Base Class: Warlock
Making a pact with the Elder Tree is the natural course when you get lost in the consuming whispering woods. This large, far-reaching tree has a presence in every forest. Be prepared to hear its commands whenever you are near a cluster of ominous trees.
Expanded Spell List
The Elder 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.
Elder Tree Expanded Spell
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0 |
Thorn Whip, Shillealgh |
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1 |
Ensnaring Strike, Grease(Sap) |
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2 |
Barkskin, Spike Growth |
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3 |
Plant Growth, Speak with Plants |
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4 |
Grasping Vine, Giant Insect |
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5 |
Insect Plague, Wrath of Nature |
Elderberry Magic
A number of mysterious berries equal to your proficiency modifier manifest near you at the end of a long rest. These last until your next long rest and one can be consumed with a bonus action. When a creature consumes an elderberry, have them roll on the Elderberry Magic Table below for an effect. After a creature consumes 2 berries within 1 minutes, it must make a Con saving throw equal to your spell save DC + the number of berries already ingested for each additional berry. If it fails, the creature becomes poisoned for 1 hour and no longer gain the effects of any berries while poisoned.
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Elderberry Magic Table |
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1 |
Nothing appears to happen, however the creature’s will is now under the Elder Tree’s control. Anytime within the next 7 days, the Tree can have you attempt any action the DM sees fit. It can be an immediate action or a subconscious goal to be done within the 7 days. The creature does not realize it is being manipulated and forgets any irregular actions it took to complete the task. The DM dictates the task and immediacy. |
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2 |
The creature takes poison damage equal to your Warlock Level + Charisma modifier |
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3 |
The creature is under the effects of the slow spell for 18 seconds |
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4 |
The creature is under the effects of the Haste spell for 18 seconds but not exhausted afterwards |
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5 |
The creature’s Strength and Constitution modifiers increase by +1 for 1 minute. It gains temporary hit points equal to 1d12 + your Charisma modifier during that time |
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6 |
The creature can add a d6 to all attack rolls, saving throws, and ability checks for 1 minute |
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7 |
The creature is polymorphed into a forest dwelling beast. It must have a CR equal to or less than your Warlock level. It is transformed until its HP become zero or 10 minutes pass. Roll on a random table to determine the creature. |
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8 |
The creature gain Truesight, Darkvision, Tremorsense, and Blindsight up to 20ft for 1 hour. You also become hyperaware of all creatures within 20ft and have expertise on Perception, Insight, and Investigation checks relating to that creature. You have a hard time focusing on recalling information and have disadvantage on Arcana, History, and Religion checks. |
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9 |
The creature can add your Proficiency Bonus + CHA modifier to any damage dealt for 18 seconds |
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10 |
The next spell the creature casts does not require concentration or material components. |
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11 |
If the creature is a spellcaster, it regains a spell slot equal to its highest spell slot level to a Maximum of 5 Level. If the creature is not a spellcaster, it can choose to cast any of your spells that is 5 Level or lower once. It can make this decision for up to a minute after consumption. |
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12 |
The creature can choose any one effect from this table. It can happen to the creature or to another creature within 10ft. |
Whispered Woods
You feel at home in any forest. You gain advantage on Survival, Stealth, and Dexterity checks made within a forest. Other creatures that have ingested your Elderberries within the last hour have disadvantage on Survival, Stealth, and Dexterity checks within a forest.
Once per long rest, you can use your Action to force a number creatures equal to half your Charisma modifier (rounded up) within 30ft to make a Charisma Saving Throw against your spell save DC. If a creature succeeds, it takes 3d10 Psychic damage. If a creature fails, it becomes charmed by you for 1 minute. While it is charmed in this way, it has disadvantage on saving throws from spells that you cast against it.
Arboreal Petrification
Once per long rest, you can use your Action to force a creature within 30ft to make a Wisdom saving throw against your spell save DC. If the creature fails, its walking movement is collectively reduced by10ft at the beginning of each of its turn. You must concentrate on this effect (as if concentrating on a spell) until the creature’s speed is reduced to zero. If the creature’s movement becomes 0ft, it is transformed into a petrified tree or merges with the nearest tree. It remains this way for 1 day or until spells such as Lesser Restoration, Remove Curse, or Greater Restoration. If your concentration is broken, the creature is no longer affected by this feature.
Neverending Roots
You gain advantage on Constitution Saving Throws made against the poison condition, including those against consuming multiple Elderberries
Once per long rest, you can cast both Tree Stride and Transport via Plants once without expending a spell slot. Concentration and spell components are not required when cast these spells in this way.
Additionally, when a creature moves near a tree within 60ft, you can use your reaction to entangle them. If the creature ended its turn there, have it make a Strength Saving Throw against your spell save DC or become restrained on a failure. If the creature moves past the tree, have it make a Dexterity Saving Throw or fall prone on a failure.
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