Base Class: Warlock
My Kids Have Leaves.
Warlocks who swear allegiance to The Insatiable Vine embrace plant-based magic to restrain and control their foes. Their patron's power comes with heavy caveats that result in dramatic changes to the warlock's mind, body, and magic—seeds born of the patron infest the target's mind to guarantee loyalty and claim their body after upon death. Such warlocks can even spread these seeds to manipulate their foes or allow allies to recover from mortal wounds; though, the target must pay an unenviable price—loyalty to the vine. The rare Insatiable Vine warlock who reaches old age may find their personality has shifted over time to better match the whims of their master.
The Insatiable Vine is a hive mind of sentient plants capable of subverting the will of weaker biological organisms. Their control over plants grants them mastery over life and death, replacing wounded areas with plant matter and magic. The Vine Emperor (homebrew monster) is a common incarnation of the Insatiable Vine; however, a particularly powerful Blight or ancient Treant may also fill this role. In any case, the patron is likely to provide immediate and powerful gains, while turning those who fall or attempt to turn against them into mindless guardians.
Note: This subclass is currently in the early playtesting stage and is likely to undergo significant revisions during the next several months. Please provide any feedback in the comments to help future versions.
Level 3: Spectral Vines
You can infuse your patron's plant-based magic into your spells to manipulate your enemies. Immediately after you hit a creature with a spell attack, you can use a Bonus Action to move the target up to 10 feet in a direction of your choice.
Level 3: Insatiable Vine Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Insatiable Vine Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Ensnaring Strike, Entangle, Pass without Trace, Spike Growth |
| 5 | Plant Growth, Speak with Plants |
| 7 | Charm Monster, Dominate Beast |
| 9 | Awaken, Dominate Person |
Level 3: Mind Blossom
Your patron's blessing involved suffusing your body with seeds and spores—the ones in your mind are purely for your own protection! You have Advantage on saving throws to prevent or end the Charmed condition except those originating from a Plant.
Level 6: Floral Rebirth
Your plants only need a little bit of fertilizer to grow. You can cast the Plant Growth spell with the Overgrowth option without any material components or consuming a spell slot. When you cast it in this way, you can center the spell on a corpse within the spell's range causing plants to sprout from the corpse and cover the 100-foot radius Sphere of the spell, thereby destroying the corpse. Once you cast the spell with this ability, you must finish a Short or Long Rest before doing so again.
In addition, you can cast the Revivify spell without consuming a spell slot. When cast in this way, your magical seeds infuse the body causing the target to have Disadvantage to prevent or end the Charmed condition originating from Plants. This effect can only be removed by a Greater Restoration or equivalent spell. Once you cast Revivify with this ability, you must finish a Long Rest before doing so again.
Level 10: Seeds of Doubt
You can spread your infection blessing to others with a cloud of seeds. As a Magic action, you can spray seeds in a 15-foot radius Sphere centered on a point you can see within 50 feet. All creatures in the area must make a Wisdom saving throw against your spell save DC or take 4d8 Psychic damage and become Charmed by you for 1 minute. While a creature is Charmed in this way, you can communicate telepathically with them and they obey your direct orders. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. On a successful save, a creature takes half damage and is not Charmed.
You can use this ability once and must complete a Long Rest before doing so again. You gain an additional use at Level 14.
Level 10: Mental Forest
The sends in your mind have blossomed, infusing your very being—for your own protection of course! You gain Immunity to the Charmed condition. The immunity does not apply to Plants.
Level 14: Botanical Eradication
Your control over plants has expanded, making your growths significantly more dangerous. When you cast Plant Growth with your Floral Rebirth feature, you can simultaneously cast Spike Growth without components or expending a spell slot. When you cast Spike Growth in this way, it covers the entire area affected by Plant Growth and, while you are Concentrating on Spike Growth, you can spend a Bonus Action to target a creature in the affected area that you see to make a Strength saving throw against your spell save DC. On a failure, the creature is Restrained until the spell ends. A Restrained creature can use their Action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Once you use this ability, you must finish a Long Rest before doing so again.
Level 14: Throne of Thorns
You have developed strong bonds with your minions allies and they will always protect you. When you are targeted with an attack, you may use your Reaction to redirect the attack to an ally or creature Charmed by you that is within 10 feet of you.
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