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CIRCLE OF WITCHCRAFT (DUMG)

People who dance under the moon. That curse the unwary. These are a few of the things that followers
of the Circle of Witchcraft are known for. These wielders of the
"dark arts" spawn these legends, and more.
WITCH’S FAMILIAR
When you choose this circle at 2nd level, you learn the Find
Familiar spell. You always have it prepared, and it doesn’t count
against the number of spells you can prepare each day. MAIDEN,
MOTHER, CRONE At 2nd, when you use Wild Shape you may
instead change your form into a humanoid form. This works like
the Change Appearance option of Alter Self, except that you can’t
make yourself appear as a member of other sex. You also gain
proficiency in the Deception skill.
CIRCLE SPELLS
Your mystical connection with the dark arts infuses you with the
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you
gain access to 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 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.

3rd: Enthrall, Blindness/Deafness


5th: Fear, Bestow Curse
7th: Compulsion, Polymorph
9th: Geas, Modify Memory

COVEN’S WARD
At 6th level, at the end of a short or long rest you may protect
yourself. Choose a type of damage except Psychic and an
Alignment combination; you gain resistance against this type of damage and register as being of this
alignment to detection spells until you use this ability again. While so protected you may extend this
protection to up to Wisdom modifier touched creatures.

EVIL EYE
At 10th level, as an action, you can cause each creature you choose in a 30 feet radius to make a
Wisdom saving throw against your druid spell save DC. The creatures that fail their saving throws have
disadvantage on attack rolls and ability checks. At the end of each of its turns, affected creatures can
make another Wisdom saving throw to end the effect. Once you use this feature, you can’t use it again
until you finish a short or long rest.

DEATHLY GAZE
Starting at 14th level, once per day you may kill by the pure force of your evil. When you use this
action, a creature of your choosing that can see you must make a Wisdom saving throw. If it fails, it is
reduced to 0 hit points. If it succeeds, it takes 10d10 psychic damage.

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