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.
Grassland's Teachings
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, Medicine, Nature, or Survival.
Wildspirit Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Wildspirit Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Barkskin, Entangle, Pass Without Trace, Speak With Animals |
| 5 | Call Lightning, Speak With Plants |
| 7 | Freedom of Movement, Stoneskin |
| 9 | Commune with Nature, Tree Stride |
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 or long 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.
You may use this feature once per short rest.
In addition, Creatures have disadvantage on saving throws against your charm spells.
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. While marked, the creature has disadvantage on all attack rolls made against a creature of your choice. In addition, they have disadvantage on a saving throw statistic of your choice. The mark fades after 1 minute or when you are incapacitated. Once used, you can’t use this feature again until you finish a Short or Long rest unless you expend a Pact Magic spell slot to restore your use of it.
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