Base Class: Druid
A kindly old crone who always smells of tea and fresh earth lives down the street. She gives homemade sweets to the children and is quick to come over when childbirth or sickness takes someone abed. She never asks for anything for her services, but the village showers her with gifts, if not out of gratitude then out of fear she may leave.
A young woman sews together a small poppet of a wicked man, lips twisted in a cruel smile. She sets it over the flame and knows that somewhere a villain is boiling in his own skin.
A twistedly beautiful dark queen stirs a great black cauldron, within is a terrifying stew with too small bones bobbing to the surface. She did unforgivable things to brew the awful sludge, but the fumes will give her another 100 years of youth and vigor.
Druids of this circle follow a certain old practice, one that may have passed off as being merely the stuff of myth and fairytales. These druids commune with ancient spirits of the nature that was before man. Known as witches, druids of this circle use the knowledge they gain from these beings of the oldest magic to bind pieces of their souls to items that become tied to their very essence, acting as lightning rods for the energies of the universe. Many consider these practices reckless, but witches rely on their knowledge of these old magic's to never take things too far.
Circle Spells
Your connection to ancient forces infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to these old magics.
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.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Witches Talisman
At 2nd level, you choose a witch talisman. Your witch talisman counts as an arcane focus for the purpose of casting spells. Your talisman is a highly personal item that you imbued with a part of your soul, acting as a channel to the ambient magical energies of the universe.
When you die, your talisman is destroyed in a spectacular display of magical power. It cracks, streams of light pouring from it until it shatters and explodes in a cloud of glittering dust, elemental energy, shrapnel and arcane force.
Your choice of talisman also gives you a special ability associated with it, based on its type as listed below. This choice cannot be changed.
Amulet
Your talisman is a magical amulet with a design unique and iconic to you.
While you wear it you gain a +2 bonus to your AC.
Athame
Your talisman is an ornate or rustic magical weapon. This weapon can be any one-handed weapon.
You are proficient with your athame, and you can add your Wisdom modifier to attack and damage rolls made with your athame instead of your dexterity or strength. Over the course of a long or short rest, you can choose to change your athame into a different weapon.
Focus
Your talisman is a magic wand, broom, staff, crystal, tome or rod with a design unique to you.
While you have this focus, you receive a +2 bonus to you spell attack and spell save DC.
Headpiece
Your talisman is a hat, headband or head piece of some sort with a design unique to yourself.
While you wear it, you gain proficiency in any 2 skills of your choice.
Ring
Your talisman is a ring of power with a unique design. It could be chased metal, fine wire with a jewel or bone setting, a thick band, a wedding ring, a cage ring, a claw ring or any other finger adornment.
While you wear your ring, you can speak, read, and write Abyssal, Draconic, Infernal, Primordial, and Sylvan.
Witch's Familiar
You learn the Find Familiar spell and may cat it as ritual. It is a druid spell for you, but does not count as one of your prepared spells. Your familiar is a fey.
Bestial Bond
Starting at 6th level, as an bonus action, you can expend a use of your Wild Shape feature to transform your familiar into a creature that you yourself could wild shape into.
All wild shape rules apply the same as they would to you when you use this feature.
While your familiar is wild shaped, you have to concentrate on the effect as if it were a spell, and while you are concentrating on this effect, you yourself cannot use your wild shape feature.
In combat, a wild shaped familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
Witch's Conveyance
Starting at 10th level, you can spend a long create a magical item that, as long as you are mounted on it, gives you a flying speed of 80 feet.
This item could be a broom, a giant mortar, a cauldron, a pony-sized swan made out of ivory, a fey stallion, a giant bat or any other mount or conveyance. The conveyance works only for you and can carry a single passenger. If you are within 1 mile of your conveyance you can call it to your side at its flying speed. Your conveyance can shrink down to the size of a 1-6 inch figurine to fit in a pack or belt pouch.
Nature’s Sanctuary
Starting at 14th level, you can spend a long rest to create a magical home. You enchant a door, etching in runes and designs that only you and those you designate can see. The door must be in a frame of some kind.
When anyone other than those you designate open the door, the door functions normally and they can walk through it without hinderance.
When you or any creatures you designate open the door, they may choose to enter your private sanctuary instead.
Your sanctuary works as the spell magnificent mansion, except it has an unlimited duration and you may rearrange the interior whenever you like. The home’s banquet of food regenerates once every 24 hours and never spoils.
As an action, you can also choose to banish any number of creatures from inside your sanctuary, and they will be harmlessly shunted outside through the door as if the spell ended while they were inside it.
If you create another sanctuary by enchanting another door, the old door returns to being just another door, and any objects left inside will be in the new sanctuary.
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