Druid: Circle of the Witch
Original Source: Unearthed Arcana: 2021 Mages of Strixhaven
Circle of the Witch Spells
You have learned pagan techniques from your coven. These teachings grant you access to some spells when you reach certain levels in this class, as shown on the Circle of the Witch 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.
Table: Circle of the Witch Spells
Druid Level | Spells |
---|---|
2nd | find familiar, inflict wounds, spare the dying |
3rd | prayer of healing, ray of enfeeblement |
5th | life transference, revivify |
7th | death ward, aura of life |
9th | enervation, raise dead |
Essence Tap
2nd-level Circle of the Witch feature
As a bonus action, you can expend a use of your Wild Shape feature to draw on a reservoir of life essence to empower yourself for 1 minute. For the duration, you gain the following benefits:
Overgrowth. When you activate the ability, and as a bonus action on subsequent turns, you can expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.
Withering Strike. When you deal damage, you can change the damage type to necrotic, you ignore resistance to necrotic damage, and when you deal necrotic damage to a creature with immunity to necrotic damage of, you deal half damage instead.
Toil and Trouble
2nd-level Circle of the Witch feature
You have learned techniques from your coven that many other druids might consider anathema. You gain the following benefits:
- You gain proficiency with herbalism kits. If you are already proficient, you gain expertise instead.
- You count as a warlock for the requirements on the use of magic items, and you can use an arcane focus as a focus for your druid spells.
- Whenever you learn a new druid Secret of Nature or replace an existing one, you can choose from Warlock Eldritch Invocations. Your Druid levels count as Warlock levels for the purpose of fulfilling prerequisites.
Witch's Brew
6th-level Circle of the Witch feature
You gain proficiency with alchemy supplies. If you are already proficient, you gain expertise instead.
When you finish a long rest, you can use an herbalism kit and a pot or cauldron to create magical brews. You create a number of brews equal to your proficiency bonus. Each brew requires its own flask. A brew retains its magical potency for 24 hours or until it is used. When a brew is used, choose one of the following effects:
Fortifying. When you create this brew, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew as a bonus action or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.
Quickening. A creature can drink this brew as a bonus action or administer it to another creature as an action. The recipient regains 2d6 hit points, and one disease, curse, or condition from the following list affecting the recipient ends (brew user's choice): charmed, frightened, paralyzed, poisoned, stunned.
Toxifying. As an action, a creature can apply this brew to a simple or martial weapon. The next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour, the target takes 2d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. Additionally, you have advantage on ability checks and saving throws made to navigate and avoid dangers within the terrain you chose at 2nd level.
Witchcraft Adept
10th-level Circle of the Witch feature
Your connection to the flow of life force deepens. Once per turn when you deal necrotic damage or restore hit points using a spell, one target of the spell takes additional damage or regains additional hit points equal to your proficiency bonus.
Withering Vortex
14th-level Circle of the Witch feature
When you cast a spell of 1st-level or higher that deals necrotic damage to any number of creatures that aren't Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest. You also regain an expended use of this ability whenever you kill a creature with a spell that deals necrotic damage.