Circle of Witches

by NickLantz

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Circle of Witches (Druid)

This subclass offers a more "witchy" take on the druid. While members of the Circle of Witches still draw their magic from the power of nature, they are quite comfortable leveraging their abilities to beguile, frighten, and curse others to achieve their goals.

Circle Spells

At 3rd, 5th, 7th, and 9th level, you gain access to the following circle spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you 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 suggestion, tasha's mind whip
5th gaseous form, bestow curse
7th banishment, shadow of moil
9th dream, wrath of nature

Witch’s Familiar

At 2nd level, you gain the use of a witch's familiar. You know the Find Familiar spell. It counts as a druid spell for you, you always have it prepared, and it doesn't count against the number of spells you prepare each day. The familiar you summon has the following additional properties:

  • It gains additional hit points equal to your druid level
  • It gains an intelligence score of 10
  • It can speak one language of your choice that you speak.

Forbidden Magicks

At 2nd level, you learn spells forbidden to most druids. You learn two 1st-level spells of your choice from the Warlock spell list. These spells count as druid spells for you. When you gain a level in this class, you can change one Forbidden Magicks spell you know to a different one.

Aspects

At 6th level, you learn to bend the natural magic around you in ways that influence how other creatures perceive you. Each form you adopt this way is called an aspect. On your turn, you can use an action and expend one of your wild shape uses to adopt one of the following aspects:

  • Aspect of Affinity. Your appearance becomes supernaturally beguiling, and an enthralling aura emanates from you in a 30-foot radius sphere. All creatures of your choice that can see you must succeed on a Wisdom saving throw or become charmed by you for the duration of your aspect. A creature has advantage on the saving throw if you or your allies are fighting it. While charmed by you in this way, a creature has disadvantage on perception checks to perceive anyone except you. If a charmed creature takes damage from any source, it becomes immune to this aspect for 24 hours.
  • Aspect of Fear. Your appearance becomes supernaturally frightening, and an aura of fear emanates from you in a 30-foot radius sphere. Whenever a creature of your choice that can see you enters that area for the first time on its turn or starts its turn there, it must succeed on a Wisdom saving throw or become frightened of you for the duration of your aspect. An affected creature may repeat the save at the end of each of its turns, ending the effect on a success.
  • Aspect of Indifference. Your appearance becomes so supernaturally unremarkable that other creatures struggle to notice you. You do not become invisible; rather, creatures’ attention simply slips over you, and they completely forget your presence the moment they look away. If you or your allies deal damage to a creature or cast a spell that affects it, that creature becomes aware of you and gains immunity to your Aspect of Indifference for 24 hours. If a creature that is aware of you tries to alert others to your presence, those creatures may make a perception check with disadvantage against your spell save DC; any creatures who succeed then perceive you and are immune to this aspect for 24 hours.

An aspect lasts for 1 hour. It ends early if you are incapacitated, if you activate a different aspect, or if any spell or effect alters your form.

Poppet

At 10th level, you learn to create a poppet, which is a doll or figure that you craft to represent a specific creature. Crafting a poppet requires appropriate materials and a 10-minute ritual. To successfully create a poppet, you must know the target creature’s true name (if it has one) and you must possess an item closely connected to it: this could be a piece of its body (such as a finger, blood, or hair), or it could be a treasured/prized object. If you do not possess these items, the ritual fails (you are aware whether the ritual succeeded or failed when you complete it). Creating the poppet places a curse on the target creature. You can only curse one target with your poppet, and you can only have one poppet at a time; if you create a new poppet, the old poppet ceases to function. Your poppet does not function while you are wildshaped.

While the cursed creature is within 30 feet of you, anytime it makes an attack roll, ability check, or saving throw, it must subtract a d4 from its roll. Additionally, while within 30 feet of the cursed creature, as an action, you can present the poppet and utter the cursed creature’s name, forcing it to make a Wisdom saving throw. On a failure, it is afflicted with one of the following effects (your choice) until the end of its next turn:

  • Its movement speed is halved until the end of its turn.
  • It is blinded until the end of its next turn.
  • It is immediately moved 10 feet in a direction of your choice (it must end this movement on solid ground).

Monstrous Shapes

At 14th level, you gain the ability to take on the form of certain monstrosities with your wild shape feature. When you wild shape, you can choose from the following additional forms: Ankheg, Cave Fisher, Displacer Beast, Griffin, Manticore, Owlbear, Peryton, Phase Spider, Shadow Mastiff.