The Verdant Fae

Nature & Balance — The Court of Deep Roots

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Lore of the Court

Overview

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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

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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

Playable Race Traits

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STR

+2

INT

+6

DEX

+4

CON

+4

WIS

+4

CHA

+3

SPL

+5

HP

+2

Racial Traits

Rooted Defense

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.

Entangle Touch

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.

Forest Sense

Cannot be surprised in natural environments. Advantage on all perception checks in forests, groves, and outdoor terrain.

Nature Bond

Advantage on all checks involving plants, animals, and natural phenomena. Animals do not attack you without magical compulsion.

Ancient Patience

Concentration spells require no active checks while stationary on natural ground. Immune to forced movement effects while rooted in natural terrain.

Advantages

  • ▲Rooted Defense — +1 AC when remaining stationary
  • ▲Entangle Touch — restrain an enemy with erupting vines once per long rest
  • ▲Forest Sense — cannot be surprised in natural terrain
  • ▲Nature Bond — animals do not attack; advantage on all nature checks
  • ▲Ancient Patience — concentration immunity while stationary on natural ground

Disadvantages

  • ▼Urban discomfort — penalties to checks in dense cities or entirely artificial environments
  • ▼Slow urgency — disadvantage on initiative in situations where speed is the primary factor
  • ▼Deforestation response — must pass checks to remain calm near large-scale destruction of natural spaces
  • ▼Stillness dependency — Rooted Defense and Ancient Patience reward non-movement over tactical repositioning
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