The Roots of Nature
The Great Goodberry is an extraplanar being whose influence spreads across the multiverse itself, touching upon multiple worlds all the way from Eberron to the Forgotten Realms. It's influence is spread through its agents that it enlists and influences. Through it every natural ecosystem magical and nonmagical are connected together. It guides the natural world towards growth and improvement.
Humble Beginnings
The Great Goodberry was once a sapling that was carried and nurtured by the first disciple Kevin Goodberry. The bush accompanied Kevin on many of his adventures watching and learning from him and the places he went. When the Great Goodberry grew it ascended to godhood. The Great Goodberry has a beginning yet has always been in existence.
Jubilant Intentions
The Great Goodberry seeks to spread joy across the multiverse with mixed results. It's reasons for doing so are unknown to most and has never been discerned. Some believe this is purely done out of goodwill, while others speculate that underneath that benevolent exterior lies the will to consume all of the different cosmos within its roots.
It's agents are numerous and various. Some take their worship of the Great Goodberry to extremes, others see the Great Goodberry as a great divine thing to emulate, some only see it as a tool for their own gain, and others merely use its power in the aim of spreading its influence. Spreading its seeds across the land so that they may sprout further strengthening the Great Goodberry and its ties to that world.
Era of Harvest
Once a world has been thoroughly seeded by the agents of the Great Goodberry that world is visited by the deity itself. It creates an age of peace and growth for this world, subtly feeding of the of the passive joy its inhabitants experience. All who die in this era are subsumed into the Great Goodberry as it cleanses their souls and marks them and will be reincarnated when the era ends.
Race:
Goodberrian
A goodberrian is created when the bearer of a Goodberry bush dies. Their soul is sometimes captured by the bush and animates it, granting them a second chance at life in service of the Great Goodberry. This process occurs when the person was particularly devout, or if the Great Goodberry seeks induct someone into their faith.
A goodberrian resembles a bush bearing fruit that is able to move via vines or leg-like branches. They use their vines like hands to manipulate and carry things.
One with the Great
Whenever a Goodberrian is created they are seen as heralds of the Great Goodberry and praised by those that worship the Great Goodberry as its divine messengers. They are greatly attuned to the wishes of the Great Goodberry, able to rejuvenate themselves through natural means as it intends.
Goodberrian always retain the personality they had in their past life, but through the influence of the Great Goodberry they are often more cheerful or jubilant.
Goodberrian Traits
Ability Score Increase. When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1.
Creature Type. You are a plant.
Size. You are Small or Medium. You choose the size when you gain this race.
Speed. Your walking speed is 30 feet.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Photosynthesis. You do not need to eat, but you must be exposed to sunlight for at least 4 hours each day.
Berry Vines. You know the kevin's vine lash cantrip. Additionally, you can cast goodberry (improved) without expending a spell slot with this trait. Once you cast that spell with this trait, you can't do so again until you finish a long rest.
Whenever you gain this trait, choose Charisma, Intelligence, or Wisdom. The chosen ability score is your spellcasting ability for these spells.
Natural Affinity. You gain proficiency with the nature skill.
Wild Walk. You ignore any and all difficult terrain caused by nonmagical plant growth and other natural sources.
Plant Speech. You have the ability to communicate in a limited manner with plants and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Barberryan:
Path of the Wildwalker
The rage of the natural world is far greater than the anger a mortal could ever produce. Those who walk this path seek to capture the rage of the wilds, and harness its power.
Wild Step
3rd-level Path of the Wildwalker feature
Whenever you rage, vines burst forth at your feet creating a 10-foot radius of difficult terrain centered on you until your rage ends. For every 5 feet a hostile creature moves through this radius, they take 1d6 bludgeoning damage.
Thrashing Vines
6th-level Path of the Wildwalker feature
Your rage sprouts and grows to protect you. Whenever you take damage while raging, you can as a reaction deal 1d6 piercing damage to a creature within the radius of your Wild Step feature.
You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a short or long rest.
Ironwood Protection
10th-level Path of the Wildwalker feature
Your skin hardens like bark and becomes more resilient to damage. Whenever you roll for initiative, you gain temporary hit points equal to the result.
Praise or Die
14th-level Path of the Wildwalker feature
Your connection to the wilds and its rage reaches its zenith. As an action while raging, you can target a creature within the radius of your Wild Step feature. The target must make a Dexterity saving throw. On a failed save taking 6d6 bludgeoning damage, and half as much on a successful save.
Once you use this feature, you cannot do so again until you finish a long rest.
Bard:
College of Vineweaving
You study the rhythm of the wilds, infusing your magic into its orchestra. With this music you command plantlife to weave and shift.
Bonus Proficiencies
3rd-level College of Vineweaving feature
You gain proficiency with medium armor, shields, and the nature skill.
Reaching Vines
3rd-level College of Vineweaving feature
As an action, you can command vines to sprout out of the ground and grasp a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or be restrained for 1 minute. A restrained creature may repeat this saving throw at the end of each of their turns.
You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a short or long rest.
Secrets of Nature
6th-level College of Vineweaving feature
Whenever you have a creature restrained with Reaching Vines, you can as an action learn one detail about the creature of the DM's discretion such as whether they are above or below half their maximum hit point total, their creature type, one of their damage resistance, one of their damage immunities, or one of their damage vulnerabilities.
Vineweaver
14th-level College of Vineweaving feature
You're able to shape and command the vines of the Goodberry with ease. As an action, you can expend a die of bardic inspiration and roll it, dealing damage to each creature restrained by your Reaching Vines feature equal to three times the number rolled on the die.
Druid:
Circle of the Goodberry
You have become a disciple of the goodberry, a magical force of nature which blesses only the most devout to nature. Some who walk this path even become connected to the Great Goodberry, a powerful avatar of nature.
Berry Fanatic
2nd-level Circle of the Goodberry feature
You are able to call forth the berries which grow upon the Great Goodberry. You gain a pool of goodberry point equal to your Druid level + your Proficiency bonus. As a bonus action, you can expend up to a maximum number of available goodberry points equal to your Proficiency bonus and perform one of the following effects:
Acidic Berry. You produce a berry and throw it at a target within 30 feet of you making a ranged weapon attack against the target. On a hit, the target takes 1d6 acid damage for each goodberry point expended.
Heal Berry. You produce a berry filled with healing light, and consume it or feed it to a creature within your reach. The creature that consumed it regains 1d6 hit points for each goodberry point expended.
Soul Berry. You call forth a dimly glowing berry and consume it. Choose an ability score, you have advantage on saving throws made with the chosen score for a number of rounds equal to the number of goodberry points expended.
Land of the Goodberry
6th-level Circle of the Goodberry feature
As a bonus action, you can change a 10-foot radius of ground within 60 feet of you that you can see into difficult terrain. For every 5 feet a hostile creature moves through this terrain, they take 1d6 bludgeoning damage. You can only have one instance of this feature produced at a time, and creating a new one ends the current one.
You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a long rest.
The Goodberry's Blessing
10th-level Circle of the Goodberry feature
You are able to produce more effects via the magic of the goodberry. You gain the following additional options for your Berry Fanatic feature:
Aegis Berry. Your produce a dense berry and and consume it or feed it to a creature within your reach. The creature that consumed it gains 1d6 temporary hit points for each goodberry point expended.
Ensnaring Berry. You produce a thorn covered berry and throw it at a creature within 30 feet of you that you can see. The target must succeed on a Dexterity saving throw or become wrapped in thorny vines and take 1d6 magical piercing damage at the start of each turn for a number of rounds equal to 1 + the number of goodberry points expended.
Noxious Berry. You produce a fermented berry and throw it at a point you can see within 30 feet of you. A cloud of poisonous gas forms in a 5-foot radius centered on that point. For every, 5 feet a hostile creature moves through this cloud they take 1d6 poison damage. This cloud lasts for a number of rounds equal to 1 + the number of goodberry points expended.
Boon of the Goodberry
14th-level Circle of the Goodberry feature
You have become more attuned to the natural magic of the goodberry. The radius of your Land of the Goodberry feature becomes a 30-foot radius instead.
Additionally, you have resistance to acid damage and are immune to the charmed condition.
Monk:
Way of the Goodberry
There are those who see the Goodberry as a force with which they can better themselves. Monks of this sort seek to make themselves one with the Great Goodberry, both physically and spiritually.
Grasping Touch
3rd-level Way of the Goodberry feature
Whenever you make succeed on an unarmed attack against a creature within reach, you can as a reaction attempt to grapple the target if you are able to do so.
Knowledge of the Great Goodberry
6th-level Way of the Goodberry feature
You gain proficiency with the nature and survival skills if you aren't already proficient with them.
Whenever you make a nature check you can use Wisdom instead.
Goodberry Tendrils
10th-level Way of the Goodberry feature
You may spend 1 ki point to increase the reach of your unarmed attacks by 10 feet for 1 minute.
You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a long rest.
Goodberry Ascendant
17th-level Way of the Goodberry feature
You have become one with the Great Goodberry in mind, soul, and body. You can cast Kevin's Faithful Goodberry without expending a spell slot.
Once you use this feature, you cannot do so again until you finish a long rest.
Ranger:
Thornguard Conclave
Rangers of this conclave seek to utilize their connection to plants in their pursuit of safeguarding the balance between the world of man and the natural world.
Thornguard Magic
3rd-level Thornguard Conclave feature
You learn an additional spell when you reach certain levels in this class, as shown in the Divine Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Thornguard Spells
Ranger Level | Spells |
---|---|
3rd | Goodberry (Improved) |
5th | Kevin's Goodberry Wine |
9th | Kevin's Goodberry Fireball |
13th | Kevin's Goodberry Swarm |
17th | Kevin's Goodberry Feast |
Brambleshot
3rd-level Thornguard Conclave feature
You can infuse your ranged attacks with the natural energies of the Goodberry. Whenever you succeed on a ranged weapon attack, you can once per turn as a reaction cause the target creature to have to make a Dexterity saving throw. On a failed save they become wrapped in thorny vines and take 1d6 piercing damage at the start of each turn for 1 minute or until you use this feature again.
Vine Grasp
7th-level Thornguard Conclave feature
Whenever you have a creature affected by Brambleshot that creature has disadvantage on all attack rolls made against you and their movement is reduced by 10 feet.
Vine Pull and Push
11th-level Thornguard Conclave feature
Whenever a creature becomes affected by Brambleshot, you can as a bonus action move towards them up to your total movement speed or pull them towards you up to your total movement speed.
Thornpiercer
15th-level Thornguard Conclave feature
Whenever a creature becomes affected by Brambleshot, you can instantly choose to make another ranged weapon attack against the same creature as part of the same reaction. If you succeed on the ranged attack, it deals an additional 3d4 piercing damage.
Rogue:
Bushmaster
Rogues of this sort are masters of stealth and camouflage while in the wilds. Able to create cloaks of natural material in order to blend in and remain undetected, these cloaks often resemble bushes hence their name.
Bushcraft
3rd-level Bushmaster feature
You learn how to create wild cloaks from materials you have on hand. You can spend 1 minute crafting a wild cloak that is medium sized. You can don and doff this wild cloak as an action. You can only have one bush crafted at a time.
While you have your wild cloak equipped you have advantage on stealth checks and you are indistinguishable from an ordinary plant. The wild cloak has 30 hit points and disintegrates once those hit points are gone. If your wild cloak takes fire damage it is instantly destroyed.
Additionally when you take damage while you have a wild cloak equipped, you only take half damage.
In The Bushes
9th-level Bushmaster feature
Your time spent disguising as nature has granted you insight into nature itself. You have advantage on nature and survival checks and you can use Dexterity when making those checks rather than Intelligence or Wisdom.
Blend In
13th-level Bushmaster feature
Whenever you first equip a wild cloak, you have advantage on your next attack roll.
Bush Mastery
17th-level Bushmaster feature
You've honed your craft and are now an expert in nature related stealth. You can now have two wild cloaks crafted at a time and the hit points for your bushes becomes 50.
Sorcerer:
Goodberry Soul
Through various means whether that be a soul gaining the favor of the Great Goodberry itself or mixing their blood with the divine juice of the Goodberry they gain great magical abilities. This magic often manifests in a way that physically bolsters and changes the sorcerer.
Tree Hide
1st-level Goodberry Soul feature
The power of the Great Goodberry courses through your veins granting you great power. When you aren't wearing armor, your base AC is 10 + your Charisma modifier + your Constitution modifier. You cannot gain this benefit while wielding a shield.
Blood of Nature
1st-level Goodberry Soul feature
You learn the kevin's vine lash cantrip. This cantrip counts as a Sorcerer cantrip for you, but doesn't count against your number of cantrips known.
Call of the Wild
6th-level Goodberry Soul feature
As a bonus action, you can give into the wild call of nature for 1 minute. For the duration, you have advantage on all attack rolls, but you have disadvantage on all Charisma and Wisdom checks.
Once you use this feature, you cannot do so again until you finish a long rest.
Overgrowth
14th-level Goodberry Soul feature
The vines of the Goodberry follow you wherever you go creating a path for you. You ignore all difficult terrain. As a bonus action, you can cause vines to sprout from the ground beneath you extending in front of you in a 10-foot wide and 120-foot long line. These vines can hold up to 1,000 pounds, and disperse as soon as you are no longer in contact with them.
Goodberry Herald
17th-level Goodberry Soul feature
The power that flows through through you allows you to bring a fraction of the domain of the Great Goodberry to where you currently are. As an action, you can spend 6 sorcery points and 1 minute to cause a 1 mile radius centered on you to become difficult terrain. This terrain persists for 24 hours, and only affects hostile creatures. If you use this feature in the same place every day for a year it becomes permanent.
Once you use this feature, you cannot do so again until you finish a long rest.
Warlock:
The Great Goodberry
The Great Goodberry is a benevolent entity that seeks to spread its influence throughout the multiverse. It's reasons for doing so are unknown. The Great Goodberry fosters kindness within its disciples and is open to guiding those who embrace nature and all its creatures.
Expanded Spell List
The Great Goodberry lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
The Great Goodberry Expanded Spell List
Cleric Level | Spells |
---|---|
1st | Absorb Elements, Goodberry (Improved) |
2nd | Acid Arrow, Barkskin |
3rd | Mass Cure Wounds, Goodberry Fireball |
4th | Control Water, Contagion |
5th | Feast of The Goodberry, Tree Stride |
Disciple of the Goodberry
1st-level The Great Goodberry feature
Your pact with the Great Goodberry has afforded you access to a great wealth of knowledge. You have advantage on all history checks. Additionally, whenever you cast a spell, vines erupt from the ground beneath your feet dealing bludgeoning damage equal to the level of the spell slot expended to all hostile creatures within 5 feet of you.
Jubilant Sprout
6th-level Goodberry Soul feature
The universal joy of the Great Goodberry burns bright within you, shielding you. Whenever you take damage, you can as a reaction gain temporary hit points equal to your Warlock level.
Interweaving Roots
10th-level Goodberry Soul feature
The Great Goodberry embraces you within its grasp as one of its own. You can cast both speak with plants and kevin's goodberry wine without expending a spell slot. Once you cast both spells once with this feature, you cannot do so again until you finish a short or long rest.
Additionally, for every 10 years that passes you only age 1 year and cannot be aged magically.
Goodberry Lord
14th-level Goodberry Soul feature
You assume the title of Goodberry Lord and can channel more of its immense power. As an action, you can cause a mass of writhing vines to form within a 30-foot radius centered on you for 1 minute. All creatures who enter this radius or start within this radius must make a Dexterity saving throw taking 6d6 magical bludgeoning damage on a failed save and half as much on a successful save. For the duration, your speed is reduced to 0, you gain 30 temporary hit points, and all attacks made against you have disadvantage.
Once you use this feature, you cannot do so again until you finish a long rest.
Spell List
The first disciple Kevin Goodberry was granted great insight into the magics of the Great Goodberry. This allowed him to create a number of spells that are detailed here.
Goodberry (Improved)
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: S, V, M (a sprig of misletoe)
- Duration: Instantaneous
- Classes: Druid, Cleric, Bard
Up to eight berries appear on a bush you conjure forth within range and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1d4 hit points, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
At Higher Levels. When casting this spell using a spell slot of 2nd or higher, the amount of hit points this spell heals increases by 1d4 for each slot above 1st.
Kevin's Faithful Goodberry
8th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (one goodberry)
- Duration: Concentration, up to 24 hours
- Classes: Druid, Cleric, Bard
You conjure forth a golden berry that orbits about a foot around your head. If you are reduced to 0 hit points at any point during the duration of this spell, you are instantly brought to half of your maximum hit points and the spell ends.
Kevin's Goodberry Wine
2nd level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Cleric, Bard
You conjure forth 3 tankards of wine made from Goodberries. When a tankard is ingested, they grant the creature that consumed it 2d8 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd leveI or higher, the amount of temporary hit points increases by an additional 1d8 for each slot level above 2nd.
Kevin's Goodberry Feast
5th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (one goodberry)
- Duration: Instantaneous
- Classes: Druid, Cleric
You conjure 6 goodberries into your hand. These goodberries have unique properties for 24 hours. When consumed it grants the creature that consumed it 4d8 temporary hit points. A creature can only receive this benefit once per instance of this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the temporary hit points received increases by 1d8 for each slot level above the 5th.
Kevin's Solar Flare
3rd-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (one goodberry)
- Duration: Instantaneous
- Classes: Druid, Cleric
A glowing goodberry is conjured into your hand and can be thrown to a point you choose within range and then blossoms with a low roar into an explosion of solar energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The light spreads around corners.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Lesser Goodberry
transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S, V, M (a sprig of misletoe)
- Duration: Instantaneous
- Classes: Druid, Cleric, Bard
Up to 4 berries appear in your hand and are infused with magic for the Duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for 12 hours.
The berries lose their potency if they have not been consumed within 1 hour of the casting of this spell. Additionally, a creature can only benefit from the effects of this cantrip once per long rest.
Kevin's Goodberry Swarm
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (one goodberry)
- Duration: Concentration, up to 1 hour
- Classes: Druid, Sorcerer, Warlock
You summon forth a number of Goodberry Shrubs equal to 1 + your spellcasting modifier (minimum of 1) into existence and they remain for the duration or until they are reduced to 0 hit points. They act on your turn and can command them as a free action. If you do not command them to do anything they instead do nothing on their turn.
At Higher Levels. When casting this spell using a spell slot of 5th or higher, you summon one additional goodberry shrub.
Kevin's Praise Be The Goodberry!
9th level evocation
- Casting Time: 1 action
- Range: 600 feet
- Components: V, S, M (one goodberry)
- Duration: 1 minute
- Classes: Druid, Cleric, Sorcerer, Warlock
You speak words of divine worship of the Great Goodberry and cause it to visit it's divine power upon a target of your choice that you can see within range.
If the target is an ally they regain 100 hit points and gain 100 temporary hit points.
If the target is an enemy, they must a Dexterity saving throw. On a failed save they take 7d10 bludgeoning damage and are restrained for the duration, and if they succeed they only take half damage and are still restrained. A creature restrained by this spell can make a Strength saving throw at the start of each of their turns to break free. If the target failed the first initial save they make their Strength saving throw with disadvantage.
Kevin's Vine Lash
Abjuration cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Cleric
You strike a creature with a thorny vine. Make an attack roll against a creature within range. On a hit the target takes 1d4 bludgeoning damage and 1d4 acid damage.
You can make more attacks when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can attack the same target or attack different ones.
Kevin's Radiant Beam
7th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (one goodberry)
- Duration: Instantaneous
- Classes: Druid, Cleric, Bard, Warlock, Sorcerer
You reach your hands out in front of you and release a beam of radiant energy that extends out in a line that is 60 feet long and 5 feet wide. All creatures within this line must make a Dexterity saving throw. On a failed save taking 6d10 radiant damage and being pushed back up to 20 feet, and taking half as much damage and not being pushed back on a successful save.
At Higher Levels. When casting this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level about 7th.
Kevin's Vine Cocoon
6th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (one goodberry)
- Duration: Concentration, up to 10 minutes
- Classes: Druid, Cleric, Bard
You call forth a cocoon of interweaving vines to burst forth from the ground and surround you. You gain the following benefits:
- Ranged attacks made against you have disadvantage.
- Creatures that come within 5 feet of you take 1d6 bludgeoning damage as they are thrashed by vines.
- You gain a + 3 bonus to your armor class.
- Your movement speed becomes 0 for the duration.
Goodberry Shrub
Child of the Goodberry
The goodberry shrub is a small, animate bush that sprouts goodberries from itself. The origin of the shrub can be traced back to the very first disciple of the Great Goodberry. Goodberry shrubs are summoned forth from the demiplane that the Great Goodberry calls its domain. They tend to travel in packs in the domain of the Goodberry and when traveling tend to resemble a moving field.
Goodberry Shrub
Small plant, neutral
- Armor Class 15 (natural armor)
- Hit Points 22 (5d6+5)
- Speed 25ft., burrow 15ft.
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 13 (+1) 9 (-1) 16 (+3) 11 (0)
- Saving Throws Wis +5
- Skills Perception +5,
- Damage Resistances Acid, Poison
- Condition Immunities blinded, deafened, exhaustion, poisoned, restrained
- Senses blindsight 10 ft., passive Perception 18
- Languages Understands those known by its master but can’t speak
- Challenge 1 (200 XP)
Magic Resistance. The goodberry shrub has advantage on saving throws against spells and other magical effects.
Natural Appearance. When the goodberry shrub is still, it is indistinguishable from an ordinary plant. The shrub is unimpeded by difficult terrain caused by plants, and can take the Hide action as a bonus action. It can hide while only lightly obscured.
Actions
Thorn Lash. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 9 (3d4+2) slashing damage.
Kevin Goodberry
The First Disciple
The first disciple of the Goodberry to ever walk the realms. Thanks to his deep connection to the Great Goodberry he has the ability to traverse the spaces between realms and has visited countless worlds spreading the influence of the Great Goodberry. Kevin is a lizardfolk druid that is famed for his invention of the tractor and he runs a business called Goodberry Farms.
Kevin was the first disciple and will be the last. Before the Great Goodberry became so great, Kevin carried its sapling with him and nurtured it. From his love for it, it grew and grew and somehow attained godhood.
Abandoned, Yet Found
Kevin is a Lizardfolk, and has a rather unusual name for his kind. This has a rather simple explanation to it. As a young child his tribe deemed him to weak to survive, and left him to die. Lucky for him the gods took pity on this young lad, and guided a young wanderer to find him. Upon finding Kevin crying, the wanderer took pity, and brought him to a nearby human settlement. Here the wanderer settled down for the first time in his life, and cared for the young Kevin.
Over time Kevin grew, and Alexander, the wanderer taught him the ways of nature, and how to care for it. After a while the young wanderer began to be not so young. Alexander began to worry about what would happen to Kevin after he was gone, and went to work teaching him everything he knew. Not long after a plague swept through the village and Alexander, and Kevin were forced to move.
Discovery of the Goodberry
Alexander took them to a small orchard his family had left him. This is where Kevin began to show an exceptional talent in Druidcraft, and the orchard began to flourish. Shortly after Kevin had begun excelling at Druidcraft, Alexander found a fully grown berry bush. Now as you may know, this bush was no ordinary bush. This bush was the Great Goodberry bush. Alex found it rather odd considering he hadn’t seen it before, and decided to bring it to Kevin in hopes of learning more. Shortly after it seemed Kevin took a liking to the bush, or rather the bush took a liking to Kevin.
After Kevin could be considered an adult, Alexander sent him off into the world just as he himself had done so long ago. Kevin wandered the lands with the Goodberry on his back, and his feet on the ground. After a while a gradual change started to happen, Kevin began to treat the bush with reverence. This allowed the bush to form a bond between the two of them.
Kevin Goodberry
Medium humanoid (lizardfolk), chaotic good
- Armor Class 16 (natural armor)
- Hit Points 183 (20d8 + 40)
- Speed 30ft., swim 30ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 18 (+4) 15 (+2) 22 (+6) 15 (+2)
- Saving Throws Int +7, Wis +11
- Skills Athletics +8, Arcana +7, History +10, Nature +10, Perception +12, Survival +12
- Damage Resistances Acid
- Condition Immunities Charmed
- Senses passive Perception 23
- Languages Common, Draconic, Druidic, Elven, Dwarven
- Challenge 20 (25,000 XP)
Hold Breath. Kevin can hold his breath for up to 15 minutes at a time.
Hungry Jaws (1/per day). In battle, Kevin can throw himself into a vicious feeding frenzy. As a bonus action, he can make a special attack with his bite attack. If the attack hits, it deals its normal damage, and Kevin gain temporary hit points (minimum of 1) equal to his Constitution modifier.
Goodberry Adept. At the start of Kevins turn the bush on his back produces 12 berries.
Timeless Body. Kevin does not age.
Beast Spells. Kevin can cast spells while wildshaped.
Spellcasting. Kevin is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): druidcraft, lesser goodberry, poison spray, produce flame
1st level (4 slots): goodberry (improved), entangle, faerie fire, speak with plants, fog cloud
2nd level (3 slots): moonbeam, enhance ability, spike growth, pass without trace
3rd level (3 slots): conjure animals, goodberry fireball, plant growth
4th level (3 slots): dominate beast, locate creature, wall of fire, conjure minor elementals, conjure woodland beings
5th level (3 slots): commune with nature, tree stride, conjure elemental
6th level (2 slots): sunbeam, heroes' feast
7th level (2 slots): plane shift, reverse gravity
8th level (1 slot): control weather, earthquake
9th level (1 slot): shapechange, true resurrection, Kevin's Praise Be The Goodberry
Actions
Multiattack. Kevin Goodberry can make 2 attacks: one bite attack and one attack with his quarterstaff or his Javelin of Darkness.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 4 (1d6+2) piercing damage.
Change Shape. Kevin magically polymorphs into a beast or elemental with a challenge rating of 5 or less, and can remain in this form for up to 9 hours. Kevin can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. Kevin reverts to his true form if he dies or falls unconscious. Kevin can revert to his true form using a bonus action on his turn.
While in a new form, Kevin retains his game statistics and ability to speak, but his AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and he gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that he lacks. He can cast his spells with verbal or somatic components in his new form.
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Corrosive Berry. Kevin grabs one berry, and throws it at a target within 30 feet of him. Make a ranged weapon attack against the target. On a hit the target takes 1d6 acid damage.
Kevin can expend more berries to increase the damage by 1d6 for each berry expended to a maximum of an additional 3d6 acid damage.
Javelin of Darkness. Ranged Weapon Attack: +7 to hit, range 30/60, one target. Hit: 7 (1d6+4) piercing damage. Wherever the javelin lands, a radius of darkness out to 30 feet radiates from this point for 1 minute. The darkness dissipated whenever the javelin is removed.
Land of the Goodberry (7/per day). Kevin changes a 10 foot radius of ground within 60 feet of him that he can see into the Goodberry terrain as a bonus action.
The Goodberry terrain acts as magical rough terrain, and any enemies who start their turn in the terrain or move into the terrain on their turn must make a Dexterity saving throw, on a failed saving throw taking 3d6 magical bludgeoning damage from the goodberry vines and half as much on a successful save.
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 4 (1d6+2) bludgeoning damage.
Praise
Be The
Goodberry!
Goodberriest Edition
This is a collection of subclasses themed around nature, and often the influence of the Great Goodberry.
Delve into the lore of the Great Goodberry within this compendium of content tailored to allow you to play as anyone influenced by the Great Goodberry!
Take your zealous rage and channel the fury of the wilds as a Path of the Wildwalker barbarian, weave thorny vines with your influence as any number of these subclasses, or even a rogue that disguises themselves as a bush.