Coven of the Verdant Green
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: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.
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