Coven of the Green
The Coven of the Green are custodians of ancient medicinal wisdom, showing their care by attentively cultivating
things that grow and transforming them into nourishment, charms, salves and poultices. They understand best
the symmetry between people and the natural world, the
dancing of bees and the games that hares and foxes play,
and how the roots of trees and fungi lace together and
support a stump that’s been cut. But being so aware of the
big picture places them beyond and apart from it; green
witches tend to settle well outside of towns and villages, if
only a short trip away. A gardener tends the flower beds,
but she isn’t herself a flower.
Your connection with root and leaf grants you access to certain spells. At 2nd level, you learn the druidcraft and thorn whip cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Green Spells table. 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 witch spell list, the spell is nonetheless a witch spell for you.
A creature under the effects of a curse spell you cast also treats soil and nonmagical vegetation as difficult terrain for the duration of the spell. A flying creature treats air within 15 feet of soil or nonmagical plants as difficult terrain. While in difficult terrain, the creature also has disadvantage on saving throws against spells and abilities that would grant the prone and restrained conditions. However, when you cast a spell that creates magical plant growth or transforms the ground in an area, creatures of your choice automatically succeed on saving throws against the spell’s effects, and they can move normally through the area even if your spell turns it into difficult terrain.
You gain proficiency with a herbalism kit and a poisoner’s kit. You gain resistance to poison damage, and you have advantage on saving throws to avoid or end the poisoned condition. Additionally, you can keep plant cuttings alive and well for as long as they’re on your person, and can coax them into taking root again with 1 hour of labor. While you’re carrying a plant cutting, you may use it as an arcane focus. As part of a short or long rest, you can prepare an herbal tea for up to eight creatures. A creature that drinks this tea during this rest gains advantage on the next Constitution saving throw it makes before the end of its next long rest.
Plants around you grow faster while your dreaming mind works on them. When you plant seeds or clippings in fertile soil at the start of a long rest, they grow as if a month has passed when you finish that long rest. They must be exposed to sunlight or moonlight, and they must be within 30 feet of you for the duration of your rest. If you grow herbs with this feature, the next time you prepare spells, you can create a number of potions equal to your proficiency bonus from herbs that you grow, chosen from the following options:
You can sprout deadly thorns from vines you create. As a bonus action when a creature is grappled, restrained, or paralyzed by a witch spell you cast, you can impale that creature with thorns, dealing 2d8 + your Wisdom modifier piercing damage. Once you use this feature, you can’t use it again until you finish a short or long rest, or until you expend a spell slot of 1st level or higher as an action to regain the use of this feature.
You can preserve defeated foes or fallen allies in a lasting slumber. When a creature you can see within 60 feet of you would die as a result of damage or failed death saving throws, you can stabilize it and put it to sleep at 0 hit points as a reaction. The creature remains asleep for 24 hours, or until you choose for it to awaken as an action. It is immune to all damage in this form. If you move the creature to an area of fertile soil and natural growth, the duration of its slumber extends to a year and a day, as moss and vines grow over it. When you sleep within 60 feet of the sleeping creature, you can communicate with it in dreams. Many creatures preserved in this way are willing to share knowledge in exchange for eventual release, and you have advantage on Charisma checks that you make to interact with them. You can extend the duration of a creature’s slumber by another year and a day by expending a 7th-level spell slot as an action on the day that the duration would end. Otherwise, it wakes as if it had finished a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
Green Spells
2nd-Level Coven of the Green FeatureYour connection with root and leaf grants you access to certain spells. At 2nd level, you learn the druidcraft and thorn whip cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Green Spells table. 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 witch spell list, the spell is nonetheless a witch spell for you.
Coven of the Green Spells | |
---|---|
Witch Level | Spells |
2nd | entangle, goodberry |
3rd | barkskin, spike growth |
5th | plant growth, speak with plants |
7th | grasping vine, hallucinatory terrain |
9th | commune with nature, tree stride |
Curse of the Grasping Green
2nd-Level Coven of the Green FeatureA creature under the effects of a curse spell you cast also treats soil and nonmagical vegetation as difficult terrain for the duration of the spell. A flying creature treats air within 15 feet of soil or nonmagical plants as difficult terrain. While in difficult terrain, the creature also has disadvantage on saving throws against spells and abilities that would grant the prone and restrained conditions. However, when you cast a spell that creates magical plant growth or transforms the ground in an area, creatures of your choice automatically succeed on saving throws against the spell’s effects, and they can move normally through the area even if your spell turns it into difficult terrain.
Green Gifts
2nd-Level Coven of the Green FeatureYou gain proficiency with a herbalism kit and a poisoner’s kit. You gain resistance to poison damage, and you have advantage on saving throws to avoid or end the poisoned condition. Additionally, you can keep plant cuttings alive and well for as long as they’re on your person, and can coax them into taking root again with 1 hour of labor. While you’re carrying a plant cutting, you may use it as an arcane focus. As part of a short or long rest, you can prepare an herbal tea for up to eight creatures. A creature that drinks this tea during this rest gains advantage on the next Constitution saving throw it makes before the end of its next long rest.
Wild Growth
6th-Level Coven of the Green FeaturePlants around you grow faster while your dreaming mind works on them. When you plant seeds or clippings in fertile soil at the start of a long rest, they grow as if a month has passed when you finish that long rest. They must be exposed to sunlight or moonlight, and they must be within 30 feet of you for the duration of your rest. If you grow herbs with this feature, the next time you prepare spells, you can create a number of potions equal to your proficiency bonus from herbs that you grow, chosen from the following options:
- Elixir of health
- Potion of animal friendship
- Potion of fire breath
- Potion of growth
- Potion of healing
- Potion of mind reading
- Potion of resistance (you decide the type of resistance it grants)
- Potion of water breathing
Bloodthorn
10th-Level Coven of the Green FeatureYou can sprout deadly thorns from vines you create. As a bonus action when a creature is grappled, restrained, or paralyzed by a witch spell you cast, you can impale that creature with thorns, dealing 2d8 + your Wisdom modifier piercing damage. Once you use this feature, you can’t use it again until you finish a short or long rest, or until you expend a spell slot of 1st level or higher as an action to regain the use of this feature.
Verdant Slumber
14th-Level Coven of the Green FeatureYou can preserve defeated foes or fallen allies in a lasting slumber. When a creature you can see within 60 feet of you would die as a result of damage or failed death saving throws, you can stabilize it and put it to sleep at 0 hit points as a reaction. The creature remains asleep for 24 hours, or until you choose for it to awaken as an action. It is immune to all damage in this form. If you move the creature to an area of fertile soil and natural growth, the duration of its slumber extends to a year and a day, as moss and vines grow over it. When you sleep within 60 feet of the sleeping creature, you can communicate with it in dreams. Many creatures preserved in this way are willing to share knowledge in exchange for eventual release, and you have advantage on Charisma checks that you make to interact with them. You can extend the duration of a creature’s slumber by another year and a day by expending a 7th-level spell slot as an action on the day that the duration would end. Otherwise, it wakes as if it had finished a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
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