Coven of the Verdent Wood | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Coven of the Verdent Wood

Witches in the Coven of the Verdant Wood find their strength in the greenery that surrounds them. You are awed by the majesty of plants and connect with them in a way that few will ever understand. You communion is napping in the crook of a tree, planting seeds, or driving off woodcutters.

Coven Spells

You learn additional spells when you reach certain levels in this class, as shown on the Verdant Wood Spells table. Each of these spells counts as a witch spell for you, but it doesn’t count against the number of witch spells you know.
 

Verdant Wood Spells

Witch Level Spells
1st Entangle, Goodberry
3rd Barkskin, Lesser Restoration
5th Plant Growth, Speak with Plants
7th Conjure Woodland Beings, Freedom of Movement
9th Greater Restoration, Tree Stride

 

Plant Sense

When you choose this coven at 1st level, your deep connection to plants gives you an intuitive understanding of them. As an action, you can examine a nonmagical plant you can see within 5 feet of you. When you do so, you immediately learn its basic properties, including whether it is edible, if it is poisonous or otherwise dangerous, and in what type of environment it typically grows. You also learn its condition, including whether it is unwell due to magical or mundane means. In addition, you have advantage on Charisma checks to interact with Plant creatures.
 

Drawing the Green

Starting at 1st level, you can use an action to call on the spirits of native flora to aid you for 1 minute. While the spirits are present, you can exert control over nearby terrain and gain the following benefits:
  • Encourage Growth. As a bonus action, you can encourage native flora to grow or recede. Choose any number of spaces within 15 feet of you. Each space fills with nonmagical difficult terrain until the start of your next turn. Alternatively, a chosen space that contains nonmagical difficult terrain is no longer difficult terrain until the start of your next turn. These effects end early if you move more than 15 feet away from an affected space.
  • Hinder Advance. Whenever a creature moves into a space within 15 feet of you, you can use a reaction to direct thorns, roots, and spiked vines to rise up against the creature. The target takes piercing damage equal to your proficiency bonus.
  • Once you use this feature, you can’t use it again until you finish a short or long rest.
     

    Creeping Overgrowth

    At 6th level, you can infuse your hexes with all-consuming growth. When you use your Hex feature against a creature, the target must make a Constitution saving throw against your spell save DC at the end of its turn. The Hex die doesn’t apply to this saving throw. If the target fails the save, shoots of greenery sprout from its body for 1 minute, reducing its speed by 10 feet. At the start of each of the target’s turns, its movement speed is reduced by an additional 5 feet as the greenery continues to grow.
    Whenever the target takes necrotic damage or slashing damage, it can repeat the saving throw. On a success, the effect ends, and the target’s speed returns to normal. Alternatively, the target or any creature within 5 feet of it can use an action to destroy the greenery. If a creature does so, the effect ends, but the target takes piercing damage equal to 1d8 + your proficiency bonus.
     

    Ascendance of the Green

    At 10th level, you gain greater mastery over the spirits of native flora that you call to your side. The benefits you gain while using Drawing the Green increase in power:
  • Enhanced Growth. When you use Encourage Growth, you can now choose any number of spaces within 30 feet of you.
  • Halted Advance.When you use Hinder Advance, the target must succeed on a Dexterity saving throw against your spell save DC or its speed becomes 0 until the start of its next turn.
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    One with the Green

    At 14th level, you and the spirits of native flora are inseparable, subtly changing your body. You gain tremorsense out to a range of 30 feet, and spending 1 hour in sunlight provides you with enough nourishment to sustain you for one day. In addition, when you start your turn in bright light, you regain hit points equal to your proficiency bonus. This amount doubles if you start your turn in sunlight. Once you have regained an amount of hit points in this way equal to half your hit point maximum, you can’t regain hit points in this way again until you finish a long rest.


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