Druid: Circle of Wicker
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.
Level 3: Weave Effigy
Your primal magic can manifest as a wicker effigy and radiate out from it. As a Bonus Action, you can expend a use of your Wild Shape to create a wicker effigy in an unoccupied space you can see within 30 feet from you.
The effigy is a Small object (AC 15; HP equal to 5 times your Druid level; Vulnerability to Fire Damage; Immunity to Poison and Psychic damage). The effigy vanishes after 1 minute, when reduced to 0 Hit Points or when you use this feature again. It radiates one of the following auras (chosen when you create the effigy) in a 30-foot Emanation filled with Dim Light.
Sacrifice
When a creature in the aura takes damage, you can take a Reaction to deal Fire damage to the creature equal to 1d8 plus your Wisdom modifier.
Sooth
When you create the effigy, and as a Bonus Action on subsequent turns, you can expend an equal number of the effigy's Hit Points to restore an equal number of Hit Points to one creature within the aura.
Ward
You and your allies within the aura gain a +1 bonus to AC
Level 3 Soulbound Token
You can weave wicker tokens that carry a touch of your magic. When you finish a Long Rest, you can create a number of tokens equal to your Proficiency Bonus. The tokens are Tiny objects (AC 5; HP 1; Immunity to Poison and Psychic damage). The tokens vanish when you finish your next Long Rest.
You can cast spells with a range of touch on a creature carrying one of your tokens as long as you are on the same plane on the same plane of existence, regardless of the distance between you.
Level 6: Wicker Rising
The power you channel through your wicker effigy, grows stronger, gaining the following benefits.
Sacrifice
The Fire damage increases to 2d8 plus your Wisdom modifier.
Sooth
When you heal a creature with the effigy, you can expend 5 additional Hit Points from the effigy to remove one of the following conditions on the target: Charmed, Frightened, Paralyzed, Poisoned, Stunned.
Ward
Choose a damage type other than Force. You and your allies in the aura have Resistance to the chosen type.
Level 10: Soulbound Poppet
As a Magic action, you can expend a use of your Wild Shape and choose a creature you can see within 60 feet of your to create a wicker doll that vaguely resembles the target. The doll is a Tiny object (AC 10; HP 10; Vulnerable to Fire damage; Immunity to Poison and Psychic damage).The doll is vanishes after 1 minute, or when reduced to 0 Hit Points. While the doll exists, the target gains Vulnerable to Fire damage and has Disadvantage on attack rolls. When a creature holding the doll damages the the target for the first time during a turn, the target takes an extra 2d10 Necrotic damage.
Level 14: Wicker Zenith
Your wicker effigies reach the pinnacle of their power. As a Bonus Action, you can change your effigy's aura to a different one.
Additionally, all the auras grow stronger, gaining the following benefits;
- Sacrifice. The Fire damage increases to 3d8 plus your Wisdom modifier.
- Sooth. You and your allies in the aura gain the following benefits: When you start your turn you can end the Charmed or Frightened condition on yourself (no action required).
- Ward. Choose an ability. You and each of your allies within the aura have Advantage on saving throws made with the chosen ability.