
Nature & Balance — The Court of Deep Roots
Lore of the Court
The Verdant Fae are the oldest Court in temperament if not in origin. They shaped the great ancient forests of Lumeris, cultivated the guardian lineages of creatures that inhabit the wild, and declared neutrality in the War of Veils with the absolute certainty of beings who have watched enough wars to know how they end. They were not wrong. They are still processing being right.
Greens, deep browns, and occasional flowering color depending on season. Their skin has a bark-like texture in places, their wings vein like leaves and shift color with the turning of seasons regardless of location. They are deeply warm or utterly unyielding depending entirely on whether they have decided you belong in their world. There is not always an obvious way to tell which category you are in until the vines start moving.
In Lumeris, Verdant Fae inhabit the ancient groves that other races treat as sacred and do not willingly enter. They are not hostile. They are simply applying standards. Most visitors who approach respectfully and leave without taking anything they were not offered pass through without incident.

Children of the Deep Root
When a Verdant Fae ends their turn without moving, they gain +1 AC until the start of their next turn as natural armor flows through them from the earth beneath. Once per long rest, they can touch an enemy to cause vines and roots to erupt around them — the target is restrained until they succeed on a STR saving throw. Their Forest Sense makes them impossible to surprise in natural environments. Nature Bond grants advantage on all checks involving plants and animals — and animals will not attack them without magical compulsion. Ancient Patience means concentration spells need no active checks while stationary on natural ground.
Abilities & Traits
STR
+2
INT
+6
DEX
+4
CON
+4
WIS
+4
CHA
+3
SPL
+5
HP
+2
When you end your turn without moving, gain +1 AC until the start of your next turn as natural armor flows from the earth beneath you.
Once per long rest, touch an enemy to cause vines and roots to erupt around them. They are restrained until they succeed on a STR saving throw.
Cannot be surprised in natural environments. Advantage on all perception checks in forests, groves, and outdoor terrain.
Advantage on all checks involving plants, animals, and natural phenomena. Animals do not attack you without magical compulsion.
Concentration spells require no active checks while stationary on natural ground. Immune to forced movement effects while rooted in natural terrain.