Base Class: Warlock
Those who walk the path of The Flora become conduits for life’s duality. Plants flourish at your touch, yet their roots and thorns can lash out with violent precision. Creatures that violate natural law may find themselves entangled, poisoned, or sapped of their vitality. Allies and enemies alike feel the subtle pull of your patron’s influence, as bonds of symbiosis and shared resilience form and wither like the cycles of the forest.
As a servant of The Flora, you are called to uphold the wild equilibrium. You might heal the wounded, nurture growth, or strike down those who would disrupt the natural order. The power you wield comes from understanding life in its most primal forms—the interwoven dance of predator, prey, growth, decay, and survival.
Through your connection, you gain the ability to command plants, commune with nature, and forge bonds that tether life itself. Whether you walk through a sun-dappled forest or a city choked with unnatural stone, your patron’s verdant presence is never far, guiding you to maintain the relentless balance of the natural world.
To such patrons, you are a seed planted in hostile soil: nurtured with strange gifts so you may either restore balance, defend the wilds, or prune the rot that threatens their domain. Your magic manifests through living vines, parasitic roots, intoxicating blooms, and curative sap—always walking the line between nature’s tenderness and its cruelty.
Sample Patrons
• Silvanus, the Oak Father (Forgotten Realms)
The primeval deity of wild nature, Silvanus often empowers agents who safeguard untouched wilderness or eradicate abominations against the natural cycle. A Silvanus-bound Flora Warlock may wield healing sap, grasping thorns, and the wrath of storms that reclaim what was lost.
• Zuggtmoy, Demon Queen of Fungi (Demon Lord — Abyss)
For those who wander toward darker roots, Zuggtmoy offers parasitic, fungal, and rot-themed gifts. Her Flora Warlocks spread spore-ridden growths, drain vitality like sap from trees, and embody the elegance of decay as a form of renewal.
• Titania, Queen of the Summer Court (Archfey — Feywild)
Titania’s blessing is radiant and lush. Her flora is enchanting, intoxicating, and unpredictable—like the Feywild itself. A Flora Warlock of Titania commands vibrant blooms, binding vines, and restorative energies woven with fey charm.
In All Cases…
Whether your patron is benevolent, ambivalent, or merciless, your bond roots itself deep beneath your flesh. You command vines that lash and cradle, blossoms that heal or poison, and mystical roots that connect the lives around you.
Your role in the world is never simple: a gardener, a guardian, a parasite, or a force of nature given humanoid shape. Whatever your destiny, your patron believes you are fit to thrive—and the wild power of The Flora grows within you.
Eldritch Invocations:
Additional Invocations this subclass have access to and may take.
Sapping Blast (5th Level) - Your Warlock spells that require an attack roll imposes the hit creature to have a penalty on their next Strength Saving Throw equal to your Proficiency Bonus.
Nature's Protection (5th Level) - You can cast Barkskin once without expending a spell slot per long rest. Casting it this way does not require concentration and lasts until long rest.
Garden of Whispers (7th Level) - You can cast Speak with Plants at will.
Dreaming Meadows (7th Level) - Spells and effects you cast that causes creatures to fall asleep impose disadvantage on the initial saving throw against it.
Devouring Roots (15th Level) - Once per turn, when you deal Necrotic, Poison, or Piercing damage, you can deal an additional 1d8 damage of the same type. You regain hit point equal to the additional damage.
Floral Pact
At 1st level, your patron grants you instinctive communion with the living world.
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You gain proficiency in Animal Handling and Nature.
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Once per short rest, you may gain advantage on a single Animal Handling or Nature check.
This reflects your intuitive understanding of ecosystems, pack instincts, plant responses, and natural law.
Expanded Spell List
Your connection to a primal plant intelligence grants you access to natural magics.
You gain the following spells at the listed levels.
| Warlock Level | Spells |
|---|---|
| 1st | entangle, goodberry |
| 2nd | spike growth, barkskin |
| 3rd | plant growth, speak with plants |
| 4th | grasping vine, locate creature |
| 5th | wrath of nature, commune with nature |
Verdant Blessing
Additionally, at 1st level, you may call upon the nourishment of the earth.
As a bonus action, you can choose yourself or a creature within 30 feet and cause one of the following effects:
• Vital Sap:
- You transfer health between you and the willing target, giving or receiving hit points up to twice your Charisma modifier (minimum 1); or
- You recover [roll]1d4[/roll] hit points for each use you expend.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
This mimics the dual nature of plant life—both healing and fortifying.
Thornlash Retaliation
Nature’s cruelty lashes out at those who harm you.
When a creature within 10 feet hits you with an attack, you may use your reaction to conjure whipping vines and thorns.
The attacker takes 1d8 piercing damage, increasing to 2d8 if you are below half hit points.
Once you use this feature, you cannot use it again until the end of your next turn.
Once per short rest, you can activate this feature without using an action and can damage a creature within 120 feet that you can see.
Bloomstride Adaptation
At 10th level, your body begins to mirror the efficiency and resilience of the strongest flora.
You gain the following benefits:
• Movement Through Difficult Terrain
You can move through nonmagical difficult terrain made of plants or natural growth without extra movement.
• Camouflage of the Wild Bower
You can use your action to blend with plant life. For 1 minute, you gain advantage on Stealth checks, and creatures relying on sight have disadvantage to perceive you while you remain still.
• Natural Resistance
You gain resistance to poison damage and advantage on saving throws against being poisoned.
Throne of Thorns
At 14th level, you manifest the true wrath of your patron—a blooming, living reminder of nature’s judgment.
As an action, you create a 20-foot-radius zone of grasping roots, flowering toxins, and razor-sharp vines centered on yourself. The area moves with you.
For 1 minute:
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Enemies that start their turn in the area, enter it or for every 10 feet of displacement within it take 2d8 piercing damage and must succeed on a Strength save vs. your spell save DC or be restrained until the start of their next turn.
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You and creatures you choose treat the area as normal terrain.
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Whenever you cast a spell that deals damage while in this zone, you may add your Charisma modifier to one damage roll of the spell.
Once you use this feature, you must finish a long rest before using it again.
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