Druid
Base Class: Druid

Circle of Eldritch Verdancy

Druid Subclass

Druids of the Circle of Eldritch Verdancy form a deep, psionic connection with strange and alien flora, cultivating a symbiotic relationship with psionic spores and fungal growths that twist both the land and the minds of their foes. These druids are conduits for the eldritch energies of the natural world, using these powers to warp perception, influence minds, and subjugate their enemies.

Resistances and Proficiency

You gain resistance to psychic damage. 

You gain proficiency with the Herbalism Kit.

 

2nd Level: Spore Infusion

At 3rd level, you gain the ability to imbue your attacks and spells with psionic energy in the form of spores. When you hit a creature with a melee weapon attack or cast a spell that deals damage, you can spend one Wild Shape use to release a burst of psychic spores. The target must make a Wisdom saving throw against your spell save DC or take additional psychic damage equal to your Wisdom modifier (minimum of 1).

3rd Level: Mental Spores

You can release psionic spores that invade the minds of your enemies. As an action, you can target one creature within 30 feet. The creature must succeed on a Wisdom saving throw or take 2d8 psychic damage and have disadvantage on Wisdom saving throws until the end of your next turn. On a successful save, the target takes half damage and suffers no additional effects. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.At higher levels, the damage of Mental Spores increases:

  • At 7th level: 3d8

  • At 15th level: 4d8


6th Level: Neural Overgrowth

Your psionic connection to the land deepens. As an action, you can cause psionic roots and fungi to infest the mind of a creature within 30 feet. The creature must make a Wisdom saving throw. On a failed save, the creature takes 4d10 psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half damage and is not incapacitated.

Creatures that are immune to being charmed have advantage on this saving throw.


10th Level: Verdant Mindscape

At 10th level, you can create an illusionary field of tangled, writhing vines that ensnare the minds of your enemies. As an action, you can choose a 20-foot radius area within 60 feet of you. Creatures of your choice in the area must make a Wisdom saving throw or become Charmed and Incapacitated for up to 1 minute. Affected creatures can remake the saving throw at the end of each of their turns.

The illusion vanishes if you lose concentration, as if concentrating on a spell.


14th Level: Psionic Infestation

At 14th level, you can unleash a burst of psionic spores that infest the mind of a creature. As an action, you target one creature within 30 feet. The creature must make a Wisdom saving throw. On a failed save, the target takes 6d10 psychic damage and is Frightened of you for 1 minute. While frightened, the target cannot take reactions and must use its movement to get as far away from you as possible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

Level 2: Spore Infusion

Spore Infusion

At 2nd level, you gain the ability to imbue your attacks and spells with psionic energy in the form of spores. When you hit a creature with a melee weapon attack or cast a spell that deals damage, you can spend one Wild Shape use to release a burst of psychic spores. The target must make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your spellcasting ability modifier) or take additional psychic damage equal to your Wisdom modifier (minimum of 1).

Level 3: Mental Spores

3rd Level: Mental Spores

You can release psionic spores that invade the minds of your enemies. As an action, you can target one creature within 30 feet. The creature must succeed on a Wisdom saving throw (8 + your proficiency bonus + your spellcasting ability modifier) or take 2d8 psychic damage and have disadvantage on Wisdom saving throws until the end of your next turn. On a successful save, the target takes half damage and suffers no additional effects. 

You can use this Ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

At higher levels, the damage of Mental Spores increases:

  • At 7th level: 3d8

  • At 15th level: 4d8

Level 6: Neural Overgrowth

6th Level: Neural Overgrowth

Your psionic connection to the land deepens. As an action, you can cause psionic roots and fungi to infest the mind of a creature within 30 feet. The creature must make a Wisdom saving throw (8 + your proficiency bonus + your spellcasting ability modifier). On a failed save, the creature takes 4d10 psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half damage and is not incapacitated.

Creatures that are immune to being charmed have advantage on this saving throw.

Level 10: Verdant Mindscape

10th Level: Verdant Mindscape

At 10th level, you can create an illusionary field of tangled, writhing vines that ensnare the minds of your enemies. As an action, you can choose a 20-foot radius area within 60 feet of you. Creatures of your choice in the area must make a Wisdom saving throw or become Charmed and Incapacitated for up to 1 minute. Affected creatures can remake the saving throw at the end of each of their turns.

The illusion vanishes if you lose concentration, as if concentrating on a spell.

Level 14: Psionic Infestation

14th Level: Psionic Infestation

At 14th level, you can unleash a burst of psionic spores that infest the mind of a creature. As an action, you target one creature within 30 feet. The creature must make a Wisdom saving throw. On a failed save, the target takes 6d10 psychic damage and is Frightened of you for 1 minute. While frightened, the target cannot take reactions and must use its movement to get as far away from you as possible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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