Druid
Base Class: Druid

Generally feared and misunderstood, the witch draws her magic from a pact made with nature itself. Communing with that source, using her familiar as a conduit, the circle of witchcraft druid gains not only a host of spells, but a number of strange abilities known as hexes. 

Circle Spells

Your circle grants you access to the following spells at certain levels:

Druid Level Spells
3rd Bane, Augury
5th Bestow Curse, Fear
7th Polymorph, Scrying
9th Dominate Person, Dream

Witch's Hex

Circle of Witchcraft Druids learn a number of magic tricks, called hexes, that grant them powers or weaken foes.  When you choose this circle at 2nd level, you gain one hex of your choice from the below list. You gain an additional hex at levels 6, 10, 14 and 18. Using a hex expends one use of the druid's wild shape ability, and uses an action, unless otherwise noted. You cannot select an individual hex more than once. Hexes use the druid's spellcasting save DC.

Cackle

You can cackle as a bonus action. Any creature that is within 30 feet that is under the effects of an evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. 

Evil Eye

You cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a 1d6 penalty on one of the following (druid’s choice): AC, ability checks, attack rolls,  or saving throws. This hex lasts for 1d6 rounds. A Wisdom save reduces this to just 1 round. At 10th level, this penalty increases to 1d8. 

Fortune

The witch can cause a creature within 30 feet to suffer good luck for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it rolls with advantage. At 10th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. A creature cannot be the target of this hex again for 1 day. 

Ice Tomb

A storm of ice and freezing wind envelops the target, which takes 2d8 points of cold damage, and is paralyzed for 1d4 rounds. Succeeding on a Constitution saving throw reduces the cold damage by half and negates the paralysis. The ice tomb has AC 10 and 20 hit points; destroying the ice frees the creature.. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

At 10th level, the cold damage increases to 4d8, the ice tomb's AC increases to 14, and it's HP increases to 30.

Misfortune

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll with disadvantage. A Wisdom save negates this hex. At 10th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Retribution

When a creature within 30ft of you (which you can see) deals damage to you, you may use a reaction to deal 2d10 psychic damage to that target, and they are now a frightened of you for 1d4 rounds. A successful Intelligence saving throw reduces the damage and duration by half.

At 10th level, the damage increases to 4d10.

Slumber

You cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wisdom save to negate the effect. If the save fails, the creature falls asleep for 1d4 rounds.

The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Vision

Granting a vision takes 1 minute, during which time you and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to DM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the druid that granted them. For example, the visions granted by a chaotic evil druid often show scenes of death and destruction, while those of a neutral good druid tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. You cannot use this ability on yourself. Unwilling creatures receive a Wisdom saving throw to negate the vision.

Witch's Brew

You a gain proficiency with a Herbalism Kit, if you did not already have it.

Using this hex allows you to make a check with this kit to brew a healing potion, the potency of which depends on your check result, as per the following table:

DC Amount healed
10 1d6 + Wisdom Modifier
15 2d6 + Wisdom Modifier
20 3d6 + Wisdom Modifier
25 4d6 + Wisdom Modifier

 

 Creating this potion takes half an hour. It must be consumed within the next hour, else it will go inert.

Withering

You sap the life force from a creature within 30ft of you, empowering you in the process. The target takes 2d8 necrotic damage and gains disadvantage on all Strength, Dexterity or Constitution (your choice) ability checks and saving throws for the next 1d4 rounds. A successful Constitution saving throw reduces the damage and duration by half. Additionally, you gain an amount of temporary hit points equal to the amount of damage dealt. At 10th level, the necrotic damage increases to 4d8.

Witch's Familiar

Starting at 6th level, you gain enough power to enact a special ritual to create your own magical familiar. You learn the find familiar spell and can cast it with the following changes:

  • When you cast this spell, you can select a beast from your wild shape list instead of the normal list provided by the spell to become your familiar. You must be able to wild shape into the beast to choose it as your familiar. 
  • Your familiar shares your Intelligence, Wisdom, and Charisma scores, as well as your saving throw proficiencies.
  • Your familiar adds your Wisdom modifier to it's AC.
  • As an action, you can spend 1 use of your wild shape to imbue your familiar with feral might. For a number of rounds equal to your Wisdom modifier, your familiar can take the Attack action on its turns.

Your familiar is created with a fraction of your soul. If your familiar is reduced to 0 hit points, you immediately take psychic damage equal to half your maximum hit points.

Witch's Broom

Starting at 10th level, you can spend one use of your wild shape to enchant any broom of your choice. This broom automatically becomes a Broom of Flying and possesses all the traits and abilities of said magic item. The enchantment ends whenever you finish a short rest, enchant another broom, or the broom is destroyed. You cannot have more than one enchanted broom at a time. In addition, at level 14, the broom's flying speed increases by 30 feet (10 if it carrying over 200 pounds) for a maximum of 80/minimum of 40 feet..

Protective Familiar

Your bond with your spirit companion has grown stronger, and its very presence helps to protect you. Starting at 14th level, your familiar's form increases its maximum hit points equal to twice your Druid level. In addition to this, you are constantly under the effect of the spell warding bond, with your familiar acting as the caster. If your familiar dies, the spell ends. In addition to this, you can use an action to dismiss your familiar and cast remove curse at 3rd level. After doing this, you cannot summon your familiar again until the end of a short rest. 

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