Warlock
Base Class: Warlock

The Guardian tree stands in the middle of the village of Maham. The tree was planted by a powerful wizard for unknown purposes. Once a year the tree will glow and grow several apple like fruits. eating one of these fruits will grant one the power of a warlock. Though a warning is given, that on death the power received will return back to the tree.

Eating an apple grants you a seed of the trees power, and slowly as you gain experience in life the seed will blossom. Upon death the grown power will return to the tree to empower it and its perhaps sinister roots.

Expanded Spell List

The Guardian tree lets you choose from an expanded list of spells when you learn a warlock spell as well as choosing Cantrips from the druid spell list as well. The following spells are added to the warlock spell list for you.

The Guardian Tree Expanded Spells

One with the roots

Starting at 1st level through this ability you gain access to two abilities, that can be used on a bonus action. These abilities are named Sensing The Roots, and Vitality Of The Tree. You must be in contact with the ground to use these abilities and your movement speed is reduced to 0 when you use either of the two abilities until the beginning of your next turn.

Sensing The Roots, When you use this ability, it allows you to use the nature around you to sense the world. As a bonus action you can use the ability to gain tremor sense out to 30ft until the end of your next turn.

Vitality Of The Tree, by drawing in the energy of the surrounding nature you enhance your own vitality, as a bonus action you may gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)

These abilities can be used a maximum amount of times equal to your proficiency bonus, and are regained on a long rest.

Sprouting Seed

At 6th level, the seed within you slowly begins to sprout, your connection with it grows, and through this connection the ways to utilize grows as well

At the beginning of your turn you can spend an action to root yourself to the ground beneath you. By doing so your speed is reduced 0ft, but you gain the following benefits until you spend a free action on your turn to end the effect or are forcibly moved from your rooted location.

  • You gain advantage on ability checks to resist anything that would move you, as you are bound the ground beneath your feet
  • Once per turn as a bonus action, while rooted to the ground you can make roots sprout beneath one enemy within a 30ft radius of you, to try and entangle and damage them. The target must be large or smaller and must also be standing on the ground. The target must make a dexterity saving throw against your spell save dc, to avoid being bound. If they succeed nothing more happens, but if they fail they are considered grappled. The target can spend an action making an athletics check against your spell save dc to free itself. On your turn you can cause damage to all bound by your roots once, the damage is 1d6+ your spellcasting modifier, bludgeoning damage as you make the roots squeeze anyone bound by them. Any forced movement on the bound targets such as being pulled or pushed will allow them to immediately make a new athletics check with advantage to free themselves.
  • The ground within a 10ft radius of you become difficult terrain, as the roots move beneath the earth.

This ability can be used a number of times equal to your proficiency score, and all expended uses are regained at dawn.

Blooming Seed

At 10th level, The seed sprouts within, the creator can no longer hide its fiendish origin, as the seed sprouts and spreads its tendrils throughout the holder empowering them greatly.

  • The seed grants the holder a resistance to fire as the fiendish energies fill the warlock
  • With the tendrils of power running through the character the character normal constitution strengthens. The holder gains the effect of the spell of barkskin when it uses an ability to root itself to the ground.
  • The root attack of the level 6 feature is empowered by the fiendish energies, the damaging roots is emblazed in fire so when you damage a grabbed opponent it also takes 1d6 fire damage along with the 1d6 bludgeoning damage the roots already do.

Inner Tree

At the 14th level, With the seed in full bloom, the power it gives have reached an all time high, leading to the previous gained powers to be empowered to a whole other level.

  • The range of the 1st and 6th level abilities are increased to a range of 60ft
  • The damage dice of the grasping roots are increased to d8's and the bludgeoning damage now counts as magical in overcoming resistances
  • The size of the targets of the roots attacks can now be up to huge in size and you can target two different targets at once.
  • There is now no limit to the amount of time you can use the 1st and 6th level abilities

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