Warlock
Base Class: Warlock

Your patron is a guardian of the natural world, nurturing its denizens and fending off those who would destroy them. Perhaps they are an ancient forest spirit, or a forgotten deity fallen from divine grace, or maybe a centuries-old archdruid with little following left. Regardless, the motivations and desires of any who would be called a Warden revolve around protecting nature from destruction, whether by extraplanar interference or mortal meddling, and finding capable emissaries to continue this mission.

Expanded Spell List

1st-level Warden feature

The Warden 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.

Warden Expanded Spells
Spell Level Spells
1st  entangle, speak with animals
2nd  animal messenger, spike growth
3rd  conjure animals, speak with plants
4th  conjure woodland beings, dominate beast
5th  awaken, tree stride

Channel Wilderness

1st-level Warden feature

Your pact with a guardian of nature allows you to draw power from the wild. At the end of every long rest, choose an area of wild terrain to channel. Until the end of your next long rest, you have the traits associated with the chosen terrain. By spending 1 minute concentrating, you can change which terrain you've chosen a number of times per long rest equal to your proficiency bonus. If you enter an area of terrain you did not choose, you can switch to that terrain instantly for free.

The number of terrains you can channel at once increases by 1 at 6th level, and again at 10th level. You can change multiple terrains simultaneously, but you must expend a use of your terrain change for each terrain changed. Here are the available terrain options:

Cavern

You have advantage on Stealth checks, and Tremorsense out to 30 feet. You also know the hideous laughter spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Coast

You have advantage on Investigation checks, and if you start a long rest with this terrain selected, you only need half your normal time to complete it. You also know the identify spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Desert

You have advantage on Deception checks and Intelligence saving throws, and resistance to fire damage. You also know the silent image spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Forest

You have advantage on Arcana checks. At the start of each of your turns, gain temporary hit points equal to your Charisma modifier. You also know the hunter's mark spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Grassland

You have advantage on Persuasion checks. Whenever you cast a spell using a Warlock spell slot, recover hit points equal to your Warlock level. You also know the sanctuary spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Jungle

You have advantage on Acrobatics checks and Charisma saving throws, and resistance to poison damage. You also know the color spray spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Mountain

You have advantage on Athletics checks, as well as Strength and Constitution saving throws. Your carry, push, drag, and lift capacities are treated as if you are a Huge creature. You also know the heroism spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Ocean

You have advantage on Perception checks, and a swimming speed of 40 feet. You can also breathe underwater and walk on water. You also know the create or destroy water spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Swamp

You have advantage on Medicine checks, and resistance to acid and necrotic damage. You also know the inflict wounds spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Tundra

You have advantage on Survival checks, and resistance to cold damage. You are also unaffected by the normal drawbacks of harsh weather conditions. You also know the sleep spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Volcano

You have advantage on Intimidation checks and Dexterity saving throws, and resistance to fire damage. You also know the burning hands spell, and can cast it once without expending a spell slot per short rest. You can also cast it using spell slots as normal.

Blessing of the Wilds

1st-level Warden feature

You learn the druidcraft cantrip, and it is a Warlock cantrip for you, but does not count against your cantrips known. You also gain proficiency in the Animal Handling and Nature skills. You can add your Charisma modifier to any ability checks you make involving these skills.

Nature Shell

6th-level Warden feature

Your patron provides shelter when it comes time to rest. You learn the tiny hut spell and can cast it as a ritual. When you finish a short or long rest within the space created by the spell, you and your party members gain temporary hit points equal to your Charisma modifier.

The appearance of the dome is based on one of the terrain effects you are channeling at the time of its creation, rather than a monochrome half-sphere. You choose which effect influences this appearance, which is purely cosmetic.

Warden's Discipline

10th-level Warden feature

At 10th level, your patron encourages you to teach those who disrespect nature a valuable lesson in discipline. As an action, you can create a spherical prison, afflicting those inside with an effect chosen from your channeled terrains. You can make the radius of the sphere between 5 and 15 feet. The prison can be centered on any point within 60 feet of you, but it must make at least one point of contact with a natural surface. The prison lasts for 1 minute, or until you lose concentration (as if you were concentrating on a spell).

If you are within one of the terrains you're channeling, you can create this prison as a bonus action instead, but can only use that terrain's effect. Regardless of whether the prison is created as an action or a bonus action, you can use a bonus action to change the effect of the prison to one of your other channeled terrains. If the applied terrain changes, all previous effects expire immediately. When you make this prison, and any time throughout its duration, choose any number of creatures. These creatures automatically succeed their saving throws against the prison's effects. All saving throw DCs use your Warlock Save DC. The appearance of the sphere is based on the terrain effect it applies, though the specific look is up to you. Here are the effects:

 

Cavern: At the start of each of their turns, creatures must make a Wisdom saving throw or take 2d8 psychic damage and be blinded until they succeed this saving throw. On a success, a creature takes half damage and cannot be blinded by this effect for an hour.

Coast: At the start of each of their turns, creatures must make a Constitution saving throw or 2d8 thunder damage and be deafened until they succeed this saving throw. On a successful saving throw, a creature takes half damage and cannot be deafened by this effect for an hour.

Desert: At the end of each of their turns, creatures must make a Charisma saving throw or take 2d8 fire damage and be stunned until they succeed this saving throw. On a success, a creature takes half damage and cannot be stunned by this effect for the duration of this prison.

Forest: At the end of each of their turns, creatures must make an Intelligence saving throw or suffer the effects of the slow spell until they succeed this saving throw. On a successful save, a creature is immune to this effect for the remainder of this prison's duration.

Grassland: At the end of each of their turns, creatures must make a Wisdom saving throw or fall unconscious until they succeed this saving throw. An unconscious creature continues to make this saving throw until it succeeds, or until the prison fades. On a success, a creature is immune to this effect for the remainder of this prison's duration. 

Jungle: At the start of each of their turns, creatures must make a Dexterity saving throw or take 2d6 piercing and 2d6 acid damage and be restrained until they succeed this saving throw. On a successful save, a creature takes half damage and is not restrained, but is not immune to this saving throw.

Mountain: At the start of each of their turns, creatures must make a Strength saving throw or take 4d8 bludgeoning damage and have their speed reduced to 0 until they succeed this saving throw. On a successful save, a creature takes half damage and has their speed reduced by half instead, but is not immune to this saving throw.

Ocean: At the start of each of their turns, creatures must make a Dexterity saving throw or take 4d8 lightning damage. On a success, a creature takes half damage, but is not immune to this saving throw.

Swamp: At the end of each of their turns, creatures must make a Constitution saving throw or take 2d8 poison damage and be poisoned until they succeed this saving throw. On a success, a creature takes half damage and cannot be poisoned by this effect for 24 hours.

Tundra: At the start of each of their turns, creatures must make a Constitution saving throw or take 2d8 cold damage and be unable to take reactions until they succeed this saving throw. On a success, a creature takes half damage and suffers no additional effect, but is not immune to this saving throw.

Volcano: At the start of each of their turns, creatures must make a Constitution saving throw or take 4d8 fire damage. On a success, a creature takes half damage, but is not immune to this saving throw.

 

You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Avatar of Nature

14th-level Warden feature

Mercy is not a privilege given to those who infringe upon the wilds. As an action, you can transform into an avatar of natural disaster. If your size is smaller than Huge, you become Huge, gaining temporary hit points equal to 5 times your proficiency bonus. While transformed, you can summon up to 3 prisons from your Warden's Discipline feature at once with no concentration required, though having multiple means each can only occupy a 5-foot space. Additionally, one of your prisons can have all your channeled terrain effects applied during this time, though all damage rolls use half the amount of dice. If you only have one prison active, it can have all channeled terrain effects applied while keeping the normal damage rolls and area size.

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

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