Base Class: Warlock
You have made a pact with the great spirit of the swamp, The Green. You may have died and been brought back to life by the swamp, made the pact through meditation and dedication or some other means. Once the pact is made, a symbiotic vine begins to grow upon you, granting you special abilities when you use your magical energies to awaken it.
Expanded Spell List
The Green 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 Green Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Symbiotic Vine
1st-level The Green feature
A magical symbiotic vine has merged with your body as part of the pact. As a bonus action, you can animate the vine for 10 minutes. While animated, the vine grants +2 to AC and increases your hit point maximum and current hit points by 4 + your spell casting modifier. The vine has a standard attack range of 10''. As part of the animation, you may make a melee spell attack against one creature within range. On a hit, the target takes 1d6 piercing damage. On subsequent rounds you may attack with the vine using a bonus action. When you reach 5th level in this class, increase the damage by 1d6, increase the damage by 1d6 again at levels 11 and 17. The vine's attacks become magical at 6th level in this class.
You can animate the vine a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Creeper
1st-level The Green feature
You gain a climbing speed equal of 30 feet and you can climb across ceilings as well.
Protector Vine
6th-level The Green feature
Using your reaction, apply disadvantage to one attack vs yourself or an ally within range.
In addition, when you can make an opportunity attack against an target, you may use the vine instead if it's animated.
Poisoned Vine
6th-level The Green feature
As a free action you may expend a warlock spell slot to make the vine poisonous, the effect lasts as long as the vine is animated. The vine deals an additional 2d6 poison damage per hit. If the opponent fails a Con save vs your spell casting DC, they are poisoned until the start of your next turn. If the target makes a successful save against the vine's poison, it cannot be poisoned by it again until you have finished a long rest, although it still takes the poison damage. In addition, while poisonous your vine has a range of 30'.
Inundating Life
10th-level The Green feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe and you no longer age.
In addition, you now have resistance to Cold and Necrotic damage.
Clinging Vine
14th-level The Green feature
Symbiotic vine can now grapple a target no more than one size larger than you. When the vine successfully hits, first deal damage and then the target must make an opposed Strength (Athletics) or Dexterity (Acrobatics) check vs your spell save DC. On a fail, the target is grappled. On your turn, you may use your bonus action to automatically deal symbiotic vine's attack damage to a grappled target. You can move a grappled target up to 15' or 30' if the target is two or more sizes smaller than you
The effect ends when you make another attack with the vine or the target (or target's ally) uses their action to succeed on a Strength (Athletics) or Dexterity (Acrobatics) vs your spell save DC.
In addition, when your vine applies poison damage, it now ignores resistance and does half damage to a target that is immune to poison.
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