Druid
Base Class: Druid

For most mortals, the word "fey" evokes happy images of singing faeries and prancing satyrs.  But you know so much more.

Deep in a shadowed wood, you heard the luring whispers of the Unseelie Court and followed.  The creatures you discovered taught you their deceptive ways and their dark magic.  The price has yet to be paid...

Circle Spells

You have formed a binding pact with the Unseelie Court, a gathering of treacherous fey.  Your link with them grants you access to certain spells.  At 2nd level, you learn the Vicious Mockery cantrip.  When you reach certain levels in this class, you gain access to the spells listed for that level in the table below.  Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.  If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level

Spells

3rd Detect Thoughts, Phantasmal Force
5th Bestow Curse, Fear
7th Compulsion, Phantasmal Killer
9th Dominate Person, Modify Memory

 

Cruel Manipulator

Starting at 2nd level, other creatures' minds are your playthings.  You can expend one use of your Wild Shape feature to activate one of the following powers.

Bitterblossom.  You can create an array of alluring but deadly flowers.  As an action, you can expend one use of Wild Shape to make exotic flowers suddenly grow in an unoccupied  5-foot square of your choice within 30 feet of you.  They may appear in any location, such as in a pot or out of a wall.  The first creature aside from you and any other creatures you designate when you use this feature that inspects or sniffs the flowers takes 1d10 + your druid level psychic damage and must make a Wisdom saving throw against your spell DC or be psychically poisoned for 1 minute.  Psychically poisoned creatures have disadvantage on attack rolls and ability checks.  Creatures can repeat the saving throw at the end of their turn, ending the effect on a success.  The flowers wither after being activated or after 24 hours.

Supreme Mockery.   When you cast Vicious Mockery, you may expend one use of Wild Shape to augment it.  If you do so, it deals d8s instead of d4s and the target takes half damage instead of no damage if it succeeds on its saving throw.

Thoughtseize.  As a reaction when a creature you can see within 60 feet of you makes a skill check using Intelligence, Wisdom, or Charisma, you can expend one use of Wild Shape to impose disadvantage on it.

Unseelie Agent

At 2nd level, you learn the Sylvan language.  You have advantage on Intelligence checks to recall information about fey, and you have advantage on Charisma (Persuasion) checks when dealing with members of the Unseelie Court as they instinctively recognize their influence upon you.

Dark Dweomercraft I

Starting at 6th level, you gain access to a greatly extended repertoire of curse, illusion, and mind-altering magic.

You add the following 1st level spells to the druid spell list.  You may prepare them as druid spells.

Bane, Cause Fear, Dissonant Whispers, Hex, Silent Image.

From the Shadows, Shadowed Words

At 6th level, the Unseelie Court teaches you the art of luring creatures into your grasp.  You gain proficiency in Deception.  If you are already proficient, then you gain proficiency in Persuasion or any skill available to druids.

You also have advantage on Wisdom (Insight) checks made to discern a sentient creature's deepest desire, such as a need to be loved or a lust for power.   If you discern its deepest desire, you have advantage on Charisma checks made to influence it.   It should usually be a high DC to discern a creature's deepest desire. DC 25 is a good benchmark, with simpler creatures have a lower DC and more inscrutable beings a higher one.

In addition, while in bright light, you can spend a bonus action to decrease the light level to dim light in a 5-foot radius circle around you.  Undoing this takes no action.

Dark Dweomercraft II

At 10th level, you may choose Friends or Minor Illusion to be your new druid cantrip.

You also add the following 2nd level spells to the druid spell list.  You may prepare them as druid spells.

Crown of Madness, Entangling Bitterblossom, Enthrall, Mind Spike, Suggestion.

Entangling Bitterblossom acts like the spell Entangle, but restrained creatures take 1d6 psychic damage at the start of their turn.  It deals an additional 1d6 damage per slot level above 2nd expended.

Maledicting Gift

Beginning at 10th level, you gain the ability to lace objects with a strong yet subtle curse.  As an action, you can curse one object within 5 feet of you.  You can have up to five objects cursed at a time.

If a creature accepts a cursed object as a gift of its own free will, it has disadvantage on saving throws against your spells as long as the object remains on its person.  

If it consumes the object,  it has disadvantage on saving throws against your spells for 1 hour.

Dark Dweomercraft III

At 14th level, you add the following 3rd level spells to the druid spell list.  You may prepare them as druid spells.

Dance of the Unseelie, Enemies Abound, Major Image, Mesmerizing Shadow, and Nightmare of Thorns.

Dance of the Unseelie acts like the spell [spell[Spirit Guardians[/spell], except that it deals psychic damage and conjures images of twisted fey carousing.

Mesmerizing Shadow acts like the spell Hypnotic Pattern, but creates a twisting pattern of shadows instead of colors, and the material component is a piece of dark cloth.

Nightmare of Thorns acts like the spell Hunger of Hadar, but deals psychic instead of cold damage and piercing instead of acid damage, and the material component is a handful of thorns.  The summoned area creates noises of sadistic laughter.

Lost in the Woods

When you reach 14th level, you can unleash the Unseelie Court's most devastating trick.

As an action, choose any number of creatures you can see within 60 feet of you.  They must make an Intelligence saving throw against your spell DC.  If they fail, they fall into a waking nightmare.  They perceive that they are trapped in a haunted forest and being assailed by shadowy versions of their most feared enemy.  They are treated as if they were blinded, although this affects creatures that are normally immune to the blinded condition.  Affected creatures take psychic damage each to half your druid level at the top of their turn.  They can repeat the saving throw at the end of their turn, ending the effect on a success.   This ability draws on the conscious terror of the targets, and very simple-minded creatures are not affected.  Creatures with an Intelligence score of 6 or lower are immune.

Once you use this feature, you must finish a long rest before you can use it again.

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Circle Of The Unseelie Image

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