Witch Druid

Magical Cauldron - 2nd level, you can turn any cup, hole, etc. For 25 GP into a magical cauldron. If you focus on your cauldron for one hour and pay 25 GP you can apply any of the one following effects;

1. Make the cauldron collapse to the size of a cup that's able to shrink and grow from a max of 90 LBS. When shrunk down to the size of a cup it's 5 LBS.

2. Additional 50 GP, takes 5 less minutes to make a single wild shape potion.

3. Extend the length/ time of the potion.

4. Cantrips that require components take 1 less minute (cannot go below 1 minute for the cantrip)

Wild Shape Potion - 2nd level, take 10 minutes to make a single wild shape potion, using up one of your wild shapes into your potion or take two CR 1 or higher beast soul into the potion. You combine two creatures into one wild shape form between two stat blocks.

You can take a swig and use two wild shape beast ability. Can be applied on a non-druid creature but half the time for the length of the form if you do so. A non-druid creature needs to make a hardy fate roll if they don't want to be stunned for a round after the effects of the potion ends.

Once taken this ability again at LV6, you don't need to make a hardy fate roll and the effects will just end, the lengths of the ability will stay for the full time length.

Elixir Mix up - 2nd level you can change a potion and it's influence that's not a traditional potion by modifying the ingredients by adding 1 competent with making it better or worse that takes a minute and for stronger effects going to take an additional two minutes, then three minutes, etc. The potion ingredients added must be of 25 GP or higher in cost for the min one minute effect.

Choose one of the following;

1 minute time;

1. +1 healing

2. +1 dmg modifier

3. +1 check modifier to your next action

4. +1 AC

5. +1 PA or MA

6. +10 MF for next spell

7. Next movement action gives +10 ft of movement

2 minute time; double the effects, 4 minute time; additional 1.5 times the effects, 6 minute time; additional 1.25 times the effects, etc.

Voice of the animal - 3rd level, as long you're in a forest and or speaking with forest spirits you can speak with animals, fey, any creature spiritual in nature and in touch with nature.

Cantrips to Potions - 3rd level, as long as you have performed the necessary actions and fed into the cantrips the necessary ingredients the cantrip is bottled up into a bottle. Any creature can consume this and perform the cantrip.

Corruption Potion - 4th level, these are failed batches of wild shape potions, cause a creature that is splashed with this to take the negative/ downsides of any creature that's CR 1 or higher. The downsides only last the length of the potion. These are made from CR 1 or higher creatures souls and animal dung.

Bat dung; applied creature takes +50% fire DMG.

Deer Dung; applied creature takes +50% magical dmg.

You can have a number of corruption potions = to your wisdom modifier.

Spiritual Casting Beast - 4th level, a creature of CR 2 or higher you killed recently that's a beast or a druid you can channel magic through and or use as a casting point for a spell.

Potion mix and match - at 5TH level, you can put a spell into a single potion, giving up a spell slot and trying to combine another spell into it give up another spell slot of +1. An example; 2 LV 1 spell slots into one potion you'd need 2 LV 1 spells slots and a LV 0 spell slot in order to mix the spell into a potion.

You can give up a LV 0 or higher spell slot to add one of the following effects to a potion;

1. +6 second duration to the potion.

2. +1 DMG to potion.

3. +2 healing to a potion.

4. +1 initiative from a potion.

5. +1 dmg reduction

You give up a LV 1 or higher spell slot to add one of the following effects to a potion;

1. +1 advantage.

2. +1 disadvantage.

You can only have mix and match potions = to the original number of max spell slots before you started mixing and matching potions.

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