Base Class: Druid
The Circle of the Verdant Vice gathers Druids who believe that nature’s truths are not revealed through clarity alone, but through altered perception, excess growth, and shared visions. These Druids cultivate rare blooms, spores, and vaporous reagents native to Eianoora, a dreaming plane of the Feywild where thought, emotion, and terrain bleed into one another. Within their circles, drifting mists and living flora are used to soften the boundaries of the waking world, allowing hidden patterns and instincts to surface. To outsiders they appear indulgent or erratic, but to the Verdant Vice, confusion is not a failing of nature, it is one of its most fertile states.
Level 3: Verdant Vice Spells
3th-Level Circle Of Verdant Vice Feature
When you reach a Druid level specified in the Circle of the Verdant Vice Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
| 3 | Heroism, Somnolence, Fog Cloud, Calm Emotions |
| 5 | Ashardalon's Stride, Fear |
| 7 | Hallucinatory Terrain, Staggering Smite |
| 9 | Synaptic Static, Yolande's Regal Presence |
Level 3: Silver Mist Bloom
3th-Level Circle Of Verdant Vice Feature
At 3rd level, you discover that with the proper preparation, even a simple cloud can be coaxed into something… exceptional.
When you cast the Fog Cloud spell, you can, as a bonus action taken as part of casting that spell, expend a use of your Wild Shape to transform the fog into a Silvermist Fog. The fog otherwise follows all the normal rules of Fog Cloud, including its area, duration, and the effects of upcasting, except as noted below.
The Silvermist Fog is heavily obscured and shimmers with hallucinatory energy. While you are inside the fog, you can cast spells from the Circle of the Verdant Vice spell list without concentrating on them and can target any creature inside the fog, ignoring the spells normal range. Spells with a range of Self cant be cast this way. Casting a spell through the fog requires expending the spells slot and an additional use of your Wild Shape, and you can cast only one spell per turn in this manner.
Spells cast through the Silvermist Fog remain active only while you maintain concentration on the Fog Cloud spell. If you lose concentration on the fog for any reason, the Silvermist Fog ends immediately, and all ongoing effects created through it end at the same time. If a creature affected by a spell cast through the fog leaves the fog, the effect immediately ends for that creature.
You can have only one Silvermist Fog active at a time.
Level 6: Frostfang Pollen
6th-Level Circle Verdant Vice Feature
At 6th Level, you deliberately inhale the pale pollen of the Frostfang flower from Eianoora, a volatile reagent that trades restraint for decisive, explosive violence.
As a Bonus Action, you can expend a use of your Wild Shape to assume the frenzied aspect of a Kakeine Bear, a hulking black bear with a stark white snout thrumming with volatile energy. When you do so, you gain temporary hit points equal to the maximum hit points of the Kakeine Bear form for the same duration of the druid wild shape feature. While in this form, you retain your Intelligence, Wisdom, and Charisma scores, but you cant speak, and you cant cast spells except for Circle of the Verdant Vice spells that have a range of Self. When you enter this form, any spells you are concentrating on immediately end unless the spell is from the Circle of the Verdant Vice spell list, in which case concentration is maintained normally.
This transformation is intentionally unstable, trading control and longevity for overwhelming violence. When the temporary hit points granted by this form are reduced to 0, the transformation would normally end. Instead, you can immediately expend another use of your Wild Shape (no action) to overdose in the pale pollen and restore temporary hit points equal to half the forms maximum hit points, allowing the transformation to continue. Each time you do so, you gain one level of exhaustion. You can restore the form in this way a maximum of five times. You can only use this restoration after the temporary hit points are reduced to 0.
Any exhaustion levels gained through this feature are deferred and take effect only when the transformation ends. If the transformation ends for any reason, including the temporary hit points being reduced to 0 without restoration, you choosing to end it early, you becoming Incapacitated, or the duration otherwise concluding, all accumulated exhaustion levels are applied at once. If this results in six levels of exhaustion, you die immediately.
At 11th level, you can instead choose to assume the frenzied aspect of a Kakeine Owlbear, a massive hybrid of bear and owl marked by white-streaked plumage and wide, frenzied eyes. The Kakeine Owlbear follows all the same rules as the Kakeine Bear, including temporary hit points, spellcasting restrictions, exhaustion mechanics, and restoration limits. When you gain this option, you may choose to retain access to the Kakeine Bear form if you prefer its nature.
The statistics, attacks, scaling, and special abilities of the Kakeine Bear and Kakeine Owlbear are detailed in their respective stat blocks.
Once you assume a Kakeine form using this feature, you cant do so again until you finish a long rest.
| Mod | Save | ||
|---|---|---|---|
| STR | 20 | 5 | 8 |
| DEX | 14 | 2 | 2 |
| CON | 14 | 2 | 5 |
| Mod | Save | ||
|---|---|---|---|
| INT | Same As Yours | Same As Yours | Same As Yours |
| WIS | Same As Yours | Same As Yours | Same As Yours |
| CHA | Same As Yours | Same As Yours | Same As Yours |
Kaleidoscopic Frenzy. When the Kakeine Bear is bloodied (below half its HP), it can make one additional attack when it takes the Attack action. Additionaly while bloodied (below half its HP), it must succeed on a DC 18 Wisdom saving throw or all of its attacks target the nearest creature within reach, friend or foe.
Frenzied Advantage. The Kakeine Bear has advantage on all its attack rolls, but also suffers advantage on all attack rolls made against it.
Multiattack. The Kakeine Bear makes two attacks, three if blodied (below half its HP), with either claws or bite.
Bite. Melee Weapon Attack: your spell attack bonus (Wisdom-based) to hit, reach 5 ft., one target. Hit: 2d8 + your Wisdom modifier piercing damage.
Claws. Melee Weapon Attack: your spell attack bonus (Wisdom-based) to hit, reach 10 ft., one target. Hit: 2d6 + your Wisdom modifier slashing damage.
| Mod | Save | ||
|---|---|---|---|
| STR | 22 | 6 | 11 |
| DEX | 16 | 3 | 8 |
| CON | 16 | 3 | 8 |
| Mod | Save | ||
|---|---|---|---|
| INT | Same As Yours | Same As Yours | Same As Yours |
| WIS | Same As Yours | Same As Yours | Same As Yours |
| CHA | Same As Yours | Same As Yours | Same As Yours |
Senses Passive Perception (Same As Yours)
Kaleidoscopic Frenzy. When the Kakeine Owlbear is bloodied (below half its HP), it can make one additional attack when it takes the Attack action. Additionaly while bloodied (below half its HP), it must succeed on a DC 18 Wisdom saving throw or all of its attacks target the nearest creature within reach, friend or foe.
Frenzied Advantage. The Kakeine Owlbear has advantage on all its attack rolls, but also suffers advantage on all attack rolls made against it.
Magical Resistance. The Kakeine Owlbear has Advantage on saving throws against spells and other magical effects.
Multiattack. The Kakeine Owlbear makes two attacks, three if blodied (below half its HP), with either claws or bite.
Beak. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. Hit: 4d4 + Wisdom modifier piercing damage.
Claws. Melee Weapon Attack: your spell attack bonus (Wisdom-based) to hit, reach 10 ft., one target. Hit: 3d4 + your Wisdom modifier slashing damage.
Screech (Three times per day). Constitution Saving Throw: DC Equal to your Druid spell casting DC, each creature in a 30-foot Emanation originating from the Kakeine Owlbear. Failure: 14 (3d8) Thunder damage.
Level 10: Prismveil Fungi
10 th-Level Circle Verdant Vice Feature
At 10th level, you learn that the dried caps of Eianoora’s mushrooms reveal far more when shared than when consumed alone.
As an action, you can expend one or more uses of your Wild Shape to create a number of illusory duplicates equal to the number of Wild Shape uses expended. Each duplicate appears in an unoccupied space within 10 feet of you and is the same size as you. Although illusory in origin, a duplicate is treated as a real creature for all game purposes: it occupies its space, can be targeted, triggers reactions, and interacts with effects and hazards as a creature would.
You mentally command all of your duplicates at once using a bonus action on your turn. A duplicate lasts until it is destroyed or until 1 hour after its creation. If a duplicate is ever more than 100 feet away from you for any reason, it immediately ceases to exist.
Each duplicate has an Armor Class of 15 and hit points equal to 10 plus your druid level and the same proficiency bonus as yours. At 14th level, a duplicates Armor Class becomes 17, and at 18th level, it becomes 20. Duplicates are immune to conditions and cant take any actions but the dash, utilize or improvise actions, allowing them to manipulate objects, trigger hazards, and interact with the environment as if they were real creatures.
At the start of the third turn after a duplicate is created, it becomes charged with unstable psychic energy. While charged you can command it to detonate (no action). When commanded, any number of charged duplicates can explode simultaneously. Each exploding duplicate deals 3d6 psychic damage to creatures of your choice within 5 feet of it. A creature can make a Dexterity saving throw equal to your spell casting DC, taking half damage on a successful save. You can exclude yourself from this damage as well.
If a duplicate is destroyed before detonating, charged or not, it dissipates harmlessly and deals no damage. If combat ends before a duplicate detonates, the duplicate remains, but its charge fades. The duplicate must become charged again the next time initiative is rolled.
Dreamwalk Bloom
14th-level Circle of the Verdant Vice feature
At 14th level, you ingest the dream-sap distillates of Eianoora, allowing your perception to dissolve into the land itself and rewrite the battlefield as living hallucination.
As an action, you can expend a spell slot and one use of your Wild Shape to cast Hallucinatory Terrain as part of this action. When cast this way, the spells duration becomes 1 minute. While the spell is active, you enter a dream state: you gain resistance to nonmagical bludgeoning, piercing, and slashing damage, vulnerability to psychic damage, and you can hover up to 10 feet above the ground. The altered terrain is always real to you, regardless of whether other creatures perceive it as an illusion.
While Hallucinatory Terrain cast through this feature persists, you can use a bonus action on your turn to expend one additional use of your Wild Shape to impose a new localized terrain alteration within the spells area. You can do so on the same turn you cast the spell or on subsequent turns. Each alteration overrides the existing environment in its space and lasts until the spell ends.
When a creature would interact with an alteration created by this feature for any reason, such as moving through it, being forced into it, attacking through it, or using it for cover, it may use an action to make an Intelligence (Investigation) check (DC 16) to recognize the illusion. On a success, the creature recognizes that specific alteration as illusory and is no longer affected by it. On a failure, the creature believes the alteration is real and remains affected by it until the spell ends. A creature that successfully recognizes an alteration as illusory is immune to that specific alteration but not to others created later.
If a creature is forced into or through an alteration, it may immediately attempt this Investigation check as part of that interaction. Creatures that recognize an alteration as illusory are not affected by it in any way, while creatures that believe in it are fully affected. Illusory terrain created by this feature can support you and anything you carry, and it can obstruct or redirect creatures that believe in it. If Hallucinatory Terrain ends for any reason, all alterations created by this feature immediately end as well. Effects such as true seeing do not automatically bypass these alterations.
When you alter the terrain using this feature, you choose one of the following effects within the spells area:
- A solid illusory barrier up to 5 feet wide and 10 feet tall that grants full cover.
- An illusory obstacle up to 15 feet wide and 5 feet tall that grants half cover.
- A 15-foot square of difficult terrain.
- A 5-foot square jumping surface that allows a creature to leap up to 20 feet vertically or horizontally.
- A 15 feet long 5 feet wide terrain that causes creatures that enter it for the first time to make a Dexterity savingthrow falling prone on a failure.
- A 10-foot-deep illusory pit in a 10-foot square.
- Three floating 5-foot squares that can be used as stepping stones through the air.
Each alteration overrides the existing environment in its space and lasts until the spell ends.
Previous Versions
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