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PEACH: Druid Circle: Coven Witch
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<blockquote data-quote="kolya" data-source="post: 7828203" data-attributes="member: 80118"><p>Okay, so this has been stewing in my brain for a while, finally wrote it out this morning. How unreasonably overpowered have I made this subclass. At what would need to change to make it reasonable?</p><p></p><p>[SPOILER="Version 1"]</p><p><span style="font-size: 22px"><strong>Druid Circle: Coven Witch v1</strong></span></p><p><strong>Coven Spells</strong></p><p><em>2nd-level Coven Witch feature</em></p><p>You learn the <em>vicious mockery</em> cantrip, and the <em>hex</em> and <em>witch bolt</em> spells.</p><p>When you reach certain levels in this class, you gain access to the spell listed for that level in the Coven 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.</p><p>You can ignore the somatic components (but not the material components) of spells granted by this feature.</p><p><strong>Coven Witch Spells</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Druid Level</strong></p> </td><td><strong>Spells</strong></td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><em>augury, blindness/deafness</em></td></tr><tr><td><p style="text-align: center">5th</p> </td><td><em>revivify, vampiric touch</em></td></tr><tr><td><p style="text-align: center">7th</p> </td><td><em>compulsion, polymorph</em></td></tr><tr><td><p style="text-align: center">9th</p> </td><td><em>danse macabre, hallow</em></td></tr></table><p><strong>Knowledge of the Coven</strong></p><p><em>2nd-level Coven Witch feature</em></p><p>Choose one skill from: Arcana, Medicine, Nature, or Religion. You gain proficiency in that skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>In addition, you can use an arcane focus as a spellcasting focus for your druid spells.</p><p><strong>Uncanny Voice</strong></p><p><em>2nd-level Coven Witch feature</em></p><p>While in beast shape, you can speak with your own voice. You can cast spells in any shape you assume using Wild Shape. You can perform the verbal components of a druid spell while in beast shape, but you aren’t able to perform somatic components or provide material components.</p><p><strong>Uncanny Forms</strong></p><p><em>6th-level Coven Witch feature</em></p><p>You can now use your Wild Shape to transform into a monstrosity or a plant instead of a beast. You must still abide by the limitations in the Beast Shapes table.</p><p>If a shape you transform into uses equipment, you do not gain the benefit of that equipment, but you can substitute similar equipment that you are already wearing or carrying.</p><ul> <li data-xf-list-type="ul">If the form you transform into wears armour, you use any armour you are wearing instead to calculate your AC.</li> <li data-xf-list-type="ul">If the form you transform into has weapon attacks that aren’t from a natural weapon (such as bite, claws, hooves or something similar) you can use a weapon you are wielding of the same type (melee or ranged) instead for those attacks.</li> <li data-xf-list-type="ul">If the form you transform into has a multiattack action including weapon attacks that aren’t natural weapons, you can use a weapon you are wielding of the same type (melee or ranged) instead for those attacks. Any melee weapon used must be one you could use for two-weapon fighting.</li> </ul><p>For example, a harpy wields and club as a melee weapon attack; if you are wielding a sickle, you can use it for the Club and Multiattack actions (dealing the damage of a sickle). If you are wielding a quarterstaff, you can use it for the Club action, but not for the club attack of Multiattack action.</p><p>In addition, you can spend two uses of Wild Shape at the same time to transform into a beast, a monstrosity, or a plant with a challenge rating as high as your druid level divided by 3, rounded down (you ignore the Max. CR column of the Beast Shapes table).</p><p><strong>Knowledge of the Ancients</strong></p><p><em>10th-level Coven Witch feature</em></p><p>You can cast any spell as a ritual if that spell has the ritual tag, even if it isn’t a druid spell and you don’t have it prepared.</p><p>If it is a druid spell, but you don’t have it prepared, the ritual version of the spell takes 1 hour longer to cast than normal.</p><p>If it is not a druid spell, the ritual takes 8 hours longer than normal to cast, and you must be assisted by at least two other creatures, each with the ability to cast at least one spell. You must also spend 200 gp of rare herbs and animal parts for each level of the spell, in addition to any material components required for the spell.</p><p><strong>Witch's Sight</strong></p><p><em>14th-level Coven Witch feature</em></p><p>You gain truesight to a range of 30 feet.</p><p>[/SPOILER]</p><p></p><p>Okay, here's a new pass:</p><ul> <li data-xf-list-type="ul">Removed Uncanny Forms, replaced with the more boilerplate Uncanny Reflexes.</li> <li data-xf-list-type="ul">Clarified that Uncanny Voice allows you to cast Verbal only spells in beast form.</li> <li data-xf-list-type="ul">Removed the clause that ignores somatic components of spells granted by coven spells.</li> <li data-xf-list-type="ul">Traded <em>witch bolt</em> for <em>find familiar</em>, because it's more thematic.</li> <li data-xf-list-type="ul">Traded <em>danse macabre</em> for <em>immolation</em>, because <em>immolation</em> is verbal only (and it's like <em>produce flame</em> turned up to <s>11</s> 5.)</li> <li data-xf-list-type="ul">Clarified the functions of the ritual feature, adjusted the additional costs.</li> </ul><p><span style="font-size: 22px"><strong>Druid Circle: Coven Witch v2</strong></span></p><p><strong>Coven Spells</strong></p><p>2nd-level Coven Witch feature</p><p>You learn the <em>vicious mockery</em> cantrip, and the <em>hex</em> and <em>find familiar</em> spells.</p><p>When you reach certain levels in this class, you gain access to the spell listed for that level in the Coven 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.</p><p><strong>Coven Witch Spells</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Druid Level</strong></p> </td><td><strong>Spells</strong></td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><em>augury, blindness/deafness</em></td></tr><tr><td><p style="text-align: center">5th</p> </td><td><em>revivify, vampiric touch</em></td></tr><tr><td><p style="text-align: center">7th</p> </td><td><em>compulsion, polymorph</em></td></tr><tr><td><p style="text-align: center">9th</p> </td><td><em>hallow, immolation</em></td></tr></table><p><strong>Ancient Gifts</strong></p><p>2nd-level Coven Witch feature</p><p>Choose one skill from: Arcana, Medicine, Nature, or Religion. You gain proficiency in that skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>In addition, you can use an arcane focus as a spellcasting focus for your druid spells.</p><p><strong>Uncanny Voice</strong></p><p>2nd-level Coven Witch feature</p><p>While in beast shape, you can speak with your own voice. This allows you cast spells in any shape you assume using Wild Shape. You can perform the verbal components of a druid spell while in beast shape, but you still aren’t able to perform somatic components or provide material components.</p><p><strong>Uncanny Reflexes</strong></p><p>6th-level Coven Witch feature</p><p>While in beast form, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take only half damage on a failed save, and no damage on a success.</p><p><strong>Knowledge of the Coven</strong></p><p>10th-level Coven Witch feature</p><p>You can cast a druid spell as a ritual if that spell has the ritual tag and it is of a level you could prepare, even if you don’t have the spell prepared. If you don’t have a druid spell prepared, the ritual version takes 1 hour longer than normal to cast.</p><p>In addition, other spellcasters can aid you in casting rituals. You can cast any spell from any spell list if it has the ritual tag and it is of a level you could prepare.</p><p>When you cast a spell as a ritual that is not a druid spell, the ritual takes longer to cast and you must spend additional rare herbs and animal parts depending on the level of the spell, as shown in the Coven Ritual table. You must also be assisted by at least two other creatures, each with the ability to cast at least one spell; higher level spells require more assistants, as shown in the Ritual Assistants column of the Coven Ritual table.</p><p><strong>Coven Ritual</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Spell Level</strong></p> </td><td><p style="text-align: center"><strong>Additional Time</strong></p> </td><td><p style="text-align: center"><strong>Additional Materials</strong></p> </td><td><p style="text-align: center"><strong>Ritual<br /> Assistants</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+2 hours</p> </td><td><p style="text-align: center">100 gp</p> </td><td><p style="text-align: center">2 others</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+4 hours</p> </td><td><p style="text-align: center">250 gp</p> </td><td><p style="text-align: center">2 others</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+6 hours</p> </td><td><p style="text-align: center">500 gp</p> </td><td><p style="text-align: center">2 others</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+8 hours</p> </td><td><p style="text-align: center">750 gp</p> </td><td><p style="text-align: center">3 others</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+10 hours</p> </td><td><p style="text-align: center">1,000 gp</p> </td><td><p style="text-align: center">3 others</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+12 hours</p> </td><td><p style="text-align: center">2,000 gp</p> </td><td><p style="text-align: center">4 others</p> </td></tr></table><p><strong>Witch Sight</strong></p><p>14th-level Coven Witch feature</p><p>You gain truesight to a range of 30 feet.</p></blockquote><p></p>
[QUOTE="kolya, post: 7828203, member: 80118"] Okay, so this has been stewing in my brain for a while, finally wrote it out this morning. How unreasonably overpowered have I made this subclass. At what would need to change to make it reasonable? [SPOILER="Version 1"] [SIZE=6][B]Druid Circle: Coven Witch v1[/B][/SIZE] [B]Coven Spells[/B] [I]2nd-level Coven Witch feature[/I] You learn the [I]vicious mockery[/I] cantrip, and the [I]hex[/I] and [I]witch bolt[/I] spells. When you reach certain levels in this class, you gain access to the spell listed for that level in the Coven 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. You can ignore the somatic components (but not the material components) of spells granted by this feature. [B]Coven Witch Spells[/B] [TABLE] [TR] [TD][CENTER][B]Druid Level[/B][/CENTER][/TD] [TD][B]Spells[/B][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][I]augury, blindness/deafness[/I][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][I]revivify, vampiric touch[/I][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][I]compulsion, polymorph[/I][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][I]danse macabre, hallow[/I][/TD] [/TR] [/TABLE] [B]Knowledge of the Coven[/B] [I]2nd-level Coven Witch feature[/I] Choose one skill from: Arcana, Medicine, Nature, or Religion. You gain proficiency in that skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. In addition, you can use an arcane focus as a spellcasting focus for your druid spells. [B]Uncanny Voice[/B] [I]2nd-level Coven Witch feature[/I] While in beast shape, you can speak with your own voice. You can cast spells in any shape you assume using Wild Shape. You can perform the verbal components of a druid spell while in beast shape, but you aren’t able to perform somatic components or provide material components. [B]Uncanny Forms[/B] [I]6th-level Coven Witch feature[/I] You can now use your Wild Shape to transform into a monstrosity or a plant instead of a beast. You must still abide by the limitations in the Beast Shapes table. If a shape you transform into uses equipment, you do not gain the benefit of that equipment, but you can substitute similar equipment that you are already wearing or carrying. [LIST] [*]If the form you transform into wears armour, you use any armour you are wearing instead to calculate your AC. [*]If the form you transform into has weapon attacks that aren’t from a natural weapon (such as bite, claws, hooves or something similar) you can use a weapon you are wielding of the same type (melee or ranged) instead for those attacks. [*]If the form you transform into has a multiattack action including weapon attacks that aren’t natural weapons, you can use a weapon you are wielding of the same type (melee or ranged) instead for those attacks. Any melee weapon used must be one you could use for two-weapon fighting. [/LIST] For example, a harpy wields and club as a melee weapon attack; if you are wielding a sickle, you can use it for the Club and Multiattack actions (dealing the damage of a sickle). If you are wielding a quarterstaff, you can use it for the Club action, but not for the club attack of Multiattack action. In addition, you can spend two uses of Wild Shape at the same time to transform into a beast, a monstrosity, or a plant with a challenge rating as high as your druid level divided by 3, rounded down (you ignore the Max. CR column of the Beast Shapes table). [B]Knowledge of the Ancients[/B] [I]10th-level Coven Witch feature[/I] You can cast any spell as a ritual if that spell has the ritual tag, even if it isn’t a druid spell and you don’t have it prepared. If it is a druid spell, but you don’t have it prepared, the ritual version of the spell takes 1 hour longer to cast than normal. If it is not a druid spell, the ritual takes 8 hours longer than normal to cast, and you must be assisted by at least two other creatures, each with the ability to cast at least one spell. You must also spend 200 gp of rare herbs and animal parts for each level of the spell, in addition to any material components required for the spell. [B]Witch's Sight[/B] [I]14th-level Coven Witch feature[/I] You gain truesight to a range of 30 feet. [/SPOILER] Okay, here's a new pass: [LIST] [*]Removed Uncanny Forms, replaced with the more boilerplate Uncanny Reflexes. [*]Clarified that Uncanny Voice allows you to cast Verbal only spells in beast form. [*]Removed the clause that ignores somatic components of spells granted by coven spells. [*]Traded [I]witch bolt[/I] for [I]find familiar[/I], because it's more thematic. [*]Traded [I]danse macabre[/I] for [I]immolation[/I], because [I]immolation[/I] is verbal only (and it's like [I]produce flame[/I] turned up to [S]11[/S] 5.) [*]Clarified the functions of the ritual feature, adjusted the additional costs. [/LIST] [SIZE=6][B]Druid Circle: Coven Witch v2[/B][/SIZE] [B]Coven Spells[/B] 2nd-level Coven Witch feature You learn the [I]vicious mockery[/I] cantrip, and the [I]hex[/I] and [I]find familiar[/I] spells. When you reach certain levels in this class, you gain access to the spell listed for that level in the Coven 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. [B]Coven Witch Spells[/B] [TABLE] [TR] [TD][CENTER][B]Druid Level[/B][/CENTER][/TD] [TD][B]Spells[/B][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][I]augury, blindness/deafness[/I][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][I]revivify, vampiric touch[/I][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][I]compulsion, polymorph[/I][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][I]hallow, immolation[/I][/TD] [/TR] [/TABLE] [B]Ancient Gifts[/B] 2nd-level Coven Witch feature Choose one skill from: Arcana, Medicine, Nature, or Religion. You gain proficiency in that skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. In addition, you can use an arcane focus as a spellcasting focus for your druid spells. [B]Uncanny Voice[/B] 2nd-level Coven Witch feature While in beast shape, you can speak with your own voice. This allows you cast spells in any shape you assume using Wild Shape. You can perform the verbal components of a druid spell while in beast shape, but you still aren’t able to perform somatic components or provide material components. [B]Uncanny Reflexes[/B] 6th-level Coven Witch feature While in beast form, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take only half damage on a failed save, and no damage on a success. [B]Knowledge of the Coven[/B] 10th-level Coven Witch feature You can cast a druid spell as a ritual if that spell has the ritual tag and it is of a level you could prepare, even if you don’t have the spell prepared. If you don’t have a druid spell prepared, the ritual version takes 1 hour longer than normal to cast. In addition, other spellcasters can aid you in casting rituals. You can cast any spell from any spell list if it has the ritual tag and it is of a level you could prepare. When you cast a spell as a ritual that is not a druid spell, the ritual takes longer to cast and you must spend additional rare herbs and animal parts depending on the level of the spell, as shown in the Coven Ritual table. You must also be assisted by at least two other creatures, each with the ability to cast at least one spell; higher level spells require more assistants, as shown in the Ritual Assistants column of the Coven Ritual table. [B]Coven Ritual[/B] [TABLE] [TR] [TD][CENTER][B]Spell Level[/B][/CENTER][/TD] [TD][CENTER][B]Additional Time[/B][/CENTER][/TD] [TD][CENTER][B]Additional Materials[/B][/CENTER][/TD] [TD][CENTER][B]Ritual Assistants[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+2 hours[/CENTER][/TD] [TD][CENTER]100 gp[/CENTER][/TD] [TD][CENTER]2 others[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+4 hours[/CENTER][/TD] [TD][CENTER]250 gp[/CENTER][/TD] [TD][CENTER]2 others[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+6 hours[/CENTER][/TD] [TD][CENTER]500 gp[/CENTER][/TD] [TD][CENTER]2 others[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+8 hours[/CENTER][/TD] [TD][CENTER]750 gp[/CENTER][/TD] [TD][CENTER]3 others[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+10 hours[/CENTER][/TD] [TD][CENTER]1,000 gp[/CENTER][/TD] [TD][CENTER]3 others[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+12 hours[/CENTER][/TD] [TD][CENTER]2,000 gp[/CENTER][/TD] [TD][CENTER]4 others[/CENTER][/TD] [/TR] [/TABLE] [B]Witch Sight[/B] 14th-level Coven Witch feature You gain truesight to a range of 30 feet. [/QUOTE]
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