Warlock
Base Class: Warlock

You have made a pact with a powerful natural entity, granting you some influence over nature. This entity could be an arch-fey such as Titania Queen of the Summer Court, her consort Oberon, the Queen of Air and Darkness, or some other powerful arch-fey; or a different powerful entity of nature such as a blight spawning Guldias tree, a treant, or a powerful dryad. 

Bonus Cantrips

At 1st level, you learn the Druidcraft and Thorn Whip cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Verdant Grasp

You can summon magical vines to ensnare your foes. As a bonus action, you can cause vines to sprout and reach for a creature within 60 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be grappled until the start of your next turn. This feature can be used a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Botanic Ward

Starting at 10th level, your patron's magic shields you from the deadlier aspects of nature. You are immune to poison and disease

Force of Nature

Starting at 14th level you serve as a manifestation of your patron's wrath, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain a +2 bonus to AC
  • You are immune to being charmed or frightened
  • Once per turn you can deal extra damage to a creature equal to you Charisma modifier plus your proficiency bonus

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

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