Warlock
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

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)

STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
6 (−2)
WIS
14 (+3)
CHA
8 (-1)

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

Name Date Modified Views Adds Version Actions
2/17/2021 1:04:00 AM
0
0
--
Coming Soon
2/17/2021 1:07:09 AM
1
0
--
Coming Soon
2/24/2021 12:16:06 PM
12
1
--
Coming Soon
3/13/2021 9:12:32 PM
70
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes