Base Class: Druid
Druids of the Circle of the Deepwoods hail from old woods and swamps with deep connection to the more negative sides of the Feywild. These druids learn from the likes of trickster fey and hags, picking up a penchant for curses that they wield in defense of their lands.
When armies mindlessly track through their protected wilderness, a Deepwoods Druid is armed with all manner of hexes and dark magics to disrupt them and even turn them against one another. Those who walk this path often do so in solitude and have a tendency towards cruelty, though some merely view the 'dark arts' as an aspect of nature instead of an objective evil.
Circle Spells
Your connection with the dark aspects of the Feywild is stronger than near all other druids. Your link with this source grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Deepwoods 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.
Circle of the Deepwoods Spells
| Druid Level | Spells |
|---|---|
| 2nd | bane, inflict wounds |
| 3rd | enthrall, silence |
| 5th | bestow curse, remove curse |
| 7th | compulsion, phantasmal killer |
| 9th | dominate person, modify memory |
Touch of the Hagkin
You've learned from the most wicked of them all how to hinder those you encounter. As a bonus action, you can pick one creature you can see within 60 feet of you to mark with a subtle curse, imparting the following effects:
- They cannot benefit from cover against you or your spells.
- They take an extra d6 damage whenever you or a creature you summoned damages them. This can only trigger three times per round.
- When the creature makes an attack roll, damage roll, or ability check, you can use your reaction to minus your proficiency bonus + 1 from the roll. You can use this reaction after seeing the roll, but before the DM determines if it was successful or not, or before the creature deals its damage.
This curse lasts for 1 minute or until you end it as an action. You can mark a creature like this a number of times equal to your proficiency bonus, regaining all uses on a long rest. When you take a short rest, you regain one use of this ability.
Haunting Forms
You've learned how to augment your Wildshape forms with less natural features. While transformed through your Wildshape feature, you gain darkvision out to a range of 60 feet.
At 4th level, you gain a climb speed equal to your walk speed if the form does not already have it.
At 8th level, you can speak any languages you know while transformed, though you still cannot cast spells.
Curse of the Deepwoods
At 6th level, your ability to place curses is fully realized. As an action, you can choose a creature within 60 feet to make a saving throw against your spell save DC. The saving throw is determined by the curse you decide to inflict upon them from the list below. On a failure, the target suffers the effects of the curse, and the ability score used to make the saving throw is reduced by your proficiency bonus.
A creature can only suffer one of these curses at a time, and the curse lasts for one hour. You can successfully curse a creature with this feature once, regaining use of it when you finish a long rest or consume a 2nd-level or higher spell slot to do so.
Deepwood Curses
| Curse | Effect |
|---|---|
|
Strength |
You hamper the target’s physical might. The target’s first damage roll on a turn is reduced by your Wisdom modifier x 2. |
|
Dexterity |
You vex the target’s physical deftness. The target’s walking and flying speed is halved. |
|
Constitution |
You harm the target’s physical health. The target loses resistance to one damage type of your choosing. |
|
Intelligence |
You spite the target’s mental aptitude. The target gains disadvantage on checks to maintain concentration on a spell. |
|
Wisdom |
You dull the target’s mental senses. The target cannot gain advantage on weapon attack rolls. |
|
Charisma |
You wound the target’s mental confidence. The target cannot willingly enter within 15 feet of a creature it’s allied to. |
Wisdom from Beyond
Beginning at 10th level, you’ve picked up on how to gain wisdom from things in this world. You can cast contact other plane as a ritual. When you do so, you can replace the Intelligence saving throw with a Wisdom saving throw, and can remove the insanity on a short or long rest.
Trickster's Constitution
At 14th level, you’ve learned to truly embrace your wicked side. You are immune to disease and any effect that can be removed with the remove curse spell. Additionally, creatures you’ve cursed with bestow curse or this class’s features have disadvantage on attack rolls against you.
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