Warlock
Base Class: Warlock

Your patron is a primordial nature spirit, a powerful and sentient plant or a capable and cunning fey creature. No matter what form they may have, your patron works to protect the untamed wilds, both flora and fauna, from harmful outside influence. Such creatures forge warlock pacts in order to further their cause of protecting nature from exploitation and harm.

An example for beings that fit this role is Altoras, the Lord of Dryads, an exceptionally powerful treant or one of the lords of the Feywild.

Your connection to your patron often manifests in various ways. If you wish, you can roll on the Natural Manifestation Table below.

Natural Manifestation Table

D6 Natural Manifestation
1 Wild flowers grow naturally in your hair.
2 Patches of moss cover parts of your body.
3 You have grown a pair of antlers.
4 Whenever you stroll through forested areas, the roots of nearby trees seem to part for you on their own.
5 Your blood has a shimmering, golden amber color.
6 All manner of animals, even dangerous ones, feel calm and relaxed in your presence.

Expanded Spell List

The Wealdkeeper 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.

Wealdkeeper Expanded Spells
Spell Level Spells

1st

entangle, animal friendship

2nd

spike growth, barkskin

3rd

protection from energy, plant growth

4th

death ward, conjure woodland beings

5th

tree stride, commune with nature

Woodland Wanderer

Starting at 1st level, your patron gifts you with the ability to wield basic nature magic and to pass through any woods without hindrance. You gain the following benefits:

  • You learn two druid cantrips of your choice, both of which count as warlock cantrips for you and do not count against your total number of cantrips known.
  • Moving through difficult terrain caused by magical or non-magical plants no longer costs you extra movement.

Ancient Roots

Also at 1st level, you carry with you a fraction of your patron’s influence over the natural world at all times. As a bonus action, you can cause a Medium sized magical root to appear in an unoccupied space within 30 feet of you. It lasts for 1 minute, or until you use this feature to create another root. As part of the same bonus action you use to summon the root, you can either make it strike a target within 10 feet of it, or — if the target is of Large or smaller size — attempt to grapple it. Either way, roll a melee spell attack. On a successful hit, the target either takes bludgeoning damage equal to 1d8 + your Charisma modifier, or is grappled. A grappled creature can attempt to break free by rolling a Strength (Athletics) check against your warlock spell save DC as an action. While a creature is grappled, it is also considered restrained. While a creature is grappled and restrained by a root, you can only make attacks with the root against that creature.

As a bonus action on subsequent turns, you can choose to move the root 30 feet in any direction and make another attack or grapple attempt.

At 12th level, the damage of roots you create increases to 2d8 + your Charisma modifier, and creatures your roots can grapple and restrain can be of Huge or smaller size.

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

Blooming Defense

At 6th level, you’ve learnt how to use plants as a means to defend yourself. As a reaction to yourself being targeted by an attack from an enemy you can see, you can choose to envelop your entire body in a makeshift cage of flowering or thorny vines. The cage lasts until the end of your next turn and while it's active, you’re considered to be behind three-quarters cover and your speed is 0.

You can use this feature once per short rest.

Engrained

At 10th level, you’ve grown sturdy roots like a great tree. While your feet are touching solid ground and you are not incapacitated, you are immune to being knocked prone or moved against your will.

Frenzied Overgrowth

At 14th level, you can channel the might of your patron to cause magical plants to appear and rapidly grow. As an action, you can cause magical plantlife to violently spring forth in a 35-foot cube centered on you. The area is considered difficult terrain to any creatures you choose, and lasts for 1 minute or until you are incapacitated. As part of the action you use to create the plants, and on subsequent turns as an action, you can cause one of the following effects while within the area:

Nature’s Ward. You cause the plants to protect your allies. Any number of creatures of your choice within the area gain resistance to one of the following damage types until the beginning of your next turn; thunder, fire, cold, lightning, poison or acid damage.

Poisonous Thorns. You cause the plants to grow prickly thorns covered in poison. Any number of creatures of your choice within the area must make a Constitution saving throw. On a failed save, a creature takes poison damage equal to 4d8 + your Charisma modifier, and half damage on a successful save.

Hallucinogenic Pollen. You cause plants within the area to emit a mind-bending pollen. Any number of creatures of your choice within the area must make a Wisdom saving throw. On a failed save, the creatures are either charmed or frightened by you (your choice) until the beginning of your next turn.

Plant Step. You teleport yourself or a willing creature to a different unoccupied spot within the area using the plants.

You can use this feature once per long rest.

The Wealdkeeper Image

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