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Moonsong
Verdara Moonsong, known as Moonsong, is a Lawful Good elven enchantress of the Emerald Grove and a sentinel of sacred wild places.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Verdara Moonsong, known as Moonsong, is a Lawful Good elven enchantress of the Emerald Grove and a sentinel of sacred wild places.
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Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Phytomancy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectDruidcraft
Create a minor living-nature effect within range: coax a flower to bloom, make leaves rustle, predict local weather for the next day, cause a seed to sprout, flavor food with herbs, or create a harmless plant-based sensory sign.
Thorn Whip
Create a vine-like whip covered in thorns that lashes one creature within range. Make a melee power attack. On a hit, the target takes 4 (1d8) piercing damage, and if it is Large or smaller, you may pull it up to 10 ft. closer to you.
Entangle
Grasping weeds and vines sprout in a 20-ft. square from a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts there, it must make a STR save or become restrained until the effect ends. A restrained creature may repeat the save at the end of each turn.
Goodberry
Up to ten berries, nuts, leaves, or seed pods appear in your hand and are infused with healing vitality. A creature can use a bonus action to eat one, regaining 1 hit point and gaining enough nourishment for one day. Unused berries lose power when the duration ends.
Ensnaring Strike
The next time you hit a creature with a weapon or power attack before the effect ends, thorny vines erupt at the point of impact. The target must make a STR save or become restrained for the duration. While restrained, it takes 1d6 piercing damage at the start of each of its turns and repeats the save at the end of each turn.
Green Friend
Touch one plant, seed, vine, tree, fungus, or plant creature. It becomes friendly to you for the duration if it is not hostile. You can communicate simple emotions and commands to it, such as grow, open, hold, hide, shelter, or show.
Plant Growth
Choose Overgrowth or Enrichment. Overgrowth: normal plants in a 100-ft. radius become thick and overgrown, and creatures moving through the area spend 4 ft. of movement for every 1 ft. moved; you may exclude spaces. Enrichment: plants in a half-mile radius become enriched for 1 year, yielding twice normal food when harvested.
Speak with Plants
Imbue plants in the emanation with limited awareness and speech. You can question them about creatures, weather, damage, or events in the area from the past day. You may also cause plant-based difficult terrain in the emanation to become ordinary terrain, or ordinary plant terrain to become difficult terrain.
Vine Lash
Living vines lash up to two creatures within range. Make a melee power attack against each target. On a hit, a target takes 4d8 bludgeoning or piercing damage and must make a STR save or be pulled up to 20 ft. in a direction you choose.
Green Renewal
When a creature you can see within range is damaged while touching soil, wood, grass, roots, or vegetation, living growth cushions and closes wounds. Reduce the damage by 3d8 + your WIS modifier. If the damage is reduced to 0, the target may stand from prone or end one grapple caused by plants.
Commune with Nature
Commune with living nature and plant spirits. Outdoors, learn about an area within 3 miles; underground or indoors with living plant matter, within 300 ft. Choose three facts: terrain and bodies of water, prevalent plants and beasts, powerful unnatural creatures, settlements, planar portals, poisons or diseases affecting plants, or the safest path through vegetation.
Tree Stride
You can enter a living tree and move from inside it to another living tree of the same kind within 500 ft. Both trees must be at least your size. You spend 5 ft. of movement to enter and 5 ft. to emerge. You may use this transport once on each of your turns and must end each turn outside a tree.
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Play data is ready; DM approval is the remaining gate.
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2/3 readyRequired to play: sheet, player access, and powers.
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Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
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Power readiness42 sheet-ready
Phytomancy has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
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No live session is attached. Hide VTT doors until the DM opens one.
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Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
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