Druid
Base Class: Druid

The Circle of the Coven of Dusk and Dawn druids have a unique relationship with magic. Able to tap into magic on an instinctual level. They warp, control and manipulate the world around them to help those they deem friend or harm those they deem foe. Witches come from all over the realm, they could be a hag from the sea, an eccentric healer from a desert oasis, a hermit from deep in the forest or even a potion shop owner. Witches tend to seek natural balance in the world and often find themselves at odds with powerful people trying to tip that balance for their own gains. 

Nature’s Furious Echo

Starting 2nd level when you choose this subclass you can use a Wildshape slot to call a spectral echo. The echo appears in 15 foot cube in a space you can see up to 60 ft. The echo last up to a minute or until you choose to dismiss it with a bonus action. On your turn you can move the echo up to 30 ft to a space you can see with a bonus action. 

The echo does 3d6 force damage to any creature in a 15ft cube centered on it, when it appears and again at the beginning of your turn there after. 

Any creature hit by the Echo must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Choose a creature when you gain this feature, the echo takes that form. The echo comes from a Fetish (totem) carried by the character. It can be a thing that relates to the creature echoed. Example: A tuft of wolfs hair, a hawk feather necklace, a bear tattoo or even a vile of octopus ink. 

Deepening Bond

At 6th level your bond with the magic that stains you becomes so strong that you are able to concentrate on two spells at once. 

Double, double, Toil and Trouble

At 6th level you can use a small cauldron you carry with you to make 1 of the following potions over a long rest. 

Potion of Healing, Potion of Poison or Potion of Resistance.

Find Familiar

At 2nd level, you have the Find Familiar  spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.

Coven's resolve

At 3rd level, the magic that stains you strengthens your will. You have advantage on saving throws against being charmed or frightened.

Curse of Dusk and Dawn

At 10th level, a number of times, per long rest, equal to your proficiency bonus, you can use an action to choose a creature you can see within 60 ft of you, that creature is affected by one of your curses that you choose. Curses are only expended if creature is successfully affected.

Chaotic thoughts - Your target's thoughts become uncontrollable chaos. Creature must succeed on a Wisdom save or have disadvantage on all attack roles and Wisdom saves for 1 minute.

Vertigo - Your target feel the world around them spinning and struggles to move. Creature makes a Constitution save, on a failure their speed is reduced to 0, on a success their speed is halved. The creature makes a Constitution save at the beginning of each of their turns, on a success they are no longer affected.

Forgetful - Your target forgets who their allies are and where they are. Creature makes an Intelligence save, on a success they move, up to their max speed, to melee attack the closest creature. On a failure they move, up to their max speed, to melee attack a creature of your choice.

Natures Protective Echo

At 14th level, when you are reduced to 0 hit points, you Echo is summoned over your unconscious body. It remains until you regain consciousness or are killed.