Druid Circle
Cunning in their ancient art, druids of the Circle of Wicker fashion twig dolls and effigies, binding their magic into these crude forms. These creations often resemble animals, rune shapes, natural symbols, or people. Protective tokens and promises of retribution against trespassers are these druids' stock in trade. You can weave the magic of the land through your wicker creations as boons to your friends and banes to your foes.
The Old Ways sacred sites table offers examples to choose, or use as inspiration, to create places steeped in the Old Ways, where your circle might congregate, or where you may commune with primeval powers.
| 1d10 | Effigy |
|---|---|
| 1 | Antlered bowman, to ensure a successful hunt. |
| 2 | Bird-headed scarecrow, to protect crops from pests and blight. |
| 3 | Apple-adorned fertility goddess, for a bountiful harvest. |
| 4 | Unsettling stick figures, to ward off interlopers from hidden dwellings. |
| 5 | Goat with curved horns, to ensure a safe winter. |
| 6 | Wolf's head, to protect against dangers of the night. |
| 7 | Fearsome tusked mask, to grant ferocity in battle. |
| 8 | Spiraled sunburst with a grin, to herald a long, warm summer.1 |
| 9 | Three-sided pyramid with laddered edges, to mark the site of a sacrifice. |
| 10 | Intricate ring that represents the cycle of the year, to guarantee life, death, and rebirth. |
You gain access to the following spells at the specified levels. You always have them prepared, and they do not count against the number of spells you can prepare:
| Druid level | Spells |
|---|---|
| 2nd | bane, bless |
| 3rd | summer winds, zone of truth |
| 5th | bestow curse, tiny hut |
| 7th | death ward, sanctum of the shepherd |
| 9th | hold monster, lucky charm |
Your primal magic may manifest as a wicker effigy, and radiate out from it. As a bonus action, you may expend a use of your wild shape feature to create a wicker effigy in an unoccupied space you can see within 30ft. of you. The effigy is a Small object with 15 AC, hitpoints equal to 5 times your druid level, vulnerability to fire damage, and immunity to poison and psychic damage. The effigy vanishes after 1 minute, when reduced to 0 hitpoints, or when you use this feature again. It creates one of the following auras of your choice in a 30ft. radius, filling it with dim light for the duration.
Sacrifice. As a reaction whenever a creature in the aura takes damage, you may use your reaction to deal 1d8 + WIS fire damage to the creature.
Soothe. When you create this effigy, and as a bonus action on subsequent turns while the effigy remains, a creature of your choice you can see within the aura regains 1d6 hitpoints. You may use this effigy to restore hitpoints in this way a number of times equal to 2 * WIS.
Ward. You and any number of creatures of your choice within in the aura gain +1 AC.
You may weave wicker tokens that carry a touch of your magic. The tokens are tiny objects with 5 AC, 1 hitpoint, and immunity to poison and psychic damage. You may cast spells with a range of touch on a creature carrying one of your tokens, as long as you are on the same plane of existence. Whenever you finish a long rest, all existing tokens vanish, and you may create a number of tokens equal to your proficiency.
The energy you channel through your wicker effigy grows stronger, empowering its benefits.
Sacrifice. The fire damage increases to 2d8 + WIS.
Soothe. The healing of your effigy increases to 1d8, and whenever you target a creature with the effigy, you may expend 5 hitpoints from the effigy to remove one of the following: charmed, frightened, paralyzed, poisoned, or stunned.
Ward. You and any number of creatures of your choice within in the aura gain resistance to 1 damage type of your choice that isn't force.
As an action, you may expend a use of your wild shape feature, and choose a creature you can see within 60ft. of you, to magically create a wicker doll that vaguely resembles the target. The doll is a Tiny object with 10 AC, 10 hitpoints, vulnerability to fire damage, and immunity to poison and psychic damage. The doll vanishes after 1 minute, or when it is reduced to 0 hitpoints. While it exists, the target gains disadvantage on attack rolls against a creature carrying the doll, and whenever a creature carrying the doll damages the target for the first time ona turn, the target takes an extra 2d10 necrotic damage.
Your wicker effigies reach the pinnacle of their power. At the start of your turn, you may change your effigy's aura to a different one. Additionally, all the auras grow stronger in the following ways:
Sacrifice. The fire damage increases to 3d8 + WIS.
Soothe. Whenever you or any number of creatures of your choice starts a turn in the aura, it stops being either charmed or frightened, target's choice.
Ward. Choose an ability; you and any number of creatures of your choice within the aura gain advantage on saving throws made with the chosen ability.
Source: The Crooked Moon