Warlock
Base Class: Warlock

You have bound yourself to an aspect of life and growth itself. Entities of this kind are as varied in motive and nature as the flowers of the field, but their power is old, enduring, and patient. Perhaps you draw strength from the land itself, much like a druid would - to work bindings and wards that derive power from leylines and the homespun wisdom passed from elder to child. Or maybe you made a pact with a being to preserve and cultivate a portion of wilderness, or to undermine the expansion of settled lands and cities.

Patrons of this kind that might empower a Warlock include dryads, naiads, nymphs, treants, powerful druids, and witch covens. Otherwise you may draw your magic from a particular enchanted glade or ancient forest, swearing yourself to the defense of such a place.

Expanded Spell List

The Ancient Green 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.

Ancient Green Expanded Spells
Spell Level Spells
1st catapult, entangle
2nd spike growth, wither and bloom
3rd conjure animals, plant growth
4th grasping vine, storm sphere
5th maelstrom, wrath of nature

Bonus Cantrips

At 1st level, you learn two cantrips of your choice from the following list: druidcraft, mold earth, shillelagh, and shape water. They count as warlock cantrips for you, and don’t count against your number of cantrips known.

Empowered Land

You draw strength from a particular type of natural environment and are are granted unique advantages when in such regions. Choose one type of environment from the Ranger's list of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence (Nature), Wisdom (Survival), or Wisdom (Perception) check related to your favored terrain, you do so with advantage.

While in your empowered land, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Your group can't be tracked except by magical means.
  • You can't be surprised while you are conscious..
  • You can cast lesser restoration using a warlock spell slot.
Arctic

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Coast

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Desert

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Forest

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Grassland

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Mountain

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Swamp

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Underdark

You draw strength from a particular type of natural environment and are granted unique advantages when in such regions.

Whelming Growth

At 6th level, your connection to the land allows you to expand the reach of some spells. When you cast an area-of-effect spell using a warlock spell slot, the affected area expands by 10 feet. For example, if a spell affects a 15-foot radius sphere, the radius increases to 25 feet; if a spell affects a 30-foot cone, the cone extends to be 40 feet long and 40 feet across at its widest.

In addition, when you cast a spell in this way, you can choose a number of creatures equal to your Charisma modifier (minimum of one). The chosen creatures automatically succeed on their saving throws against the spell, and are not affected by difficult terrain caused by the spell. Chosen creatures still suffer the spell's effects for a successful save, such as taking half damage.

Weathered Endurance

At 10th level, you gain some of the strength of your ancient and mighty patron. Your hit point maximum increases by 10, and each time you gain a level in this class, it increases by a further 1 points. In addition, you become proficient in Constitution saving throws.

Arboreal Binding

Starting at 14th level, you can invoke the wrath of the wilds to bind and seal your foes. As an action, you cause a magical tree to erupt from the ground starting at a point within 60 feet of you.The tree rapidly grows to a maximum height of 120 feet, or shorter as space allows. The tree is a Huge object with AC 13, 70 hit points, immunity to psychic damage, and vulnerability to fire damage. The tree lasts until it is reduced to 0 hit points.

When the tree appears, each creature in a 15-foot-radius, 120-foot-high cylinder centered on the point the tree emerged from must make a Dexterity saving throw against your your spell save DC. On a failed save, creatures take 5d10 bludgeoning damage and are restrained. On a successful save, they take half damage and are pushed to the nearest unoccupied space within 5 feet of the tree. Structures in the area take maximum damage on a failed save.

While restrained by the tree, creatures take 5d10 bludgeoning damage at the end of each of their turns. A creature restrained by the tree can use its action to make a Strength check against your spell save DC. On a success, the tree takes 20 points of bludgeoning damage, and the creature escapes and enters a space of its choice within 5 feet of the tree. If a Huge or larger creature succeeds on a Strength check to escape the tree, the tree is reduced to 0 hit points and destroyed.

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

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