Base Class: Warlock
Whether it be the spirits of a lost forest or a more sinister force found among the underbrush, you have found yourself with a newfound patron of your natural magical powers.
Expanded Spell List
You can cast spells from the Druid spell list.
One with Nature
Through The Forest, you can call forth minor effects from nature.
Natural Healing
At 1st level, you gain the ability to channel natural energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, 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 them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Green Soul
Starting at 6th level, your link to The Forest allows you to serve as a conduit for nature's energy. You have resistance to acid and poison damage, and when you cast a spell that deals acid or poison damage, you can add your Charisma modifier to one acid or poison damage roll of that spell against one of its targets.
Natural Resistance
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Nature's Wrath
Starting at 14th level, the natural energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of natural energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes acid damage equal to 2d8 + your Charisma modifier, and it is stunned until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Jan 8, 2019This is a reskinning of The Celestial for a more natural patron, rather than a celestial one. Thanks!