Nature Affiliation
Witches with the nature affiliation are those who take their magic from the wilds and practice their witchcraft with the essence of nature, and all that it inspires. They may not be as wild as some druids are, but they like to spend at least some portion of their time in nature. They believe that nature is the source of magic and that they are in some way responsible for the gifts the wilds provide. Although they are not practitioners of the divine like clerics or paladins, these witches of the wilds tend to be followers of the gods and goddesses of nature. It is common among nature witches to adhere to the idea of the duality of nature, and thus they tend to follow both a god and a goddess of nature.
As a witch affiliated with nature, you can choose from a multitude of backstories: You can be an adventurer, free as the birds who decorate the sky. You can be a warden who protects those who cannot protect themselves from the deeds of disrespectful creatures who harm nature. You can even be on a path of revenge or necessary destruction, believing that the elimination of some “civilized” societies (that see their settlements above nature) is the only way to preserve nature.
No matter why you choose this path, your feelings tend to lead you to seek some sort of balance. You are aware that you must always give something in order to get something from nature. A fact that you are also constantly reminded of through the workings of your witchcraft.
Expanded Spell List
The affiliation with nature lets you choose from an expanded list of spells when you add spells to your Book of Shadows. The following spells are added to the list of witch spells for you. You can choose them to be part of your starting spells (cantrips and 1st level), or add them to your Book of Shadows in the course of your adventures.
NATURE AFFILIATION SPELLS
Spell Level | Spells |
---|---|
Cantrip | Druidcraft, Shillelagh |
1st | Entangle, Speak with animals |
2nd | Barkskin, Lesser restoration |
3rd | Call lightning, Speak with plants |
4th | Conjure woodland beings, Dominate beast |
5th | Awaken, Greater restoration |
6th | Conjure fey, Heal |
7th | Etherealness, Regenerate |
8th | Animal shapes, Dominate monster |
9th | Shapechange, Storm of vengeance |
Bonus Language
When you choose this affiliation at 1st level, you learn the Sylvan language.
Shared Senses
Starting at 1st level, as an action, you can transfer your psyche into your familiar’s mind and perceive the surroundings from its eyes and ears. While you do so, you can control the animal mentally. When you share your senses with your familiar, your body counts as paralyzed, blinded and deafened until you bring your senses back. You can bring your senses back as a bonus action.
Shared Life
Starting at 3rd level, you and your familiar’s vitality link together. The benefits of your Familiar’s Guidance feature become permanent. Your familiar shares your hit points, damage resistances, and immunities. When your familiar takes damage, you take that damage instead. Consequently, your familiar falls unconscious when you fall unconscious, and dies when you die. Additionally, while you are making death saves, you can choose to sacrifice your familiar and automatically become stable.
Channel Magic
Starting at 9th level, you can decide to make your familiar the origin point of a spell you cast, and thus calculate any properties of the spell as well as the range or area according to the space it occupies. Your familiar can also touch a creature if a spell demands it, and it uses your spell attack bonus to do so. To use this feature, your familiar must be within 120 feet of you.
Alter of the Wilds
At 20th level, you realize that nature can provide you everything your altar provides with a simple wish made in your mind. You initiate this by focusing on an area of 60-feet radius sphere within 60 feet of you, using your entire turn. Starting at the end of your turn, your magic becomes one with nature, and you gain the benefits granted by your Altar Magic feature for 1 minute as long as you stay within the area.
Once you use this feature, you cannot do so again until you finish a long rest.
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