Warlock
Base Class: Warlock

Your pact allows you control over nature, as well as the ability to learn and treat druid spells as warlock spells as you level up, among other things.

Strength of Nature

At First Level, your patron bestows a certain aspect of nature of your choosing onto you, increasing your abilities in various ways. You gain either the Claws of a Hunter, the Resilience of a Redwood, or the Fury of the Earth

Claws of the Hunter

You gain the ability to transform your limbs, sprouting claws and transforming them into your weapons. You are always proficient with your claws, and do additional damage with your unarmed strikes while your limbs are transformed. Transforming your Limbs is a Bonus Action.

While your limbs are transformed, you gain a natural weapon that does 1d4 + your charisma modifier slashing damage.

At 6th level, the damage die increases to a d6, and at 14th level, the damage die increases to a d8.

If you gain the Pact of the Blade Class feature, your claws count as your pact weapon when it comes to any effects that would apply to them.

 

Fury of the Earth

The Fury of the Earth boils deep inside you. As a bonus action, you may Expend a Warlock Spell Slot and unleash this fury for thirty seconds at a time.

While you are channeling the Fury of the Earth, you gain the following benefits:

  • The earth quakes in a 10 foot radius around you, making it difficult terrain.
    • At 6th level, this expands to a 15 foot radius, and at 14th level, this expands again to a 30 foot radius.
  • If you know a Mystic Arcanum, the level of your spell slots becomes equal to the level of your highest level Mystic Arcanum known. (6th level at 11th level, 7th level at 13th, 8th level at 15th and 9th level at 17th)
  • As a bonus action, you may convert hit dice into temporary spell slots, and if you do, your max HP is reduced by 1d8 until the end of the next long rest.

When Fury of the Earth ends, you may not use it again until after a long rest, and additionally, you may not use it again for a number of days equal to the number of spell slots you generated while Fury of the Earth was active.

Starting at 14th level, you may use Fury of the Earth during it's Cooldown period, but the following penalties apply:

  • The days remaining until you can use the ability without penalty are reset.
  • When you generate spell slots, they add an additional day to the Cooldown for each time you have used Fury of the Earth since the Cooldown last reset.
  • Every time you use Fury of the Earth in this manner, Roll 1d100. If you roll under the amount of times you have used this ability minus 1, times 10, (as in if you're using it for the second time since its Cooldown finished, if you roll under a 10) you cannot use this ability again in your current body, and must die and be revived in a way that gives you a new body in order to use it again.

Resilience of the Redwood

You gain the resilience of a redwood tree. While you are not wearing armour, your skin has resistance to fire damage, and your unarmoured AC becomes 10 + either your Dexterity modifier or your Charisma modifier + your Proficiency bonus.

Starting at 10th level, your skin becomes immune to Fire damage, and your insides gain resistance to fire damage.

Nature's Ears

At 6th level, you gain the ability to understand Druidic, and all beasts, but not speak Druidic or to beasts without aid of a spell.

In addition, once per long rest, if you suspect somebody is lying, you may expend a Warlock spell slot to hear only the truth. Starting at 12th level, when you use this ability, you may share this ability to hear the truth to up to four other creatures when you use this ability.

Nature's Gift

At 10th level, you gain the ability to endow any non-living object with life, transforming it into a life-form of your choosing by expending a warlock spell slot. This lasts until you choose to dismiss it, at which point the object reverts back to it's original form. The life-form grows to maturity at a rate of your choosing, and can be anywhere from accelerated to the point where a 10 foot tall tree strong enough to lift a medium humanoid grows in a matter of seconds, to taking several minutes to develop, or even just having it develop at a natural rate. You may only create life-forms which you have seen, and are familiar with. These life-forms behave normally, and have no loyalty to you, unless you use this feature to create a familiar as part of Find Familiar or the Pact of the Chain class feature.

Any damage dealt to a creature created by this ability by a sentient being is dealt to the sentient being that damaged it, as if they were hit by their own attack in the same respective location.

If the creature's development requires it to hatch from an egg, you may choose to have the egg look like the object you imbued with life until it hatches, once per long rest.

Heart of Nature

At 14th Level, your heart becomes attuned to nature, greatly increasing your lifespan, and preserving your soul through death.

  • You age at a rate of 1 year every 5 years.
  • Your heart becomes a seed. When you die, if planted, your heart will grow a Huge corpse flower over the course of 1d100 years, at which point the flower will bloom, and you will be restored to life as if by the Clone spell. While the flower is growing, the following spells may be cast on it with various effects:
    • Speak with Dead: The Caster may speak with you while the flower grows, and you may communicate back normally.
    • Resurrection Spells: If it is still within the normal time-frame for which the spell is capable of reviving someone, the flower's growth is accelerated to the rate of one year per minute, and when fully grown, you are restored as normal. Outside of the normal time-frame, there are various effects based on which spell is used.
      • Revivify: The flower's development advances by one month over the next 24 Hours.
      • Raise Dead: the flower's development advances by 1d4 years over the next 24 Hours.
    • Necromancy Spells: The flower protects your still growing body from being animated, and temporarily magically grows to a size large enough to devour the caster, after which it returns to the size it was before devouring the caster. The energies of the caster fuel your rebirth, and a portion of their lifespan based on what spell they attempted to reanimate you with is added to the progress towards your resurrection. If you would be resurrected and there is still lifespan remaining in the pool towards resurrecting you, that time is added onto your natural lifespan for this body. (at 20th level, any excess time from other creatures when you die is also added to your next body.
      • Animate Dead: 1/2 of the caster's remaining lifespan.
      • Danse Macabre: 5/6 of the caster's remaining lifespan.
      • Create Undead: The caster's entire remaining lifespan.

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