Druid
Base Class: Druid

Note: This subclass has not been playtested or attempted to balance. Features presented below are to inspire and flesh out the emerging themes of this subclass. All information is subject to change at any moment. While this subclass may come off as initially overpowered, keep in mind that this is to circumvent the majority of the Druid's class features- which prioritize and impact Wild Shape. The goal of this subclass is to create the embodiment of the archetypical Witch as opposed to an animal shapeshifter.

Druids who follow the Circle of the Old Ways are most commonly called Witches, or sometimes Shamans. They have an innate spiritual connection with the primeval forces of nature, which they can harness to read into the future or inflict terrible curses upon their enemies. Often hunted by those fearful of their powers, and sometimes confused with Hags, most Druids of the Old Ways live reclusive lives away from the prying eyes of society to practice their craft- using their vast knowledge of herbs and ancient magic to aid those who wander through their doors. 

During the Great War of Serevont, many Elven Druids who were a part of this circle helped sway the tide in their favor; weaving ancient magics with their spellcasting. As a result of this, many humans are fearful of venturing alone in the forests; especially the Greywater Marshes or the forlorn Elven territories, dreading the thought of meeting one of these practitioners of the Old Ways.

Circle Archetype

When you choose this circle at 2nd level, you additionally can choose one of the following archetypes that best reflects your character's interpretation of the natural magic they wield. Wisdom is your spellcasting ability for these spells. As you advance, you will gain access to an additional spell list curated to your choice of archetype.

Achromal Magic

Achromal magic, often called neutral or ambient, reflects both practices and is most often used to misdirect and confuse others rather than directly harm. Choosing this archetype automatically grants you the color spray spell, which is automatically prepared for you . Once per long rest you can cast the spell calm emotions.

Auroral Magic

Auroral Magic: Auroral magic is used to mend wounds as well as provide insight to coming conflicts, and is most often practiced by healers and diviners. Choosing this archetype automatically grants you the blessspell which is automatically prepared for you. Once per long rest you can cast the spell augury.

Umbral magic

Umbral magic is often used to control and curse others, and most often practiced by selfish or ambitious witches. Choosing this archetype automatically grants you the bane spell which is automatically prepared for you. Once per long rest you can cast blindness/deafness spell.

Grimoire of Shadows

Starting at 2nd level, you gain a magical grimoire that can serve as a spellcasting focus for your druid spells. Additionally, you learn the find familiar spell and one other first level spell of your choice from the druid, wizard, or warlock spell list that has the ritual tag. You can cast either of these spells except as rituals, unless you've learned them by some other means.

On your adventures, you can add other ritual spells to your Grimoire of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your druid level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

If you lose the grimoire, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous grimoire.

Circle Spells

Your mystical connection to the primeval forces of nature infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to new circle spells which are dependent on the archetype you initially chose when you first took this subclass.

Once you gain access to a circle spell, 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.

Achromal

Druid Level Spells

3rd

blur, silence

5th

create food and water, protection from energy

7th

blight, hallucinatory terrain

9th

insect plague, wall of stone

Auroral

Druid Level Spells

3rd

aid, gentle repose

5th

clairvoyance, remove curse

7th

aura of purity, divination

9th

commune, scrying

Umbral Magic

Druid Level Spells

3rd

hold person, ray of enfeeblement

5th

bestow curse, speak with dead

7th

banishment, phantasmal killer

9th

contagion, dominate person 

Augury of the Antediluvian

Starting at 6th level, you have learned how to draw upon your connection to the wellspring of ancient magic that permeates the land. As an action, you can expend one use of your Wild Shape to channel this power instead of transforming into a beast. While transformed you gain one the following features, depending on your archetype:

Auroral

  • You can expend 2 uses of your Wild Shape to cast the spell arcane eye or death ward without using a spell slot.
  • You can expend 1 use of your Wild Shape feature to cast an invigorating incantation directed a willing creature within 30ft of you. The creature has advantage on ability checks and saving throws for one ability score of their choice and gains a number of temporary hit points equal to your spell save DC. The incantation remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. You can use this ability a number of times equal to your proficiency bonus per long rest.
  • You can expend 1 use of your Wild Shape to cast the spell mass healing word without using a spell slot.

Umbral

  • You can expend 2 uses of your Wild Shape to cast the spell compulsion or blight once per long rest without using a spell slot.
  • You can expend 1 use of your Wild Shape feature to curse a target within 30ft. of you as a bonus action. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on ability checks and saving throws for one ability score of your choice. The curse remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. You can use this ability a number of times equal to your proficiency bonus per long rest.
  • You can expend 1 use of your Wild Shape to cast the spell animate dead once per long rest without using a spell slot.

Primal Incarnate (WIP)

When you reach 10th level, feature not yet created. Will be updated at a later date.

Primeval Avatar

When you reach 14th level, you can expend a use of your Wild Shape to evoke the ancient primordial powers of natural; assuming its visage and fortifying your link to the wellspring of ancient magic within you. You gain the following features while transformed, which lasts 1 minute, as well as gain the features from the Avatar of the Antediluvian. During your transformation, you may take on an otherworldly appearance such as having your eyes crackling with power or large obsidian antlers extending from your skull:

  • You immediately gain temporary hit points equal to your Druid level + your Wisdom modifier.
  • You regain a number of spell slots equal to your Wisdom modifier + your proficiency bonus.
  • When you cast a spell with the casting time of 1 action, you can cast a cantrip with a casting time of one action as a bonus action.
  • You are resistant to bludgeoning, piercing, and slashing damage from non-magical attacks that aren't silvered.
  • You gain a flying speed of 15 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
11/28/2020 3:24:40 PM
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