Druid
Base Class: Druid

Traditional Archfey are beings who establishes themselves preeminence among the fey-kind. Each archfey try to set themselves apart and traditionally to control a portion of the Feywild.

Other Archfey are born into prominence and raised to rule over the other fey. 

The court organization depends on who is strongest and what each member of the group can contribute. Each court do decide how they operate usually with the leader of the court deciding how.

Level 3: Court (Archfey) Spells

See the spells below. You have them always prepared. You gain the spells when you reach appropriate level.

 

Circle of the Court (Archfey) Spells
Druid Level Prepared Spells
3 Sleep,Find Familiar,Alter Self,Misty Step
5 Counterspell, Remove Curse
7 Blight
9 Modify Memory
11 Druid Grove 

Level 3: Branches of a Tree

At 3rd level and each time you gain a subclass feature you may choose one of the following options if you mean the requirements:

You gain your first selection at 3rd level. You can choose from:

Application - Influence branch
Resource - Power Branch
Study - Understanding Branch
 

At 6th level you can select from your 3rd level choices are 6th level choices if you meet the prerequisite. Same at 10th and 14th levels. 

Note: the system will give you more option choices than you actually have. You can only choose one feature at each of the levels 3, 6, 10, and 14 (20 with racial boon). If you choose a second 3rd level option at 6th level. You do not gain an option from the 6th level of choices.

Application

Prerequisite: none

When a creature would fail a saving throw of a spell or effect you cause that would apply the charmed condition, regardless if the creature is immune you apply an effect called Distracted or Bolster (your choice) which lasts 1 minute
__Distracted__ - disadvantage on attacks and opposing ability checks
__Bolster__ - advantage on intelligence, wisdom, and charisma saves

Additionally you know the Friends cantrip which removes combat and creature type as a way the spell fails.

Resource

Prerequisite: none

At the beginning of your turn if you expended a spell slot since the start of your last turn you may attempt to regain one slot, roll a 1d4-1 if the result is equal to the level of the spell slot or higher you regain the spell slot.

The die roll increases as you reach higher levels. 1d6-1 at level 6, 1d8-2 at level 10, 1d10-2 at level 14, 1d12-3 at level 20 with Druid supreme boon

Study

Prerequisite: none

You can perform study action as a bonus action. When you do to study a creature you can see, the creature gains the effects of Bless or Bane as if you casted the spell on them save still required. The spell does not require concentration. You can do this a number of times equal to your proficiency bonus resetting on a long rest.

Additionally Detect Magic, Detect Evil and Good, Find Traps, Detect Poison and Disease are known and always prepared.

Level 6: Branches of a Tree

At 6th level additional options are available for you to choose from. Each of these has a prerequisite:

Conversion - Power Branch - Prerequisite: Resource
Social - Influence branch - Prerequisite: Application
Theory - Understanding Branch - Prerequisite: Study
 
Conversion

Prerequisite: Resource

Once on your turn, when your resource triggers you may take the attack action as a bonus action. If your resource fails and you don't regain a slot, when you do make take the attack action it gains a number of extra attacks equal to the level of the spell slot lost divided by 3 rounding down. Alternatively once on your turn when you take the attack action using an action you may expend a spell slot to gain the extra attacks as part of this attack action.

At 14th level you gain one additional attack when you take this attack action.

Social

Prerequisite: Application

You gain a bonus to your Charisma ability checks equal to your spellcasting modifier. If you are able to talk to a creature for 1 minute or longer you gain a bonus equal to your charisma modifier to your AC against their attacks and Saving throws against their abilities for 24 hrs.

Theory

Perquisite: Study

You gain a bonus to Intelligence ability checks equal to your wisdom modifier. You gain a bonus to wisdom ability checks equal to your intelligence modifier.

Level 10: Branches of a Tree

At 10th level you gain additional options. This choice can be of 3rd, 6th, or 10th level option that you meet the prerequisite:

Absorption - Power Branch - Prerequisite: Conversion
Charisma - Influence branch - Prerequisite: Social
Control - Manipulation Branch - Prerequisite: Application and Resource
Experiment - Understanding Branch - Prerequisite: Theory
Generation - Creation Branch - Prerequisite: Resource and Study
Insight - Secrets Branch - Prerequisite: Study and Application
 
Absorption

Prerequisite: Resource, Conversion

When you take damage from a hostile source you can expend a spell slot to try to not take the damage and instead regain that much in healing. 2nd or 3rd level slot roll 2d4 if the amount rolled is greater than the damage taken then absorb that damage and heal instead. If it fails the damage is taken normally.

If using a 4th or 5th level slot the roll is 4d8. If using a 6th or higher the roll is 6d12. If you use a 9th level slot and have the Druid supreme boon the roll is 9d20

Charisma

Perquisite: Application, Social

You gain a bonus to your charisma saves equal to your spellcasting modifier. You gain a bonus +2 bonus to your Charisma Score and maximum.

Control

Prerequisite: Application, Resource

When a creature takes a magic action within 60 ft of you, you can attempt to take control of the action. As a reaction you target the creature taking a magic action and they make a wisdom saving throw against your spell save DC. On a failure you choose all decisions of the action such as targeting, modes, or options of the ability. You can use this ability once until you take a long rest or expend a spell slot of 3rd level or higher.

Note: you must have both requirements as the automation does not allow this

Experiment

Prerequisite: Study, Theory

When you miss with an attack except on a natural 1 on the roll. You gain a bonus +1 to your future attacks against that creature. This stacks. When a creature succeeds on a save against you by 10 or more you gain a bonus +1 to your save DCs against that creature. Additionally when you gain Temporary Hit Points from your class abilities or a spell you cast you gain double that many temporary hit points.

Generation

Prerequisite: Resource, Study

Spells you cast generate more than others would normally. Choose one of the following effects each time you cast a spell:
- range and distance is doubled
- radius and diameter is doubled
- length of cone or line is doubled
- one die type in the spell is increased by one category to a max of d12 (d4 -> d6 -> d8 -> d10 -> d12)

Note: you must have both requirements as the automation does not allow this

Insight

Prerequisite: Study, Application

You gain a bonus to your insight ability checks equal to your intelligence modifier. You can cast [spells[Detect Thoughts[/spells] at will. When a creature succeeds on the save they do not know you attempted to read their thoughts unless they have telepathy, immune to thought detection, or immune to psychic damage.

After a creature fails a save against your detect thoughts, you gain an enlightened effect which as long as you are detecting its thoughts grants you advantage on all attacks against the target and they have disadvantage on attacks against you. The effect lasts for 24 hours.

Note: you must have both requirements as the automation does not allow this

Level 14: Branches of a Tree

At 14th level you gain additional options. This choice can be of 3rd, 6th, 10th, or 14th level option that you meet the prerequisite:

Balance- Prerequisite: Resource, Study, Application
Creation - Prerequisite: Generation
Influence - Prerequisite: Charisma
Manipulation - Prerequisite: Control
Power - Prerequisite: Absorption
Secrets - Prerequisite: Insight
Understanding - Prerequisite: Experiment
 
Balance

Prerequisite: Resource, Study, Application

When you regain a spell slot you may cast a spell with a cast time of one action that targets or includes within its area at least one creature that is Distracted and Studied.

Creation

Prerequisite: Resource, Study, Generation

Spells you cast can create a living spell creation which animates and moves as you direct. The spell with instantaneous now has a duration of 1 minute and gains a spell like ability to emanate the spell with a magic action with a recharge of 5-6. The creation is a creature with the construct type, has hit points equal to 10 times the spell level, uses your saves, ability scores, and ability checks, and AC equal to your spell save DC. It’s walking, swimming, and flying speed is the range of the spell.

  • If the spell targets creatures, the creation gains an attack using your spell attack bonus which on hit inflicts the effects of the spell. The creation latches onto the target afflicting the spell. If a target successfully saves against the effects the creation is ejected to a nearby unoccupied space.
  • If the spell affects an area, the area is now centered on the creation affecting the area around it. A cone emanates from the creation’s head. A line emanates in the space of the creation affecting all spaces and the creation is a worm like creature with the length being the length of the line.

You can only have one animated creation at a time.

Influence

Perquisite: Application, Social, Charisma

When you speak words and creatures understand what you say, you may choose one creature to be influenced as if Suggestion spell was casted on them no concentration. A creature that successfully saves against this ability is immune to this ability for 24 hours or until it causes you harm (dealing damage)

Manipulation

Prerequisite: Application, Resource, Control

As a Magic Action you attempt to manipulate the weave of a creature. The target if capable of casting a spell must make an Intelligence saving throw against your spell save DC or be compelled to use the resources as if casting the spell of the highest level the creature can but the spell does not go into effect. Instead you may cast a spell of equal or upcasted level, a spell with a cast time of longer than one action retains its cast time.

Power

Perquisite: Resource, Conversion, Absoprtion

You are the most powerful kind of all the Archfey. As a battle rages you get stronger with each passing turn. At the start of your turn gain a stack of power. At the end of your turn you lose all stacks unless you expend a spell slot of level equal or higher than the number of stacks. When you attack for each stack you gain a bonus +1 to hit and on a hit you deal 1d6 damage all of a type of your choice. On a critical hit you deal additional damage equal to your level times the number of stacks.

Secrets

Prerequisite: Study, Application, Insight

As a magic action you can attempt to gain secrets of a creature you can see or sense (such as scrying). The target makes an intelligence saving throw against your spell save DC. They divulge a secret to you and they know that you learned it. The secret must be something the target considers a secret as in something it does not want others to know, especially you or others important to it. A creature that does not reveal a secret must make a constitution save against your spell save DC on a failure die or on a success take your total hit dice in damage (add your con per hit die, your hit dice are not expanded). Once you use this ability you cannot do so again until you take a long rest or expend a 5th level spell slot.

Understanding

Perquisite: Study, Theory, Experiment

When you are hit by an attack except on natural 20 rolls and the attack result exceeds your AC by 10 or more you gain a bonus +3 to your AC against attacks from that source. When you fail a save by 10 or more you gain a bonus +3 to your saves against that source.

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