Base Class: Warlock
Your patron is a being of immense druidic magic. Their thorns can represent protection or intimidation but either way entities of vegetation imbue their warlocks with a variety of nature magics. Whether the patron themselves is natural or unnatural, their imposed will is not up for debate. An example of a powerful enough verdancy could be an elder Treant, or Primordial Beings of old.
Expanded Spell List
The Rotten Verdancy 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.
Rotten Verdancy Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | entangle, goodberry |
| 2nd | barkskin, spike growth |
| 3rd | plant growth, speak with plants |
| 4th | freedom of movement, stoneskin |
| 5th | commune with nature, tree stride |
Bonus Cantrips
At 1st level, you learn the druidcraft and shillelagh cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Overgrown Aspect
At 1st level, your link to the Rotten Verdancy allows you to serve as an aspect of channeled energy. You gain proficiency with the Survival skill.
Additionally, as an action, you can summon this power for up to 1 minute. For the entire duration, your patron grants you the following benefits:
- Your AC becomes 13 + your Charisma modifier, when not wearing armor.
- As a reaction, you can summon wood, stone and plants from the earth to momentarily protect an ally, granting them advantage on their next Strength or Dexterity saving throw. You can make this reaction after the ally has been targeted but before the saving throw is made and the creature must not be more than 10 feet above the ground.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Environmental Vagrant
Starting at 6th level, your patron has employed the natural world to protect and grant you free passage throughout your surroundings. You can ignore difficult terrain made from natural landscapes and gain the ability to use a bonus action to take the Dash or Disengage actions.
Enliven Woodland
Starting at 10th level, you magically animate plants you can see within 60 feet of you.
As an action, choose up to five nonmagical plants you can see within range, size indicates the amount of plants and their statistics. A tiny target counts as one plant, small as two and so on up to huge, representing 5 plants. Each target animates and becomes a creature under your control until a long rest or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. You can use this feature for free once per long rest or spend a spell slot of 5th level or higher.
Enlivened Woodland Plant Statistics
| Size | HP | AC | Str | Dex | Attack |
|---|---|---|---|---|---|
| Tiny | 20 | 18 | 4 | 18 | +8 to hit, 1d4 + 4 damage |
| Small | 25 | 16 | 6 | 14 | +6 to hit, 1d8 + 2 damage |
| Medium | 40 | 13 | 10 | 12 | +5 to hit, 2d6 + 1 damage |
| Large | 50 | 10 | 14 | 10 | +6 to hit, 2d10 + 2 damage |
| Huge | 80 | 10 | 18 | 6 | +8 to hit, 2d12 + 4 damage |
An enlivened plant is a plant with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet. If the plant is too securely rooted to a surface or a larger plant, such as a deeply intertwined root system, its speed is 0. It has tremorsense with a radius of 30 feet and is blind beyond that distance. When the enlivened plant drops to 0 hit points, it reverts to its original plant form, and any remaining damage carries over to its original plant form.
Bastion of Bailiwick
Starting at 14th level, the power granted to you by your patron allows you to command terrain. Once per long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: find the path, move earth, or transport via plants.
Once you use this feature to cast one of these spells, you can’t use it again until you finish a long rest.
Previous Versions
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3/20/2022 12:13:31 AM
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4/8/2022 9:12:20 PM
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5/13/2022 9:09:23 PM
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6/29/2022 11:19:01 PM
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1.1.3
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