Base Class: Warlock
Your magic comes from a connection to the natural balance of the world. Your patron may be a hag you’ve made a deal for magic with, a coven you’ve trained with, or a powerful nature spirit. You might be indebted to your patron, or have traded something significant of yours for the gift.
Their knowledge allows you to tap into the magic of nature, and bend the world to your will, operating through deals and trades to preserve balance.
Nature's Student
At 1st level, you learn one cantrip of your choice from the druid spell list. This counts as a warlock cantrip for you, but does not count against your number of cantrips known. You also gain proficiency in the Herbalism kit and one of the following skills of your choice: Animal Handling, Nature, or Survival.
Gift of Fortune
At 6th level, you learn to make trades to turn fortune in your favor. When a creature within 60 feet of you makes an ability check or saving throw, you can use your reaction to add or subtract a d8 to their roll. You can do so after seeing the initial roll but before any of the roll's effects occur. When you do so, you take necrotic damage equal to three times the number rolled on the d8.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Coven’s Knowledge
At 10th level, you can tap into the knowledge of the witches before you. You can cast Commune as a ritual, speaking to the witches you gained magic from or the spirits of older witches you’ve learned to connect to.
Deadly Revenge
At 14th level, your power allows you to trade in damage from deadly attacks. When you are hit with an attack by another creature, you can use your reaction to cause you and the creature to both teleport, swapping places. You take no damage, instead, they suffer the damage from their attack.
Once you use this feature, you can’t use it again until you finish a long rest.
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