Base Class: Warlock
Warlocks of a Great Nature Spirit are often those seeking enlightenment through the natural world. Perhaps you sought guidance from the Great Bear, perhaps a nigh immortal druid took you under their wing, and showed the intricacies of natures might, or a powerful Myconid Sovereign allowed you into the Meld, and now you understand more than you ever could have conceived.
Expanded Spell List
The Great Nature Spirit 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. (For Summon Beast and Nature's Wrath, you'll have to do !sb add "Name of spell" in Avrae)
Great Nature Spirit Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Animal Friendship, Entangle |
|
2nd |
Summon Beast, Locate Animals or Plants |
|
3rd |
Conjure Animals, Speak with Plants |
|
4th |
Polymorph, Giant Insect |
|
5th |
Awaken, Wrath of Nature |
Acolyte of Nature
At level 1, your patron blesses you with the guidance and knowledge that can only be offered by one who is part of nature. You gain proficiency with Animal Handling and Nature, and you learn the Druidcraft and Guidance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Natural Spirit
At 6th level, your patron grants you access to a spirit of nature, be it one of plant or one of beast, you choose what type when you gain this feature. If it falls to 0 HP, it disappears, leaving all items it had on it behind. If this happens you must spend a Long Rest and 100 gold worth of incense, herbs, and charcoal to summon it again, in a ritual known as the Calling. If you take the Pact of the Chain, this replaces your familiar, though it gains the benefits of any invocations that would affect your familiar.
The spirit is friendly to you and your companions and obeys your commands. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
Nature SPIRIT
Large Beast/Plant
Armor Class 13 + Proficiency Bonus (natural armor)
Hit Points 5 + 5 times your warlock level
Speed 30 ft.; climb 30 ft. (Beast only); burrow 10 ft. (Plant only)
Senses darkvision 60 ft., passive Perception 13
Immunities: Charm (Plant), Frightened (Beast)
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Energizing Pollen (Plant Only). As an action, the Plant Spirit can put an energizing pollen on an ally it can see within 20 ft of it. That ally gains 5 Temporary hp. This can be done a number of times equal to your Proficiency Bonus per long rest
Mighty Roar (Beast Only). As an action, the beast spirit targets up to 5 creatures within 30 ft of it. Those 5 creatures must make a Wisdom saving throw (DC is your Spell Save DC) or suffer disadvantage on the next attacks they make. A creature is not affected if it is immune to being frightened. This can be done a number of times equal to your Proficiency Bonus per long rest
Magic Weapons (Beast and Plant). The spirit's attacks are magical
Actions
Multiattack. The spirit makes a number of attacks equal to half your proficiency bonus (rounded down).
Maul (Beast Only). Melee Weapon Attack: 3 + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3 + proficiency bonus slashing damage
Shocking Pollen (Plant Only). Ranged Weapon Attack: 3 + proficiency bonus to hit, reach (30/60)., one target. Hit: 1d4 + 3+ proficiency bonus lightning damage
Natural Secrets
At level 10, your bond with nature has grown greatly, allowing you to channel greater power from the spirit you call. You gain benefits based on whether your summoned spirit is a Beast spirit or a Plant Spirit
In addition, while you are in a natural environment (Forest, Plains, etc) you are aware of any creature within 60 ft of you, and anything that is not natural (Man-made structures, for example)
Beast
You gain a +1 to AC, and a +10 to Movement speed.
You cannot be Frightened
Plant
You regain 1d4 hp at the beginning of your turn so long as you have at least 1 hp, and you get advantage on concentration checks made to maintain concentration
You are immune to being charmed
Embodiment of Nature
At 14th level, your connection to the natural world has reached a climax. Once per day, you can expend a warlock spell slot to cast the Shapechange spell. With this Shapechange, you can only become Beasts or Plants of a Cr lower than or equal to half your warlock level (Rounded down).
Previous Versions
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2/17/2021 1:04:00 AM
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2/17/2021 1:07:09 AM
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2/24/2021 12:16:06 PM
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3/13/2021 9:12:32 PM
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