Druid
Base Class: Druid

Druids of the Circle of Witchcraft, or witches are druids who specialize in inflicting others with curses, disease, and misfortune. Witches are often likened to hags, a comparison some embrace, using their dark powers to sow fear and discord. Others use their druidic arts to heal and renew, although they are able to wield their fearsome magics against foes, should the need arise.

Circle Spells

When you join this circle at 2nd level, you have studied occult magic, allowing you to learn some spells when you reach certain levels in this class, as shown on the Circle of Witchcraft 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.

Druid Level Spells

2nd

bane, find familiar, ray of sickness

3rd

blindness/deafness, ray of enfeeblement

5th

bestow curse, hypnotic pattern

7th

confusion, polymorph

9th

contagion, insect plague

Witch’s Curse

Starting at 2nd level, you can inflict a curse of great misfortune upon a creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your druid spell save DC, or become afflicted by the curse. Success or failure, target does not know they have been affected by this feature. The curse lasts for 1 day or until you lose your concentration (as if you were concentrating on a spell). A dispel magic or remove curse spell ends this effect.

At the start of each of its turns, the target must roll a d6 and be affected in the corresponding manner. The DM makes this roll in secret; neither you nor the target know the result.

d6 Effect
1 No effect occurs.
2 The first time the target rolls a d20 to make an attack roll before the start of their next turn, the result is treated as a 1.
3 The first time a creature rolls a d20 to make an attack roll against the target before the start of their next turn, the result is treated as a 20.
4 The first time the target rolls a d20 to make an ability check or saving throw before the start of their next turn, the result is treated as a 1.
5 If the target willingly moves before the start of their next turn, they fall prone and lose their remaining movement.
6 Roll twice, ignoring any additional 6s.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Witch’s Familiar

Starting at 2nd level, you gain a familiar to aid you in your occult endeavors. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one expend one use of your Wild Shape feature to instead allow it to take the form of a creature that you are able to wild shape into.

Additionally, the range for telepathic communication and casting spells with your familiar is extended to 1 mile. You can also use your familiar to deliver your Witch’s Curse. If you have the Wild Companion optional class feature, you can apply these benefits to creatures you summon with the feature.

Witch’s Brew

Starting at 6th level, you gain the ability to create potions brimming with magical power. When you finish a long rest, you can spend a spell slot to create a concoction, which grants a benefit and a side effect when a creature drinks or administers it as an action. You can also create a potion without a benefit; doing so does not cost a spell slot. When you create a concoction, roll a d6. The number rolled on that die determines the benefit that the potion has. When a creature drinks the potion, they gain the benefit granted by the potion for 1 minute. Additionally, roll a d6. The number rolled on that die determines the side effect that the potion has, which also lasts for 1 minute. If you drink the potion, you can reroll the d6, and choose which result to use.

The potion loses its potency after 24 hours, or when you create another one. A dispel magic or remove curse spell ends both the benefit and side effect.

d6 Effect
1 When you deal damage to a creature, you deal additional poison damage equal to twice the level of the spell slot expended.
2 At the start of your turn, you regain hit points equal to twice the level of the spell slot expended.
3 You gain a bonus to AC equal to half the level of the spell slot expended, rounded up.
4 You gain a bonus to saving throws equal to the level of the spell expended.
5 You gain a bonus to ability checks equal to the level of the spell slot expended.
6 Your Wisdom score increases by half the level of the spell slot expended, rounded up.
d6 Side Effect
1 You suffer the effects of the polymorph spell as a frog, lizard, or rat (DM’s choice). After transforming back, you become unconscious. The unconscious condition ends you take damage equal to twice you level.
2 You become unconscious. This condition ends if you take damage equal to twice you level.
3 You have vulnerability to all damage.
4 You have disadvantage on all saving throws.
5 You have disadvantage on attack rolls checks.
6 You have disadvantage on all ability checks.

Hideous Transformation

When you reach 10th level, you can cause a creature to undergo a bizarre transformation, turning it into an animal. As an action, you can expend one use of your Wild Shape feature to transform a creature you can see within 30 feet of you into a beast, rather than assuming the beast form yourself. An unwilling target must succeed on a Wisdom saving throw against your druid spell save DC to resist the transformation. An unwilling shapechanger automatically succeeds on the save. The target is transformed into a beast, as if it had used your Wild Shape feature.

The curse lasts for the duration of your Wild Shape feature, until you lose your concentration (as if you were concentrating on a spell), or until you choose to end it as a bonus action. A dispel magic or remove curse spell ends this effect. If you concentrate on the effect for 8 hours, it lasts until dispelled.

Master of the Occult

When you reach 14th level, you have mastery over your occult powers. Your Witch's Curse and Witch's Transformation features no longer require concentration, although you must still concentrate to make the Witch's Transformation feature permanent.

In addition, when you or another creature roll a d6 to determine the effect of a Circle of Witchcraft feature, you can choose a result instead of rolling.

Once you use this feature in this way, you can't use it again until you finish a long rest.

Witch's Broom

When you reach 14th level, you gain the ability to fly through the air aboard magical transport. As a 1 hour ritual, you can turn a non-magical broom into a broom of flying. The broom must be within your reach throughout the ritual. Doing so turns a previously existing broom of flying created with this feature into a non-magical broom.

Previous Versions

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