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.

 Night Circle Spells

druid level

Spell

1

hideous laughter

3

whither and bloom

5

lightning bolt

7

polymorph

9

dream

 

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 or until you finish a short or a long rest.

 

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. In addition, whenever you finish a short rest, you can brew one additional witch brew. Your total number of witch brews cannot exceed your Wisdom modifier. Your witch brews lasts until it is used as an action or until you finish a long rest.

Every time you brew up a witch brew you choose one of the following options:

  • 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, or your Wisdom bonus + proficiency modifier, whichever is higher.

  • Poison. You create one special dose of poison from the following list. This 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 4 of your call of the wild uses to transform into a hag instead of one of your great beast spirit templates. If you do so, use the hag form template and select two hag trait associated with that template and the form 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. Some hag traits grant you the ability to cast spells. You can cast these spells while you are wild shaped and the spells are druid spells for you while you are wild shaped.

Hag Traits

  • Amphibious Hag. The hag gains a swim speed equal to double its speed, and it can breathe air and water.

  • 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.

  • Coven Cantrips. The hag knows the following cantrips: dancing lights, minor necromancy, unnerving gaze, and vicious mockery. The hag can cast any of these spells as a bonus action on its turn.

  • 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 requires) or until it attacks or cast a spell.

  • Large. The hag’s size is large and as a result it gain +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.

 

Hag Form

Medium fey

Armor Class 16 (+4 from natural armour)

Temporary Hit Points 10+3 per druid level

Speed 30 feet

Str 15 (+2)

Int -

Dex 14 (+2)

Wis -

Con 14 (+2)

Cha -

Languages fey

Special

Frightening Glare. As a bonus action, the hag can target one creature within 30 feet of it. The target must make a Wisdom saving throw or become frightened until the end of your next turn.

Actions

Cursed Claws. Melee attack, reach 5 ft., 2d4 slashing damage. On a hit, the target is also diseased until the target finishes a long rest or the condition is removed with a remove curse spell.

 

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.