Base Class: Druid
Druids of the circle of the coven seek to understand and harness the power beyond their own primal magic, reaching instead to a fountain of vast dark magic, power beyond nature, concocting communal psionic rituals to achieve it.
These druids wield arcane magic as channelled through their druidic practices, yes, but their true source of power lies in the communion found with each other: in how it forms a bond of psychic power amongst them and in how it allows them to tap into the darker parts of magic without being tied to it, only ever bound to their coven siblings by an initial grand ritual that forever binds them.
These druids are often found secluded in the woods, as this circle and its smaller orders tend to be shunned from traditional druidic gatherings; though just as often they find their way to cities as travelling wanderers, circus performers or simply adventurers. Whatever the case may be, druids of the circle of the coven wield dark arcane magic and psionic abilities, and they know they'll always have a place alongside their peers. After all, the blood of the covenant is thicker than the water of the womb.
Circle Spells
When you join this circle at 2nd level, you have formed a psionic bond with your covenant, fellow Coven druids you trained with and hold close. Your link with them grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Coven 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.
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Druid Level |
Spells |
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2nd |
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3rd |
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5th |
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7th |
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9th |
Psionic Power
Your bond to your coven siblings has awakened a wellspring of psionic energy within you. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Coven's Communion. You can concoct a 1 minute ritual, which can be done during a short or long rest, to partially extend the benefits of your coven to those you find yourself surrounded by. Choose up to a number of willing creatures within 30 feet of you equal to your proficiency bonus to become bound to you until you perform this ritual again. While bound to you, as long as they are within 60 feet of you, you can communicate telepathically with the chosen creatures, and they can to you as well. Once you perform this ritual, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to do so again.
Coven's Enlightenment. You can tap into the vast knowledge gathered by your coven. Whenever you fail an Intelligence ([skill]Arcana[/spell]) or an Intelligence ([skill]History[/spell]) check, you can use your reaction to roll a Psionic Energy die and add it to the result.
Witch's Curse
Starting at 2nd level, as a bonus action on your turn, you can hex a creature with the dark power you command, expending a use of your Wildshape. The creature must be one you can see within 60 feet of you, and the curse lasts for 1 minute. For the duration, they suffer the following effects:
- The creature's critical failure rate is increased by 1 (they score critical miss on a roll of 1 or 2 on the d20).
- The creature's critical success rate can't be increased (they score a critical hit on a roll of 20 on the d20 only, and any further amplifications are suppressed).
- You can use a bonus action on subsequent turns to drain their psyche, forcing them to succeed on a Constitution saving throw against your spell save DC or take 1d10 psychic damage, taking half as much on a success. You gain temporary hit points equal to the psychic damage dealt. When you reach 10th level in this class, the damage increases to 2d10.
- Whenever the creature takes damage from an attack or effect, you can use your reaction and expend one Psionic Energy die, causing the attack or effect to deal extra psychic damage equal to the result. When you reach 10th level in this class, the damage increases to two times the result.
Mind of the Covenant
At 6th level, your connection to your coven, and as such your psionic abilities, grow more powerful. You gain the following features:
Coven's Insight. You can peer deeper into a creature's mind. You can spend 1 minute connecting to a creature's mind, expending a Psionic Energy die and forcing a creature you can see within 30 feet of you to succeed on a Wisdom saving throw against your spell save DC. On a failed save, you learn one secret the creature holds. You can sway which secret you learn by direct interrogation or questions beforehand. On a successful save or otherwise, a creature has no idea you used this feature on them.
Coven's Aid. You can directly call into the magic of your coven siblings. Whenever you fail a spellcasting ability check or someone attempts to counterspell one of your spells, you can expend a Psionic Energy die as a reaction. You either at the result to the check, or the spell save DC is increased by an amount equal to the result, respectively.
In addition, you gain resistance to psychic damage, and your thoughts can't be read unless you allow it.
Occult Arcanum
At 10th level, your curse grows more powerful. If a cursed creature drops to 0 hit points before it ends, you can use a bonus action to curse a new creature.
Additionally, if a creature fails their saving throw against you draining their mind with your bonus action, your dark magic can steal their own, causing the next spell the cursed creature casts to be stolen by you. The spell still occurs, but for the next hour, it counts as a prepared druid spell for you, it doesn't count against the number of spells you prepare each day, and you can cast it using your spell slots. The spell must be one you don't have prepared already and of a level you can cast for you to steal the spell.
Once you steal a spell this way, you can't do so again until you finish a long rest, unless you expend three Psionic Energy die to do so again.
Tithing Coven
By the time you've reached 14th level, you have attained enough status within your coven as to be tithed to by those outside the coven itself. Your Coven's Communion feature gains the following effects:
- The range on the telepathy becomes 300 feet.
- Whenever a bound creature reduces a hostile creature to 0 hit points, you regain one Psionic Energy die. Once they cause you to regain a die this way, they can't do so again until they finish a long rest.
- Whenever a bound creature reduces a hostile creature to 0 hit points, you regain hit points equal to half your druid level.
- You can activate your Witch's Curse feature, and the psychic drain as a bonus action, as if you were in any of the bound creature's space rather than your own.
- While bound to other creatures, you have a flying speed of 30 feet.
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