of 6th level or higher.

If you use this ability more than twice in one day you must make a Constitution saving throw against your own spell save DC or take one point of exhaustion.

The damage dealt by this ability cannot be reduced in any way.

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