Base Class: Warlock
Warlocks of the Sacred Land are warriors who have sworn themselves to powerful spirits of nature. These spirits are ancient and powerful elemental manifestations of natural phenomena. Those who experience or fall victim to natural disasters or unfortunate accidents in nature may pray to whoever is listening to save them, and accidentally find themselves bound to one such spirit. What demands these spirits may level upon their warlocks depends heavily on the type of spirit. Some are good-aligned; kind, compassionate spirits who lead their warlocks to fight for the safety of the forest. However, some spirits are neutral, or even evil. They may lead their warlocks to destroy mankind’s civilization, creating vengeful warriors carving swathes of destruction with dark magicks.
Expanded Spell List
The Sacred Land 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.
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Bonus Cantrips
At 1st level, you learn two cantrips of your choice from the Druid Spell List. They count as Warlock spells for you, and do not count against your number of cantrips known.
Animal Instincts
At 1st level, you gain the ability to expand your senses to better understand the world around you. As a bonus action, choose one of the following options. Its effects last for one minute. You can do this a number of times equal to your Charisma modifier, and regain all expended uses upon taking a long rest.
- Lupine Tracking - You have advantage on all Wisdom (Perception) checks that make use of your sense of smell. You can also perceive scents normally imperceptible by people. If you are attempting to track another creature, you can make a Wisdom (Perception) check against the target’s Dexterity (Stealth) in order to determine the direction in which the target is moving.
- Eagle’s Horizon - You can see up to a mile away with no difficulty, able to make out even minute details as if they were within 20 feet of you.
- Predatory Aura - You have advantage on all Charisma (Intimidation) checks. When you first choose this option, designate one creature within 30 feet of you. When you first activate this effect, that target must make a Wisdom saving throw against your Spell Save DC or be frightened until the beginning of your next turn. This ability has no effect on undead or constructs.
- Equine Motion - Your movement speed increases by 10 feet. If you use the Dash action on your turn, this bonus is doubled.
Honed Senses
Starting at 6th level, you gain the following options for your Animal Instinct feature:
- Viper Strike - When you activate your Animal Instinct feature and choose this option, designate one creature within 60 feet of you. If you make an attack against that target using a cantrip or if you make an attack against that target using a familiar’s Attack action, that attack deals an additional 1d6 Poison Damage.
- Stag’s Renewal - While you are concentrating on a spell or effect, at the beginning of your turn, you gain temporary HP equal to your Charisma modifier.
- Boar’s Indignation - You cannot be knocked prone, and have advantage on Strength, Dexterity, and Constitution Saving Throws.
Hollow Spirit
Starting at 10th level, you gain the following options for your Animal Instinct feature:
- Immortal Raven - If you would fall unconscious you can, as a reaction, expend an additional use of your Animal Instinct feature to instantly stabilize and regain HP equal to five times your Charisma modifier.
- Vision of the Herd - You cannot be surprised, and you are aware of any invisible creatures within 30 feet of you. In addition, while you are within 5 feet of an allied creature, you cannot be charmed or frightened.
- Spirit of the Hunt - If you bring a creature to 0 hit points using an attack from a cantrip, you can then make another attack using the same cantrip, but against a different target, as part of the same action.
In addition, you now regain all expended uses of your Animal Instinct feature upon taking a short rest.
Deific Touch
Starting at 14th level, you gain the following options for your Animal Instinct feature:
- Sacred Tree’s Nectar - As an action, you can expend any number of uses of your Animal Instinct feature to have yourself or a target within 10 feet of you regain Hit Points equal to your Proficiency Bonus + your Charisma modifier times the number of uses expended.
- Moon Goddess’s Wisdom - Choose two skills. For the duration, checks you make using those skills add double your proficiency bonus to them, instead of your normal bonus.
- Bear God’s Fury - You have advantage on all melee attacks. If you use the Attack action to make a melee attack on your turn, you can make a second attack as part of the same action.
In addition, you can now use your Animal Instinct feature an additional two times per short rest (for a maximum of 7), and you can now activate your Animal Instinct feature as a bonus action, instead of as an action.
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Posted Dec 27, 2022The level 14 feature Deific Touch says that "you can now activate your Animal Instinct feature as a bonus action, instead of as an action". But the Animal Instinct feature is already a bonus action to activate. Is it meant to be an action, or is there meant to be something else in Deific Touch?