Circle of the Unseelie
For most mortals, the word "fey" evokes happy images of singing faeries and prancing satyrs. But you know so much more.
Deep in a shadowed wood, you heard the luring whispers of the Unseelie Court and followed. The creatures you discovered taught you their deceptive ways and their dark magic. The price has yet to be paid.....
Cruel Manipulator
Starting at 2nd level, other creatures' minds are your playthings. You can expend one use of your Wild Shape feature to activate one of the following powers.
Bitterblossom. You can create an array of alluring but deadly flowers. As an action, you can expend one use of Wild Shape to make exotic flowers suddenly grow in an unoccupied 5-foot square you can see within 30 feet of you. They may appear in any location, such as in a pot or out of a wall. The first creature aside from you and any other creatures you designate when you use this feature that inspects or sniffs the flowers takes 1d10 + your druid level psychic damage and must make a Wisdom saving throw against your spell DC or be psychically poisoned for 1 minute. Psychically poisoned creatures have disadvantage on attack rolls and ability checks. Creatures can repeat the saving throw at the end of their turn, ending the effect on a success. The flowers wither after being activated or after 24 hours.
Supreme Mockery. When you cast Vicious Mockery, you may expend one use of Wild Shape to augment it. If you do so, it deals d6s instead of d4s and the target takes half damage if it succeeds on its saving throw.
Thoughtseize. As a reaction when a creature you can see within 60 feet of you makes a skill check using Intelligence, Wisdom, or Charisma, you can expend one use of Wild Shape to impose disadvantage on it.
Dark Dweomercraft
You have formed a binding pact with the Unseelie Court, a gathering of treacherous fey. Your link with them grants you an expanded spell list. At 2nd level, you learn the Vicious Mockery cantrip. In addition, add the following spells to the druid spell list for you.
Cantrip
Friends, Minor Illusion, Thaumaturgy
1st Level
Bane, Cause Fear, Disguise Self, Dissonant Whispers, Hex, Silent Image, Sleep
2nd Level
Blindness/Deafness, Crown of Madness, Darkness, Entangling Bitterblossom, Enthrall, Mind Spike, Phantasmal Force, Shadow Blade, Suggestion
3rd Level
Bestow Curse, Dance of the Unseelie, Enemies Abound, Fear, Major Image, Mesmerizing Shadows, Nightmare of Thorns.
4th Level
Compulsion, Phantasmal Killer, Shadows of Moil
5th Level
Dominate Person, Dream, Modify Memory, Seeming, Synaptic Static
6th Level
Eyebite, Mass Suggestion, Mental Prison, Programmed Illusion
7th Level
Project Image
8th Level
Dominate Monster, Maddening Darkness
9th Level
Weird
Unseelie Agent
At 2nd level, you learn the Sylvan language. You have advantage on Intelligence checks to recall information about fey, and you have advantage on Charisma (Persuasion) checks when dealing with members of the Unseelie Court.
From the Shadows, Shadowed Words
At 6th level, the Unseelie Court teaches you the art of luring creatures into your grasp. You gain proficiency in Deception. If you are already proficient, then you gain proficiency in Persuasion or any skill available to druids.
You also have advantage on Wisdom (Insight) checks made to discern a sentient creature's deepest desire, such as a need to be loved or a lust for power. If you discern its deepest desire, you have advantage on Charisma checks made to influence it. The DC should be high; 25 is a good benchmark.
In addition, while in bright light, you can spend a bonus action to decrease the light level to dim light in a 5-foot radius circle around you. Undoing this takes no action.
Maledicting Gift
Beginning at 10th level, you gain the ability to lace objects with a strong yet subtle curse. As an action, you can curse one object within 5 feet of you.
If a creature accepts a cursed object as a gift from you of its own free will, it has disadvantage on saving throws you force it to make as long as the object remains on its person.
If it consumes the object, it has disadvantage on saving throws you force it to make for 1 hour.
Lost in the Woods
When you reach 14th level, you can unleash the Unseelie Court's most devastating trick.
As an action, choose any number of creatures you can see within 60 feet of you. They must make an Intelligence saving throw against your spell DC. If they fail, they fall into a waking nightmare. They perceive that they are trapped in a haunted forest and being assailed by shadowy versions of their most feared enemy. They are treated as if they were blinded, although this affects creatures that are normally immune to the blinded condition. Affected creatures take psychic damage each to half your druid level at the top of their turn. They can repeat the saving throw at the end of their turn, ending the effect on a success. This ability draws on the conscious terror of the targets, and very simple-minded creatures (those with an Intelligence score of 4 or lower) are not affected.
Once you use this feature, you must finish a long rest before you can use it again.
New Spell Descriptions
Entangling Bitterblossom acts like the spell Entangle, but creatures restrained by it take 1d6 psychic damage at the start of their turn.
Dance of the Unseelie acts like the spell Spirit Guardians, except that it deals psychic damage, has as its material component a dancing shoe made of bone, and conjures images of twisted fey carousing.
Mesmerizing Shadows acts like the spell Hypnotic Pattern, but creates a twisting pattern of shadows instead of colors, and the material component is a piece of dark cloth.
Nightmare of Thorns acts like the spell Hunger of Hadar, but deals psychic instead of cold damage and piercing instead of acid damage. The material component is a handful of thorns, and the summoned area creates noises of sadistic laughter.
Art Credit
Ooona, Queen of the Fae by Adam Rex
Dark Forest by VityaR83