Base Class: Warlock
[CREDIT]: u/callmepartario on Reddit, in r/UnearthedArcana
Your patron is a tree of a size and age beyond comprehension, whose roots reach across the planes, space and even time itself.
As an agent of this ancient force, your charge is to preserve life and foster the never-ending balance of life and death, bolstering the meek who need a chance to thrive, and patiently eroding the structures of power in the world that stifle growth.
Extended Vines
The range of your Thorn Whip doubles, and so does the distance it can pull a creature. Additionally, you can push a creature away from you, instead of pulling it toward you.
Safe Passage
You can target and pull a willing ally using your Thorn Whip without damaging them. This movement does not provoke attacks of opportunity.
Sharp Thorns
You can add your warlock level to the damage of your Thorn Whip.
Green Tongue
Prerequisite: 12th Level
You can cast the Speak with Plants spell at-will.
World Strider
Prerequisite: 15th Level
You can cast the Transport Via Plants spell once without expending a spell slot, and regain the ability to do so when you finish a short rest.
Publishing Note: I've transcribed the subclass as best as I can with only grammatical edits. All features should apply automatically as you level, including "Put Down Roots" which increases with each Warlock level.
Expanded Spell List
The World Tree 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 World Tree Expanded Spells
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5th |
Vine Tendril
At 1st Level, you become proficient in the Nature skill and Druidic language, and you learn the Thorn Whip cantrip if you do not already know it.
When you hit a creature with your Thorn Whip, you can elect to reduce its movement speed by half until the end of its next turn instead of pulling it toward you.
Put Down Roots
At 1st level, you gain the ability to channel the life force of the World Tree to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals your warlock level.
As a bonus action, you can heal yourself, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add the results together, and restore that number of hit points to yourself.
If your health is reaches its maximum as a result of this healing, you gain the remainder as temporary hit points, up to a maximum equal to your warlock level + your Charisma Modifier.
Your pool regains all expended dice when you complete a long rest.
Grow Together
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Sympathetic Photosynthetic
Starting at 10th Level, if you spend at least 1 hour in the sunlight, have access to potable water, and your skin has touched fertile soil in the past 24 hours, you do not need to eat to survive. You require only half the sleep each day that your race usually requires.
Additionally, you become proficient in Constitution saving throws and gain resistance to poison.
Wrath of the Ancients
Starting at 14th level, you can use your bonus action to become assume a tree-like form for 1 minute. For the duration, you gain the following benefits:
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You gain the effects of both the Enlarge/Reduce and Barkskin spells, without the need to concentrate on either one.
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The healing dice used for your Put Down Roots feature increase to d10s, and you can spend up to 2 additional dice when you use them.
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When you hit a creature with your Thorn Whip, you can expend a warlock spell slot to deal 6d8 additional acid damage to the target.
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When you hit a creature with your Thorn Whip, you can use your bonus action to entangle the creature, which makes a Strength saving throw against your spell save DC, becoming restrained on a failure. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success. You can restrain multiple creatures at once in this manner, up to an amount equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
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Posted May 28, 2022The above credit would also like to denote Old Gus' Errata: Heroes of the Multiverse as the original inspiration.