Warlock
Base Class: Warlock

Deep within the most ancient forests of the multiverse, there live beings whose connection with the natural world is unmatched by all but the gods of nature themselves. Neither fey, celestial, or fiend, these creatures are primordial, elemental forces of nature and wilderness made manifest. While they cannot venture beyond the boundaries of their sanctums, these beings can grant power to mortal agents who pledge themselves to the wilderness.

Warlocks of the Primal Spirit may pledge themselves to beings such as The Earthmother, or perhaps to the spirit of Yggdrasil itself.

Expanded Spell List

The Primal Spirit 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.

Primal Spirit Expanded Spells
Spell Level Spells

1st

entangle, speak with animals

2nd

animal messenger, spike growth

3rd

plant growth, speak with plants

4th

dominate beast, polymorph

5th

commune with nature, tree stride

Bonus Cantrips

When you choose this subclass at 1st level, you learn the druidcraft cantrip, as well as one additional cantrip of your choice from the Druid spell list.

One With the Wilds

Also at 1st level, your patron marks you as a creature of the wilderness. Moving across nonmagical terrain doesn't cost you extra movement, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Furious Foliage

Starting at 6th level, you can summon a whirlwind of foliage around a foe. Choose a creature you can see within 60 ft. you. They become surrounded by a vortex of leaves, twigs, and other foliage. The whirlwind lasts for up to 1 minute, or until you dismiss it as a bonus action or fall unconscious, and it follows its target as they move. While a creature is within the vortex, they have disadvantage on all attack rolls, and they have disadvantage on constitution saving throws made to maintain concentration on spells and abilities.

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

Verdant Defenses

Beginning at 10th level, your patron decrees that beings of nature should not harm you without good cause. Beasts and plants will not become hostile towards you unless they are being controlled or are dealt damage by you or one of your companions. Additionally, you have advantage on animal handling, nature, and survival checks dealing with elements of wilderness.

Force of Nature

Starting at 14th level, your patron marks you as royalty of the wilds. As an action, choose a beast or plant that you can see within 60 ft. to make a Wisdom saving throw. On failure, a creature becomes frightened of you as your body shifts into a reflection of your patron's wild power. A creature affected remains frightened for 1 minute or as long as you maintain concentration, or until it takes damage from a source other than you. While a creature is frightened this way, your attacks against it deal additional psychic damage equal to your Charisma modifier (minimum of 1).

You must finish a short or long rest before you can use this feature again.

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