Druid

Circle of the Coven

You are a part of a hag coven. You've managed to convince a trio of hags to take you on as a minion, granting you an opportunity to tap into their powers without their knowledge. You play the part of an innocent and loyal servant to allow you a deeper and often detested knowledge of the abominate magics within nature.

Hag's Eye

A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. At 2nd level, the coven has entrusted you to be the keeper of their hag eye. While you have possession of the hag eye, darkvision with a range of 60 feet.

The hag eye has AC 10 and 1 hit point. If the hag eye is destroyed, your hag coven will be rendered blined and unable to create a new one until you provide them magical assistance. During a long rest, you can provide enough magical power to allow the coven to create a new eye from a distance. After the long rest, you must expend a first level spell slot to finish empowering the hag eye and allow the coven to transport it to you.

Coven Spells

Your possession of the hag eye, along with your privelaged knowledge of the hags' magic grants you a connection to the magical forces harnessed by the hags.

At 2nd level, while you have the hag eye, you have access to the Hag Coven spells. While you have access to the coven spells, you 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 use the hag eye as your druidic focus.

Hag Coven Spells
Druid Level Coven Spells
2nd identify, ray of sickness
3rd hold person, locate object
5th bestow curse, lightning bolt
7th phantasmal killer, polymorph
9th contact other plane, scrying

Bewitching Resistance

At 6th level you gain an improved magical resistance. Your deeper understanding of the nature of magic gives you insight on how to protect yourself from it. You have advantage on saving throws against spells and other magical effects.

Illusive Transformation

Your ability to transform into beasts is improved at 10th level. When you use your Wild Shape feature to transform into a beast, you can simultaneously cast invisibility on yourself.

Alternatively, you can create an illusory image around yourself, making it appear as though you transformed into another beast or appear as though you remain unchanged. When making an illusion of another beast, you must choose a beast you could transform into using your Wild Shape feature. A creature must succeed a intelligence save against your spell DC to see through the illusion.

Mind Wrack

At 14th level, yxou gain the ability to cast the eyebite spell. You can use your bonus action to make a creature affecteed by this spell take 4d8 damage necrotic damage. Creatures immune to psychic damage can't be damaged this way.