Base Class: Druid
The definition of a witch varies from culture to culture. Almost always associated with female spellcasters and often used as a derogatory term. Druids who embrace the Circle of the Witch delve into forbidden knowledge and embrace the darker aspects of nature's power. They forsake the traditional path of balance in favor of wielding raw, untamed magic to achieve their aims, often at great cost to themselves and the world around them.
Druidic Alterations
At 2nd level your heretical nature has twisted the gifts of nature. When you use your Wild Shape ability to assume the form of a CR 0 creature, you do not expend a use of Wild Shape
(Thematic Examples include a bat, cat, rat or raven.) Additionally when you speak Druidic, fey and fiends can understand you and respond as if this was a language you shared.
Bonus Cantrip
When selecting this circle, you make a pact with your coven or an otherworldly patron such as The Archfey. With this pact, you gain 1 cantrip from the Warlock spell list of your choice. This cantrip counts as a druid spell for you, and does not count against the number of cantrips you know.
Wicked Familiar
At 2nd level, you weave curses and foul magics to create a dark familiar, a shadowy entity that embodies your connection to the heretical magics. Choose a form for your familiar: a spectral bat, a twisted serpent, a raven wreathed in shadows, or a toad oozing with dark ichor are different examples. Your familiar acts with your intent, serving your will with a hunger for power.
You learn the Find Familiar spell and can cast it as a ritual.
Additionally so long as your familiar is currently alive, your class features requiring a creature within range of you may be treated as if they had originated from your familiars space.
Circle Spells
Your magic extends past that of the land. At 3rd, 5th, 7th and 9th level you gain access to circle spells that mirror your connection to heretical forces.
When you reach certain druid levels, you gain access to the spells below. These spells count as druid spells for you, and you always have them prepared, but they don’t count against the number of spells you prepare each day.
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
All under the Fell Curse
At 6th level, you may spend a Wild Shape charge as a reaction when you or an ally within 30 feet of you casts a spell to enter a Curseweaving state for the next minute. While in this state, whenever you or an allied creature cast a spell you may expend an additional spell slot of the listed level to additionally curse the spell. Upon first entering this state, you create a 30 ft. radius sphere of cursed ground centered around yourself; this ground is considered defiled land that you may use a willing creatures spell slots within for the purpose of cursing spells only. An unwilling creature may be targeted as a reaction when you cast a spell to alternatively attempt to use their own spell slots if they have any applicable, where they must then make a Constitution saving throw against your spell save DC to resist.
Cursing a spell requires the curse target to be hit by or fail a saving throw against the spell, and a cursed spell can only curse one target. You then spend an additional spell-slot of a level of your choosing and tack an effect on the casted spell from the table below. Should the cursed spell end on the creature, so too does the curse affecting them. If you have a level in another class then you lose access to your ability to curse a target.
Finally, you have a pool of Amplification equal to your Proficiency Bonus. Amplification may be expended as part of inflicting a curse to trigger the Amplification effect and always takes precedence first before the effects of the curse can resolve. Alternatively Amplification may be used as a bonus action after casting a spell to inflict a curse on a creature within range of the initial spell, if no attempt to curse was made on that turn. Attempting to curse a target in this way expends one Amplification, and a target first may make a Wisdom saving throw against your Spell Save DC to attempt to resist being cursed.
| Curse Level | Curse |
|---|---|
|
1st |
When you curse a target with this spell, for the next minute the target has disadvantage on saving throws to resist the frightened condition as hallucinations of their greatest fears manifest into their vision. While the target has the frightened condition it must roll on the Confusion table. If a target is immune to being frightened then this curse fails and you do not expend a Spell Slot. Amplification. The targeted creature becomes Frightened of you for the duration of the spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
|
2nd |
When you curse a target with this spell, for the next minute the target has disadvantage on saving throws to resist the poisoned condition or diseases. While poisoned or afflicted by a disease the target emits an Aura of Plague up to a 30 ft. radius sphere, creatures within must make a Constitution saving throw against your spell save DC or be afflicted by the same disease or poison. Plants fail this saving throw automatically. If a target is immune to being poisoned then this curse fails and you do not expend a Spell Slot. |
|
3rd |
When you curse a target with this spell, it cannot hide from you for the next minute so long as you are on the same plane of existence. If the target is under an effect that prevents them from being scried (such as a nondetection spell) then this curse fails and you do not expend a Spell Slot. |
|
4th |
When you curse a target with this spell, it forgets your true name unless spoken within the next minute. If a full minute passes without your true name being spoken, then this information is erased from the targets memory until it hears your name once more. |
|
5th |
When you curse a target with this spell, it is wrought with misfortune for one minute. A creature wrought with misfortune cannot roll a 20 whilst under this curse, and if they roll a 20 then the roll is treated as a 10. The creature may make a Wisdom saving throw against your spell save DC after it rolls a 20, ending this effect for itself on a success. Amplification. The targeted creature falls under the effects of Bane for the duration of the spell. |
|
6th |
When you curse a target with this spell, it has its body reduced to ashes if they reach 0 hit points from the damage of your spells for the next minute. A target reduced to ashes cannot be resurrected unless through true resurrection or a wish spell. Amplification. The targeted creature is surrounded by a memory erasing fog for the next minute. If the target dies whilst surrounded by this erasing fog, then its actions and names are forgotten by those it knew. If a creature finds things that do not add up belonging to the creature (such as personal belongings that shouldn't be there) it must make a Wisdom saving throw against your spell save DC. On a success they recall this creature for the next minute. |
|
7th |
When you curse a target with this spell, it falls under the Distorted condition for the next minute. A target suffering from Distorted must make a Intelligence saving throw at the end of their turn. On a failure they roll on the long-term insanity table and suffer the effects only until the end of their next turn, during which they must deal damage to as many targets as possible. Amplification. The distorted target suffers from a mental block that pervades and spreads to their allies. When damage is done by a distorted creature to an ally, the action is not understood or even noticed by either creature and rather than deal immediate damage the damage is then stored. You may trigger the stored damage as a bonus action on any turn assuming you have not used your bonus action on your turn, and this trigger occurs before any action of your choosing. |
|
8th |
When you curse a target with this spell, you set a condition, i.e: "You cannot approach me". Failure to comply with this conditions on the cursed targets turn forces them to make a Wisdom saving throw against your spell save DC, resulting in it taking psychic damage equal to your Druid level that can not be resisted on a failure. If the target cannot reasonably comply then this curse fails and you do not expend a Spell Slot. This curse lasts for one minute. Amplification. Before setting the condition, you speak the phrase 'Never again will I...' followed by an action or trigger of your choosing that you can perceive (for example, casting a specific spell or entering a building uninvited). You lose the ability to perform said action or perform said trigger permanently, and for the duration of the spell so too does the targeted creature. While this effect persists, you are considered Cursed and all concentration checks are made as if you were vulnerable to the triggering damage. |
|
9th |
You pick any one curse from the table and apply it as normal, however the duration now lasts until you die or until the target succeeds on their saving throw against the curse placed. |
Across the Red Moon
Starting at 10th level, your dark magics become something you can bestow upon others.
At the end of a long rest, you may appoint one willing creature you know the true name of as your Consort. You may communicate telepathically with your Consort as long as you are on the same plane of existence as one another and your Consort is under the effect of one of your curses of your choosing until you choose a different Consort.
Additionally as an action, you may cause your Consort to transform once per long rest. A transformed Consort gains the following effects and one rolled long term madness for one minute;
- Size increases by one category.
- The targets movement speed increases by 10 feet.
- They gain one ability from a creature you are capable of Wild Shaping into such as an action, trait, sense or movement option. This addition comes in the form of a physical change resembling the creature in question, whether sprouting wings, gills, claws or similar organs where their own once existed. If a creature cannot feasibly undergo this change (such as by taking on the Swarm trait) then said ability is not applicable for this class feature.
- The target gains temporary hit points equal to your Druid level.
- Creatures that start their turn within 10 feet of your Consort must succeed on a Wisdom saving throw against your spell save DC or be frightened for one minute. A creature can remake this save at the end of its turns. On a successful save, the creature is immune to this fear effect for 24 hours.
Through Wicked Whispers
Upon reaching 14th level, you may spend 24 hours conducting a dark ritual, and it holds your concentration (as if concentrating on a spell.) This time is reduced by a number of hours equal to four times your Wisdom score (to a minimum of 1 hour). During this ritual, you create a sixty foot radius of dim light, creatures within this dim light are considered under the effects of Nondetection. Upon completion of this ritual, you may choose an effect from below and once you use this feature, you can't use it again until you complete a short or long rest;
- You choose one creature type. Creatures of the type chosen within 1 mile of where this ritual is conducted must succeed on a Wisdom saving throw against your spell save DC or have their creature type changed to a different one of your choosing for one hour.
- You automatically detect and apply a curse of your choosing to any one creature with the Celestial, Fey or Fiend creature type within 1 mile of where this ritual is conducted.
- Sleeping creatures within 1 mile of where this ritual is conducted have their dreams molded by you until they awaken. You may speak directly to a creature within these dreams or plague them with nightmares. A creature plagued with nightmares must make a Wisdom saving throw against your spell save DC, having their maximum hit point total reduced by your Druid level upon failure. This creature then wakes up after the saving throw, regardless of failure or success. At the end of an undisturbed long rest, the creatures hit point total returns to normal.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/6/2024 10:26:14 PM
|
16
|
0
|
--
|
Coming Soon
|
|
|
5/7/2024 5:20:11 PM
|
21
|
0
|
--
|
Coming Soon
|
|
|
5/8/2024 8:20:19 PM
|
28
|
0
|
--
|
Coming Soon
|
|
|
5/8/2024 10:50:23 PM
|
31
|
0
|
--
|
Coming Soon
|
|
|
5/13/2024 4:57:07 PM
|
37
|
2
|
--
|
Coming Soon
|
|
|
6/13/2026 10:30:27 AM
|
148
|
32
|
--
|
Coming Soon
|
|
|
6/14/2026 9:33:03 PM
|
152
|
1
|
1
|
Coming Soon
|
|
|
6/15/2026 6:10:39 AM
|
153
|
1
|
--
|
Coming Soon
|
|
|
7/13/2026 4:15:44 AM
|
158
|
1
|
--
|
Coming Soon
|
Comments