Warlock
Base Class: Warlock

Hidden amongst stone and ruins lies a garden, calming, a place to get away from it all. The garden has everything you could wish for, from large trees to a small fountain and a table in the middle with a tea set, able to serve any drink you want it to. People finding this place tend to be calm, a place of assurance for any travelling party. They spread their nature with everyone around them, and find it easy to fit into any situation. 

Bonus Proficiencies

Starting at 1st level, your connection with the garden has allowed you to become more knowledgeable about things you may not have been in the past. You become proficient in Nature and Medicine if you are not already.

Garden of Rest

Also at 1st level, you are able to teleport to the garden. As an action, you and a number of people you choose within 30ft of you can teleport to the garden. While here you cannot take a long rest, but you are able to cast spells, and you are able to take a short rest. No matter how much time you spend here, only an hour passes in the rest of the world. When you leave, you can walk through the gate that will take you to the exact same place that you entered from. 

Once you use this ability you cannot do so again unless you take a long rest. 

Twisted Vine

Starting at 6th level, you can call upon the vines of the Garden to your aid. As an action, you can target one person you can see within 60ft of you. They must make a Strength Saving Throw against your spell save DC or be entrapped by thorny vines. While trapped, they are considered restrained, and at the start of each of their turns that they spend restrained, they take 2d10 piercing damage from the vines. They may use an action to repeat the saving throw to attempt to break free. 

You may use this feature a number of times equal to your proficiency bonus per long rest. 

Garden Protection

Starting at 10th level, the garden helps you form a protective bond with your allies. Whenever you cast a healing spell, a buffing spell or a spell that removes a condition from an ally, they gain temporary hit points equal to your Charisma Modifier + Your Proficiency Bonus + the spells level

Restorative Being

Starting at 14th level, you are able to calm those around you. As an action, you can touch a creature of your choice, and end an effect on them causing them to be Charmed, Frightened, Paralyzed or Petrified.

You can use this feature a number of times equal to your charisma modifier per short rest. 

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