Warlock
Base Class: Warlock

You have made a pact with a powerful being of the natural world, one that wishes to defend the untouched places from the ever expanding march of civilization. Beings that make this type of pact often desire the undoing of certain social structures, the destruction of towns seeking to push into the wildlands, or the disruption of trade through a seldom trodden path.Few beings such as this can be powerful enough to form a pact, but those that are are supremely dangerous.

Expanded Spell List

The Wild Guardian 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.

The Wild Guardian Expanded Spells
Spell Level Spells
1st animal friendship, entangle
2nd animal messenger, spike growth
3rd plant growth, protection from energy
4th dominate beast, polymorph
5th awaken, commune with nature

Heart of the Wildlands

Your connection to the wild magic lets you draw on elements of the wildlands. You learn the druidcraft cantrip as well as one other cantrip from the druid spell list of your choice. These spells count as warlock spells for you, but do not count against the number of warlock spells you know.

Writhing Vines

Your connection to the wild magic can allow you to ensnare your foes. Once on your turn when you hit a creature with an attack, you can use this feature to force the target and any creatures of your choice within 5 ft to succeed on a Dexterity saving throw or be restrained until the end of your next turn. A creature restrained by the vines can use its action to make a Dexterity or Strength check against your spell save DC. On a success, it frees itself. The radius increases at 14th (10 ft) level.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses after completing a long rest. You can also expend a warlock spell slot as a bonus action to regain all uses.

Circle of Life

Starting at 6th level, you learn to repurpose the life you take. When a creature that is restrained by one of your warlock spells or class features is reduced to 0 hit points, you can use your reaction to raise an awakened plant in its space.

The awakened plant has a max hit points equal to two times your warlock level, an AC of 10 + your proficiency bonus, and a speed of 20 feet. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). As a bonus action on your turn, you can command all plants under your control to attack one or more targets that you can see, each making a melee spell attack using your spell attack modifier. On a hit, the target takes 1d6 + your Charisma modifier bludgeoning damage, and you can use your Writhing Vines feature without expending a use.

All awakened plants remain in your service for until the end of your next long rest, at which point they decompose. You can use this feature a number of times equal to your proficiency bonus per long rest.

Thorny Carapace

Starting at 10th level, your magic strengthens your defenses, allowing you to form a defensive shell to ward off foes. At the end of your turn, you can gain temporary hit points equal to your proficiency bonus. If a creature hits you with a melee attack while you have these hp, the creature takes piercing damage equal to your proficiency bonus.

This ability also extends to any awakened plants under your control.

Overgrowth

At 14th level, your vines and wild magic become more potent, spreading like wildfire. As an action, you can choose up to 5 willing creatures that you can see within 60 feet. Each target gains temporary hit points equal to your warlock level as vines create a defensive wrapping around them. While each target has these temporary hit points, it gains the following benefits:

  • It cannot be moved against its will, and creates difficult terrain in a radius of 10 feet that moves with it.
  • It has advantage on grapple checks, and can attempt to grapple a target as a bonus action. 
  • Any creature that hits the target with a melee attack takes piercing damage equal to your proficiency bonus.

Any remaining temporary hit points disappear after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2020 6:05:13 PM
1
0
1.0
Coming Soon
1/29/2020 9:28:31 PM
1
0
1.1
Coming Soon
1/30/2020 3:17:31 AM
2
0
1.2
Coming Soon
1/31/2020 5:25:41 AM
3
0
--
Coming Soon
2/1/2020 7:39:42 PM
6
0
--
Coming Soon
2/4/2020 5:33:49 AM
14
1
--
Coming Soon
2/5/2020 6:43:19 PM
7
0
--
Coming Soon
3/10/2020 2:49:35 PM
38
0
1.6
Coming Soon
3/10/2020 9:59:55 PM
20
0
--
Coming Soon
3/11/2020 3:11:30 AM
20
0
--
Coming Soon
3/13/2020 1:47:51 PM
21
0
--
Coming Soon
3/13/2020 2:46:57 PM
22
0
--
Coming Soon
3/14/2020 2:10:26 PM
23
0
--
Coming Soon
3/27/2020 6:30:44 PM
24
0
--
Coming Soon
3/27/2020 6:34:02 PM
25
0
--
Coming Soon
3/30/2020 12:34:53 AM
25
0
--
Coming Soon
5/19/2020 6:27:01 PM
43
0
1.0
Coming Soon
5/19/2020 6:49:26 PM
36
0
2.0
Coming Soon
5/19/2020 7:01:52 PM
37
0
--
Coming Soon
5/29/2020 10:27:18 PM
40
0
--
Coming Soon
7/6/2020 5:22:35 AM
57
0
3.0
Coming Soon
11/5/2020 9:06:24 PM
77
1
--
Coming Soon
12/19/2020 8:07:19 PM
60
0
3.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes