Warlock
Base Class: Warlock

Keepers use powers granted to them by the forest elementals to remove threats to the forest. Sometimes this means outsiders trying to expand within the forests grounds, sometimes this means corrupted elementals that need to be calmed or cleansed. 

Keepers use primarily wind, earth, water, and restorative magic. While using other forms is common, they will generally refrain from using fire, lightning, or ice magic unless in dire need. 

Undead do not particularly upset keepers as to them, magic life is still life. So long as the undead are not slaves or unwilling, Keepers will let them be. This includes vampires that do not hunt or wraths that only hunt wicked men. Mindless undead are a target for Keepers as they can disrupt the balance of nature inadvertently. 

Expanded Spell List

The Forest Elemental 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.

Celestial Expanded Spells
Spell Level Spells
1st cure wounds, Healing Word
2nd Dust Devil, lesser restoration
3rd Tidal Wave, revivify
4th guardian of faith, wall of water
5th Maelstrom, greater restoration

Bonus Cantrips

At 1st level, you learn the Gust, Mold Earth, and Shape Water cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

All that Live are Alive

At 1st level, you gain the ability to channel elemental energy to heal any creature that lives. Your healing spells work on Undead and Automatons as long as a curse does not prevent them from being healed.

You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool equals 1 your proficiency level. You can spend these die to improve your healing spells by the number rolled. You can only spend two die per spell.

If two are spent and both are 8s, the spell does not consume a spell slots as long is it is 5th level or lower.

If the final die is spent alone and is an 8, role a second d8. If a second 8 is rolled. the spell slot and the final die are not expended, but only 1 die is added to the healing. If two 8s are rolled on the last two die, only one die is saved. 

Tough Skin

Starting at 6th level, your exposure to the Elementals tempers your skin against their volatile personalities. You have resistance to bludgeoning  damage, and when you cast a spell that deals bludgeoning damage, you can add your Charisma modifier to the damage roll of one of its targets.

Blessing of the Forest

Starting at 10th level, you can call upon the elementals to grant you and up to five creatures one of the following blessings

Howling Wind: Gain 2 rerolls on any saving throw, damage roll, or attack roll. You can choose which roll to use. You cannot use both on the same role

Stable Earth: Speak the command word to summon a spike from the ground to a target within 10 ft of the creature. This spike deals 2d6 bludgeoning damage. If the creature is medium or smaller, it cannot move on its next turn but it can take its action and bonus action as normal.

Soothing Water: Gain Temporary hit points equal to 3d6 + your Charisma Modifier.

Elemental Fury

Starting at 14th level, the Elemental's appreciation for you is beyond measure. So much so they will save you from death.

When you have to make a death saving throw at the start of your turn, you can instead slam your fist into the ground, releasing a burst of elemental energy. You regain hit points equal to half your hit point maximum, and stand if you desire. Choose one of the following elemental outbursts to radiate from you when you trigger this effect.

Furious Wind: Knock back any creature of your choice that is within 20ft of you away by 15 ft. If they collide with a wall, object, or other creature, they are knocked prone.

Vengful Earth: Each creature of your choice that is within 30 feet of you takes bludgeoning damage from stone shrapnel equal to 2d8 + your Charisma modifier. If they are within 5 feet of you, they take 3d8.

Desperate Fog: Each creature of your choice that is within 40ft is showered in a restorative mist that restores hit points equal to 4d6 + your Charisma modifier. If the target is unconscious, they restore the full amount automatically and can stand for free.

Once used, if the creatures effected by blessing of the forest are in range, the blessings are renewed to their original state.

Once you use this feature, you can’t use it again until you finish a long rest.

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