Circle of the Hag
If you are gentle with the Emerald Swamp Lily, it can cure a fever, but disturb a cluster of them and they release deadly toxins. Circle of the Hag Druids are much like the Emerald Swamp Lily, a great boon if you are warm to them but a curse if you hurt them or their’s.
These druids deal in both helpful and harmful magics, focusing on bolstering their allies and cursing those that deserve it. For practitioners of this circle, their sense of connection to others stokes the fire of their hatred and fuels the curses they craft if anything dares harm their friends.
Circle of Hag Spells
At certain druid levels when you choose this Circle, you are always able to prepare the following spells, these spells don’t count against the number of spells you can prepare.
| Druid Level | Hag Spells |
|---|---|
| 2nd | disguise self, eldritch blast, hex |
| 3rd | enhance ability, wither and bloom |
| 5th | bestow curse, dispel magic |
| 7th | aura of purity, psychic lance |
| 9th | commune, geas |
Rising Witch
Additionally at 2nd level, as you take up the sacred Circle of the Hag, you gain boons to aid your growing coven and curse your foes:
Tools of the Craft. You gain proficiency in the Deception skill, either the herbalist kit or poisoner's kit, and you have advantage on ability checks related to identifying curses.
Familiar. You may expend a use of Wild Shape instead of a spell slot to cast find familiar as an action. A familiar summoned this way may stay in telepathic communication up to a range of 1 mile.
Helpful Heart. You may use the Help action as a bonus action if you or your familiar are within 5 feet of an ally.
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Spite
At 6th level, woe to those that hurt you or yours. When you or an ally take damage from a creature you can see, you may use a reaction a number of times per long rest equal to your proficiency bonus to place a curse on the attacking creature.
For the next minute, at the start of your turn, choose one of the following effects against the cursed target to be applied until the start of your next turn:
Bewilder. The first attack roll the cursed makes is done with disadvantage.
Bleed. The cursed takes necrotic or psychic damage (your choice) damage equal to your druid level once from the next attack received.
Hunted. You can see where the curse is unless they are behind full cover.
Rust. If the cursed would normally be immune to a type of damage, they instead have resistance to that damage.
Greater Curse
At 10th level, when a visible creature under the effects of a feature or spell with the word "curse" in its description, such as hex or your Spite feature, you may use your action to empower the curse.
Before the end of your next turn, the next attack roll made against the cursed has advantage and deals additional necrotic or psychic damage (your choice) equal to your druid level. You may use this feature a number of times equal to your proficiency bonus per long rest.
Create Connections
Additionally at 10th level, witches make strong connections with every living being they are close to. You may cast awaken without using components. Once you use this feature, you may not do so again a number of days have passed equal to 13 minus your proficiency bonus.
Hag's Form
At 14th level, your druidic powers morph you to better take on those that would bring harm. For 10 minutes after you expend a Wild Shape, you gain temporary hit points equal to your druid level and you gain resistance to necrotic and pyschic damage.
Coven Casting
Also at 14th level, your trust in others binds you to them, letting your power flow through them. Once per short rest, choose a willing humanoid that you can see and cast a spell with a casting time of one action using a spell slot; that ally may use their reaction to allow the magic to flow through them as if they had cast it, following all the other rules of spell casting and Wisdom is the casting stat for that ally. If that spell requires concentration, the chosen ally will be the one that concentrates on the spell.
