Warlock
Base Class: Warlock

The Green called to you to protect its ancient stores of energy and wisdom, and in return, it has given some to you. You harness the power of the earth itself, and all the ages of mages that has soaked into it and been forgotten.

Expanded Spell List

Green Expanded Spells
Spell Level Spells

1st

entangle, detect evil and good

2nd

wither and bloom, gentle repose

3rd

meld into stone, speak with plants

4th

grasping vine, guardian of nature

5th

commune with nature, hallow

Eyes of the Ancients

You gain the ability Eyes of the Ancients, allowing you to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Rebuke the Unnatural

Starting at 1st level, your patron bestows upon you the ability to censure the undead. As an action, you cause each undead that can see or hear you within 30 feet of you to make a Wisdom saving throw. If the creature fails its saving throw, it is turned until the end of your next turn, or until it takes any damage.

A turned creature must spend its turn trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Additionally, you gain the ability Eyes of the Ancients, allowing you to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Soul of the Ancients

Starting at 6th level, your link to the Green and your conquest against the unnatural gives you a resistance to both of their energies. You have resistance to both radiant and necrotic damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Devoted Mind

Beginning at 10th level, your devotion to your patron allows you to resist the mind-affecting magic of your enemies and maintain your mission. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Master of The Natural Order

Starting at 14th level, the ancient 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 ancient 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 radiant or necrotic damage equal to 2d8 + your Charisma modifier,  and and it is blinded until the end of the current turn.

In addition, the terrain within a 30 foot radius of you is under the conditions of the Spike Growth spell until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes