|
Druid |
|||||||||||||||||||
|
Druid: Druid Circles: Circle of the Night |
|||||||||||||||||||
|
Druids of the Night harness witchcraft to form a connection with dark
fey and sinister hags. These druids weave ancient spells and forbidden
rituals to protect their groves and exact vengeance on intruders. |
|||||||||||||||||||
|
Circle of the Night Features |
|||||||||||||||||||
|
Coven Magic When you join this
circle at 3rd level, you can expend one of your ‘call of the wild’ uses as a
bonus action to gain temporary knowledge of a spell. When you use this bonus
action to immediately learn one divination, enchantment, illusion, or
necromancy spell from any spell list. A spell you choose must be of a level
you can cast, as shown on the druid table. This spell counts as a druid spell
for you, and it does not count against the number of spells you can prepare
each day. You retain knowledge of this spell until you use this feature
again. |
|
||||||||||||||||||
|
Witch Brew Also
at 3rd level, you learn how to brew up a witch brew. Whenever you finish a
long rest, you can brew up a number of witch brews
equal to your Wisdom modifier from the list of witch
brew options below. Whenever you finish a short rest, you can also brew one witch
brew, though your total number of witch brews cannot
exceed your Wisdom modifier. Your witch brews lasts until it is used or until
you finish a long rest. Every
time you brew up a witch brew you create either a ‘balm’ or a ‘poison’: Balm.
As an action, you immediately give yourself or another
creature a new saving throw against any condition it is currently suffering
from if that condition, or the effect causing the condition, can be ended
with a saving throw. The creature uses either its own saving throw bonus, or
your Wisdom bonus + proficiency modifier, whichever is higher. Poison.
You create one special dose of poison from the list
below. The poison can be used as an action: •
Inhaled Poison. This
vial of poison can be thrown at a point within 30ft. All creatures in a
10-foot cube must succeed on a Constitution saving throw or be poisoned until
the beginning of your next turn. •
Injury Poison. You
coat one weapon or ammunition with poison. The first time a creature takes
damage from the weapon, it must make a Constitution saving throw. On a failed
save, the target takes an additional 1d12 points of poison damage and half on
a successful save. This damage increases to 2d12 at 10th level and 3d12 at
18th level. •
Ingested Poison. You
create a vial of poison that must be ingested to take effect. When you use
this poison as an action, you can add it to food or a drink. One dose of this
poison is only powerful enough to affect one creature that is large or
smaller. The creature that ingests the poison must succeed on a Constitution
saving throw or fall unconscious for 1 hour or until it
takes any damage. Coven form Beginning at 10th level, when you use your wild
shape ability, you expend 3 of your call of the wild uses to ‘wild shape’
into a hag instead of one of your great beast spirit templates. When you ‘wild shape’ into a hag, the following
rules apply in addition to the normal rules for wild shape: •
You use
the hag form template instead of one of your great beast spirit templates. •
You
gain 10 + 2 per druid level temporary hit points. The shape lasts until you
lose the temporary hit points, until you use a bonus action to resume your
normal form, or until you use your wild shape feature again to take a new
form. •
You can
cast your druid spells while wild shaped into a hag. •
You can
select two hag traits instead of any wild trait available to your great beast
spirits. Some hag traits grant you the ability to cast spells. You can cast
these spells until the wild shape ends, and the spells are druid spells for the
duration of the wild shape. |
|||||||||||||||||||
|
Hag Traits You can select two hag traits from the
following list when you ‘wild shape’ into a hag: Coven cantrips. The hag knows the following
cantrips: animancy, grave light, unnerving
gaze, and vicious mockery. The hag can cast any of these
spells as a bonus action on its turn. Death glare. As a bonus action, the hag can target one frightened creature
it can see within 30 feet. If the target can see the hag, it must succeed on
a Wisdom saving throw or take 4d10 psychic damage. On a failed saving throw,
the target is also frightened until the end of the hag’s
next round. The target’s speed is reduced to 0 until while frightened by
this trait. On a successful save, the target is immune to this effect for 24
hours. Hag eye. The hag knows the arcane eye spell and can cast
it once between short or long rests. Invisible passage. The hag can use an action to turn invisible.
This invisibility lasts until the hag ends it (no action required) or until
it attacks or cast a spell. Large. The hag’s size is large and as a result it gains a +2 bonus to
armour class and a 1d4 damage bonus to its melee damage rolls. The large
trait replaces the hag’s physical ability scores: Strength 17 (+3), Dex 12
(+1), Con 17 (+3). The template also gains one additional temporary hit point
per druid level. Storm magic. The hag knows the call lightning and lightning
bolt spells and can cast one of these spells once between short or
long rests without expending a spell slot. Swamp magic. The
hag knows the fog cloud spell and can cast it without
expending a spell slot. Water hag. The hag gains a swim speed equal to
double its speed, and it can breathe air and water. |
|
||||||||||||||||||
|
Coven Gathering Beginning at 18th level, know the call coven spell and can cast it once without expending a spell
slot. When you cast call coven with this feature, the
spell summons two coven hags
instead of one, lasts one minute and does not
require concentration. |
|||||||||||||||||||