Warlock
Base Class: Warlock

You have made a pact with a powerful creature of the natural way of things, whose goals are often to protect nature's true order and stop those that would harm the wild things in the world. Such patrons who have granted you this power are the magnificent Archdryads, protectors of vast forests and overgrown places of the material plane and Feywild. Through you, the natural order will be upheld.

Expanded Spell List

The Archdryad 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.

Fiend Expanded Spells
Spell Level Spells

1st

Animal Friendship, Earth Tremor

2nd

Dust Devil, Spike Growth

3rd

Erupting Earth, Plant Growth

4th

Conjure Woodland Beings, Stone Shape

5th

Control Winds, Wall of Stone

Dryadic Influence

Starting at 1st level, you learn the Druidcraft cantrip, which counts as a warlock cantrip for you. Moving through difficult terrain caused by earth or plants costs you no extra movement. You have resistance to damage caused by plants. As a bonus action, you can cause vines to emerge and attempt to restrain a large or smaller creature you can see within 60 feet. That creature must make Strength saving throw or be restrained until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Bulwark of Vines

Starting at 6th level, you can summon steel-like plants to emerge and protect you. When you would take damage, you can use your reaction to have vines sprout from the ground and cover you, giving you resistance to all types of damage except fire until the beginning of your next turn. At the beginning of your next turn, these vines lash out, causing any number of creatures you choose within 5 feet of you to make a Strength saving throw or be pushed 15 feet away from you and knocked prone.

Once you use this feature, you can't use it again until you finish a short or long rest.

Flourishing Spells

Starting at 10th level, your natural influence affects the world around you when you cast powerful spells. Whenever you use a warlock spell slot to cast a spell, overgrown plants sprout out of the ground in a 15 foot cube around you and you gain resistance to a type of damage you choose until the end of your next turn. These plants count as difficult terrain for creatures hostile to you and last for 1 minute.

Natural Apex

Starting at 14th level, the plants you magically create are empowered with the force of nature. Whenever you create plants, you may choose an addition property to add to them. You can choose these properties to not effect any creatures you wish.

Razor Spines - If this plant is causing difficult terrain, whenever a creature moves into its area it takes 2d4 piercing damage. If this plant is restraining a creature, it takes 2d4 piercing damage at the start of each of its turns. If this plant is causing a creature to make a saving throw, the creature takes 4d4 piercing damage on a failed save and half as much on a successful one.

Strengthened Limbs - If this plant is causing difficult terrain, whenever a creature ends its turn on top of its area they must make a Strength saving throw or be knocked prone. If this plant is attempting to restrain or move a creature, that creature has disadvantage on any associated saving throws.

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