Warlock
Base Class: Warlock

You have forged a pact with an entity that commands powers over the land. Such entities are often well-revered by elves and druids, and have long been thought to reside in the positive plane of Bytopia, or perhaps the Beastlands. Such beings desire the preservation of natural beauty and the active maintenance of its many orderly and chaotic cycles. Entities powerful enough to forge a pact include gods such as Melora, Balinor, Helm and Sehenine, or their powerful underlings including a Solar, Planatar, Empyrean, Metalic Dragons and particularly powerful Treants. 

Expanded Spell List

1st-level Wildspirit feature

The Wildspirit 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.

Wildspirit Expanded Spells
Spell Level Spells
1st  entanglespeak with animals
2nd   barkskin, pass without trace
3rd   call lightning, speak with plants
4th   freedom of movement, stoneskin 
5th   commune with nature, tree stride

Grassland's Teachings

1st-level Wildspirit feature

The voice of the Wildspirit has blessed you with understanding and guides you to a better tomorrow.

You gain advantage on intelligence saving throws and a climb speed of 30ft.

In addition, you gain proficiency in one of the following skills of your choice: Animal Handling, MedicineNature, or Survival.

Mountain's Resolve

6th-level Wildspirit feature

You feel empowered by the land at your feet, the foundation of all things. You gain resistance to piercing damage. 

Arctic's Burden

6th level Wildspirit feature

The terrain has emboldened you to bend the very fate of those you deem a scourge to the Wildspirit's desires. As a reaction, you can use a d8 to lower the total of saving throw on a target within range (60ft). This can be applied after they succeed on the saving throw but must be before the outcome is determined.

 This feature can be used twice per short rest and only one die can be used at a time.

Swamp's Nourishment

10th-level Wildspirit feature

You focus your charismatic nature into giving back to the land. If a charmed creature is a spellcaster with a spell slot as high as your pact slot, you can use a reaction to steal their magical essence, regaining a pact slot and expelling their spell slot. In addition, Creatures have disadvantage on saving throws against your charm spells. 

You may use this feature once per short rest.

 

Forest's Curse

14th-level Wildspirit feature

You can magically bestow a heinous curse upon your foes, drawing on the power of the natural cycle of life and death. As a bonus action, you may mark a creature you can see within 60ft of you. Until the end of your next turn, they have disadvantage on all attack rolls made against you and all allies standing within a 10ft radius of your location.

This feature can be used a number of times equal to your charisma modifier per long rest. 

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