Warlock
Base Class: Warlock

Your patron is powerful spirit of nature. After living for a long time or growing in an especially magical area some nature entities can become incredibly powerful. Dryads, Ancient Forests of Magic, Ents or even World Trees may make pacts with individuals to preserve the sanctity of nature or to remove some corruption plagueing the land. Such entities are often truely neutral in their view of the rest of the world, not wishing harm on other beings but willing to do whatever it takes to protect nature. 

Expanded Spell List

The Nature 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.

Nature Spirit Expanded Spells
Spell Level Spells
1st entangle, detect poison and disease
2nd barkskin, spike growth
3rd speak with plants, plant growth
4th confusion, freedom of movement
5th awaken, tree stride

Bonus Cantrips

At 1st level, you learn the druidcraft cantrip and one other druid cantrip. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Gifts of Nature

At 1st level, your patron grants you the gifts of nature. Once per short rest you can summon a plant to grow centered at a point within 10ft of you. A small amount of soil and water is required. The plant takes 10 minutes to grow to fruition and lasts for an hour before decaying back into the soil. When summoning the plant you may choose any one from the list below. If the plant produces fruit it grows your charisma modifier in quantity.

 Plant Effect 
Rope Vines Creates a mass of vines that grow from one point to another, creating a bridge that can stretch up to 30ft away. The bridge can support up to 300 pounds weight at a time.
 Breadfruit Creates a tree that produces thick, fleshy gourds. This nutrious fruit can be eaten and provides enough sustenance for one individual for one day.
 Climbing Vines Creates vines that stretch upwards for 60 ft. allowing for someone up to 250 pounds to climb up them . Gives advantage to all climbing checks whilst using.
 Entangling Roots A mass of roots grows to cover a 20 ft. area. This area becomes difficult terrain for the duration.
 Medicinal Apples Creates a tree that produces small, bitter apples. When consumed the person is cured of one poison or disease that is afflicting them.
 Healing Blossoms Creates a bush that produces sweet smelling blossoms. Consuming one of these flowers will restore 2d6 health points. 
 Luminous Mushrooms A patch of glowing mushrooms erupt from the ground. These mushrooms provide 10 ft. of bright light and 30 ft. of dim light and continue to do when picked. 

Body of the Plants

Starting at 6th level, your link with your Patron has granted you some of the abilities of the plants they command. Your skin takes on a greenish tint and whilst in the sunlight or under the effect of a daylight spell you recover your warlock level in Health Points every round. If you recieve 4 hours of sunlight a day and have sufficient access to water you no longer need to eat. As a bonus action you can sprout roots from your feet and embed yourself in the ground. Your speed is reduced to zero and you cannot gain any bonuses to speed whilst rooted. Whilst rooted you gain advantage on strength saves and checks, you cannot become prone unwillingly and you heal half of your warlock in HP at the end of your turn (rounded up).

Natural Resilience

Starting at 10th level your connection to nature has deepened even further. You have resistance to poison damage and advantage on Constitution saves versus poison but take double damage from necrotic sources. Your root system has developed to the point where you can cast spells through them. Whilst you are rooted as long as your target is standing on the ground you can cast touch spells from up to 30 ft. away. 

Nature's Wrath

Starting at 14th level, you can call upon your patron to aid you in times of greatest need. As an action you can summon a part of your patron to a point with 60 ft. of you. A massive root bursts from the ground at a point within range. Each creature within 30 ft. must make a Strength saving throw or take 5d12 bludgeoning damage and fall prone. On a successful save they take half damage and do not fall prone. This area then becomes difficult terrain. You may then choose up to 5 creatures within 120 ft. of the root. These creatures recover 5d12 hit points.

Once you've used this power you can't use it again until you finish a long rest.

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