Base Class: Warlock
You've cultivated a pact with the forces joining the realms together. An entity governing life, forces of causality, or another otherwordly natural presence now allows you to use its power for yourself.
Perhaps you are associated with a grove of druids that venerate a particular nature spirit. Or perhaps an event happened that brought you face to face with the endless space between realms at the foot of Yggdrasil, the realm tree. Whatever the reason for your pact, your lifeblood is now permanently imprinted with the infinite possibilites of nature. You may feel physical pain upon seeing natural sights sullied, or you may find yourself driven to obsess over potential futures.
Patrons of this sort usually tend towards order, striving to maintain the delicate balance of the multiverse where the conditions needed for life are met. Consider how your patron either conforms to or rejects these ideals when creating your character.
Expanded Spell List
1st-level Realm Tree feature
The Realm Tree lets you choose from an expanded list of spells when you learn a warlock spell. You also learn the guidance and druidcraft cantrips, and they are counted as warlock spells for you. The following spells are added to the warlock spell list for you.
Realm Tree Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | entangle, bless |
| 2nd | animal messanger, spike growth |
| 3rd | revivify, speak with plants |
| 4th | grasping vine, freedom of movement |
| 5th | wrath of nature, mislead |
Summon Animated Sappling
1st-level Realm Tree feature
You can magically summon a tree companion to aid you. As an action, you can expend a warlock spell slot to summon your animated sappling.
The sappling appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the sappling (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to your proficiency bonus + your warlock level.
The sappling is friendly to you and your companions and obeys your commands.
In combat, the sappling shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the sappling can take any action of its choice, not just the Dodge action. See this creature’s game statistics in the Animated Sappling stat block, which uses your proficiency bonus (PB) in several places. You determine the sappling's general appearance, though your choices do not affect its in-game statistics.
For all intents and purposes, the sappling counts as a familar summoned by use of the find familiar spell, and can alternatively be summoned via casting the spell as a ritual.
ANIMATED SAPPLING
Small Plant
Armor Class 13 (natural armor)
Hit Points 5 + five times your warlock level
Speed 30 ft., Burrowing 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 15 (+2)
CHA 11 (+0)
Damage Immunities: Poison, Force
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Borrowed Arcana. The sappling calls upon you to lend portion of your strength, allowing you to cast one of the warlock spells you know that has a casting time of one action from its position.
Botanical Transposition. The sappling and each willing creature of your choice within 5 feet of it teleport up to a number of feet equal to 5 x your proficiency bonus to an unoccupied space you can see. Then each creature within 5 feet of the space that the sappling left must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to your warlock level.
Camouflage. The sappling magically turns invisible until it uses Borrowed Arcana or Botanical Transposition or until its concentration ends (as if it were concentrating on a spell). Any equipment the sappling is wearing or carrying is invisible along with it.
Realm Keeper's Ire
1st-level Realm Tree feature.
Your connection to the forces of causality have imbued you with a supernatural ability to read and track your targets. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark it as the target of your ire. For the next hour, you gain the following benefits:
- You gain a bonus to damage rolls against the target. The bonus equals your proficiency bonus.
- Any attack roll you make against the target is a critical hit on rolls of 19 or 20 on the d20.
- You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target while it’s on the same plane as you.
You can have a nunber of creatures marked in this way equal to your proficiency bonus. The duration increases to 8 hours at 9th level and 24 hours at 17th level.
Balance of Causality
6th-level Realm Tree feature
You gain the ability to derive unused potential from the failure of your enemies. You gain a pool of causality dice, which begins empty. Each die represents a sliver of a creature's potential future revealed by your patron. Whenever one of the targets of your Realm Keeper's Ire fails a saving throw, add one causality die to this pool. You can spend causality dice in the following ways:
- As a reaction whenever you or a creature within 60 ft.of you or your animated sappling makes an attack roll, ability check saving throw to gain a bonus equal to the amount rolled on the die. You may only spend one die in this way per roll.
- As a bonus action, you can heal one creature you can see within 60 feet of you or your animated sappling spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
The size of your causality dice increases as you gain levels in this class, to a d6 at level 10, to a d8 at level 14, and to a d10 at level 18. The pool disappears whenever you finish a short or long rest.
Grove of Respite
10th-level Realm Tree feature
At 10th level, you gain the power to open a tiny fissure into the space between worlds, which serves as a wellspring of revitalizing energy. When you are in a forest, woodlands, or other healthy green space, you can spend 1 minute working the earth to speing forth a circle of ethereal sapplings in the unoccupied space around you. The circle can have a radius of up to 15 feet (minimum diameter 5 feet). Creatures resting in your Grove of Respite for 10 minutes gain the benefits of a short rest. Your grove lasts for 1 week, or until you use this feature again. Once you use this feature, you can’t use it again until you finish a long rest.
Creatures who benefit from your grove of respite cannot do so again for 24 hours.
Evergreen Escape
14th-level Realm Tree feature
At 14th level, you can instantly traverse the space between realms to a place of refuge. You can use an action to teleport yourself and up to five willing creatures you can see within 30 feet, disappearing in flashes of bright color or a vortex of leaves. You each reappear no further than 1 mile away, in the nearest unoccupied space within 30 feet of your Grove of Respite or another landmark blessed by your patron. If you are already at such a location when you use this feature, you and the creatures instead teleport into or return from the space between realms.
Once you have used this feature, you can’t do so again until you finish a long rest.