Druid: Circle of Witchcraft
Witches, hags, crones, whatever way they are called, these weavers of raw nature magic have existed before written texts or cities. Legends of the wicked crones that would curse lands, white witches known to have been able to cure the sick, and hags in stories meant to scare children into behaving. No matter what form they take, the prowess of these women are well known and feared.
Druids of the Circle of Witchcraft are druids that practice a different type of nature magic to those of other Circles, their magic mixes with the arcane. Little is known of this small Druid Circle, many of these circles are often labeled as evil covens, leading to their seclusion.
Circle Spells
Your deep knowledge in the old magics has expanded your spell compatibilty. At 2nd level, you learn one cantrip of your choice from the bard spell list. Additionally at 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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 | Circle Spells |
|---|---|
| 3rd | Phantasmal Force, Suggestion |
| 5th | Bestow Curse, Flock of Familiars |
| 7th | Confusion, Polymorph |
| 9th | Legend Lore, Planar Binding |
Arcane Grimoire
At 2nd level, you gain an Arcane Grimoire, a special book where witches are able to record ritual spells onto. You learn two 1st level spells with the ritual tag from any spell list.
When you find a spell scroll, or purchase one, that has the ritual tag, you can record it into your Arcane Grimoire and it becomes a permanent spell in your arsenal. The spell does not have to be prepared to be part of your list of prepared spells.
To record a ritual spell into the Arcane Grimoire, it takes 50 gp and 1 hour per spell level.
Witch's Familiar
Additionally at 2nd level, you learn the find familiar spell. It is part of your Druid spell list and is always prepared. The familiar can appear as the following; black cat, crow, owl, bat, frog, lizard, spider, raven, or weasel.
Additionally, you can substitute the use of a spell slot to cast find familiar by using one of your Wild Shapes. Doing so casts the spell without material components.
Hag's Brew
Beginning at 6th level, you gain proficiency in both alchemist's supplies and herbalism kit if you don't already have it, you also double the proficiency to use either tool.
Additionally, you are able to create a Hag's Brew, a special elixir that can be made once per long rest that has a different effect depending on the roll. At the end of a long rest, roll a d6, the number rolled will correspond with one of the effects from the chart below.
| d6 | Effect |
|---|---|
| 1 | Healing. The drinker regains a number of hit points equal to 1d8 + your Wisdom modifier |
| 2 | Weakness. The drinker is weakened, all damage rolls for 1 minute are given a negative modifier equal to your Wisdom modifier |
| 3 | Strength. The drinker gains a bonus to their attack rolls equal to half your Druid level |
| 4 | Agility. The drinker gains a temporary 10 ft of movement until the end of their next turn. During this time the drinker does not provoke attacks of opportunity from enemies |
| 5 | Transformation. The drinker's form shifts, they must succeed on a Wisdom saving throw or be subjected to the spell polymorph |
| 6 | Poison. The drinker must make a Constitution saving throw or takes 1d8 + your Wisdom modifier poison damage and is poisoned for 1 minute, or half as much on a success and is not poisoned |
Hexproof
At 10th level, you become resistant to magic thanks to all of the time spent with magical potions, the toxic fumes created from these have not only made you immune to disease and resistant to poison and the poisoned condition. You gain advantage against spells that require a saving throw.
Grand Witchcrafts
Your extended study of the odd and old mix of natural and arcane magic has enlightened you to spells normally not available to disciplines of your ilk. At 14th level, you learn two spells from any spell list, including this one.
A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip. The chosen spells counts as druid spells for you.