Warlock
Base Class: Warlock

You have made a pact with a powerful guardian of nature. Though rare, Archdruids will make pacts with beings that are not natural druids, exchanging a modicum of nature's power to obtain a wider influence and guards of their sacred groves. Such a pact grants you a deeper connection to the earth; you may find yourself shunning sprawling cities and urban areas in favor of the outdoors and the solitude of the woods. Those that encroach on nature will find themselves facing a stalwart adversary that will summons the forces of nature to repel them.

Expanded Spell List

The Archdruid 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.

 

Spell Level Spells
1st absorb elements, beast bond
2nd enhance ability, moonbeam
3rd conjure animals, plant growth
4th dominate beast, freedom of movement
5th awaken, insect plague

Nature’s Grasp

As an action, you can cause roots in the earth to spring up in a 10 foot radius with 30 feet of you. Each creature that starts its turn inside the radius, or when it enters the radius, it must make a Strength Saving throw against your spell save DC. On a failure, the creature is restrained. It can repeat the saving throw at the start of each of it's turns. Additionally, the area inside the radius is considered difficult terrain.

The roots last for one minute, or until you lose concentration (as if you were concentrating on a spell), or willingly stop concentrating (no action required by you). You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature after you finish a short or long rest.

Expanded Invocation List

Your pact with the Archdruid has granted you additional Eldritch invocations.

Note: Currently, dndbeyond does not allow options to be connected to general class abilities. Invocations chosen from the expanded invocation list count towards the number of invocations known.

Awakened Familiar

Prerequisite: 7th level, Pact of the Chain

Your familiar gains an Intelligence score of 10, and can speak one language that you can. Your familiar must be in a beast shape for this effect to work.

Directed Message

Prerequisite: Pact of the Talisman

You can cast Animal Messenger once per long rest without expending a spell slot. The creature makes its way towards the wearer of your talisman, regardless if you know their location. You know if the creature is unable to deliver your message.

Elemental Blast

Prerequisite: Pact of the Tome feature, eldritch blast cantrip

When you cast Eldritch Blast, you may change the damage type to acid, fire, cold, lightning, or thunder. You must decide the damage type before casting, and each beam cast must be the same type.

Sharpened Claws

Prerequisite: 7th level, Pact of the Blade

While in wild shape, other invocations you know that affect your pact weapon also affect your natural weapon attacks.

Wild Shape

Your patron grants you the druidic ability of wildshaping. Starting at 6th level, you can use your action to magically assume the shape of a beast  that has a challenge rating of 1 or lower that you have seen before. You can use this ability once, and regain expended uses when you finish a short or long rest. When you reach 14th level, you can Wild Shape twice per rest.

You can stay in a beast shape for a number of hours equal to half your warlock level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

A Murder of Crows

At level 10, your connection to nature is such that you can call animals to aid you in battle. Whenever a creature targets you with an attack, you can use your reaction to magically summon a flock of birds to harass and attack the creature, causing it to attack at a disadvantage. If the target is within your Nature’s Grasp, they also must make a Dexterity Saving throw, taking 2d6 piercing damage, or half as much on a success.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.

Enhanced Connection

At 14th level, your power over nature deepens. The radius of your Nature’s Grasp increases to a radius of 20 feet. While you are standing within your Nature’s Grasp, you gain half cover, as the roots within that area rise up to protect you.

Additionally, your Murder of Crows now deals 3d6 piercing damage, and when it deals damage, you gain temporary hit points equal to the damage dealt.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2022 6:26:40 PM
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