Base Class: Druid
Circle of Witchcraft
Level 3: Coven Magic
When you join a coven [Hag, Hedge, or Infernal], you gain access to the ancient knowledge of the other members and become a ritual caster.
When you reach a Druid level specified in the Circle of Witchcraft table, you thereafter always have the listed spells prepared. Your coven also provides you additional prepared spells from specific schools of magic and you can choose them from the Wizard and Warlock spell lists. A Hag Witch can choose spells from the Enchantment and Illusion schools. A Hedge Witch can choose from the Divination and Necromancy schools. And an Infernal Witch can choose from the Conjuration and Evocation schools.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Hex, Misty Step, Coven Spell (Cantrip), Coven Spell (1st level), Coven Spell (2nd level) |
| 5 | Bestow Curse, Coven Spell (3rd level) |
| 7 | Mordenkainen's Private Sanctum, Coven Spell (4th level) |
| 9 | Animate Objects, Coven Spell (5th level) |
Witch's Familiar
Your familiar is an extension of your soul and you share an enhanced magical bond. When you use your Wild Companion feature, it gains the following benefits:
- Your familiar can assume the form of any beast of CR 1/2 or lower.
- Your familiar gains an intelligence of 10, the ability to speak the languages you know, and the ability to attack using the actions in its stat block.
- You can control your familiar in combat, it takes its turn in tandem with your initiative, and any attacks it makes can use your spell attack modifier for the attack roll.
- Your familiar has a number of hit points equal to 4 times your Druid level or the beast's stat block value, whichever is higher.
- You can add your proficiency bonus to the familiar's AC, saving throws, and skill checks.
Level 6: Boil Boil
You gain proficiency in alchemists' supplies and herbalism kits.
Additionally, you can turn your spells into potions with either your alchemists' supplies or herbalism kit in the same way a scribe would create spell scrolls. The gold and time you must spend to make potions (including those that contain your spells) are halved.
Level 10: Soul Bond
The bond with your familiar grows. It gains the following benefits:
- Your familiar can assume the form of any beast of CR 1 or lower.
- You can cast all of your spells through your familiar even if they don't have a range of touch.
Level 14: Witch's Hut
When you cast Private Sanctum, you can choose an existing structure (max size determined by the GM). In addition to the sanctum features, it animates as an ally and gains the statistics of a Treant. When it would use the Animate Trees feature, it instead animates furniture or other features of the structure.
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