Warlock
Base Class: Warlock

Become one with nature

 Pledging oneself to the Dryad patron opens a conduit to the lush, magical realm of Fairy Queen Titania, where the Silver Grove flourishes with fey wonders and natural splendor. Warlocks of this path align with one of three distinct factions. The Shadowed Boughs serve as the sly and deadly operatives, acting as the eyes and ears of the Grove through their espionage and assassination. The Silver Grove faction, embodying the heart and soul of Titania’s court, consists of priests, healers, and mystics who channel potent fey magic for the grove's protection and welfare. Meanwhile, the Timberbrides stand as fierce warriors who fight alongside magical creatures to defend the realm with fang and claw.

 The bond with the Dryads imparts unique gifts that grow in power as the warlock advances. Initially, these gifts provide protection against the many hazards of the natural and fey worlds, while later granting traits akin to the Dryads themselves. Ultimately, this pact may serve as an extension of one’s loyalty to Titania herself, for every action taken reflects upon the entire Silver Grove and its enchanting queen. The warlock, therefore, becomes a guardian of the wild, wielding nature's might and magic as they navigate the intricate balance of this otherworldly allegiance.

Level 3: Dryad Spells

When you choose this subclass, you learn the Druidcraft cantrip. Then learn one additional Druid cantrip of your choice.

Additionally, whenever you learn a new Warlock cantrip or replace one you have prepared, you can choose a cantrip from the Druid spell list instead.

The magic of your patron ensures you always have certain spells ready; when you choose this subclass at Warlock level 3, choose a Dryad faction to form a pact with. When you reach certain Warlock levels specified in the chosen faction's section of the Dryad Spells table, you thereafter always have the listed spells prepared.

Dryad Spells

The Shadowed Boughs
Warlock Level Spells
3 Hunter's MarkInflict WoundsPass Without TraceZone of Truth
5 Bestow CurseClairvoyance
7 Phantasmal KillerGreater Invisibility
9 ContagionDream
The Silver Grove
Warlock Level Spells
3 Cure WoundsEntangleAidPrayer of Healing
5 Plant GrowthMass Healing Word
7 Conjure Woodland BeingsMordenkainen's Private Sanctum
9 HallowMass Cure Wounds
The Timerbrides
Warlock Level Spells
3 Animal FriendshipShield of FaithEnlarge/ReduceFind Steed
5 Conjure AnimalsSpirit Guardians
7 Giant InsectPolymorph
9 AwakenCommune With Nature

Spells granted by this feat count as Warlock spells for you, but do not count against the maximum number of spells you can learn or prepare.

Shadowed Boughs Spells

You've pacted with the Dryads of the Shadowed Boughs, merciless guardians and assassins of the Silver Grove. They either swiftly eliminate trespassers or incapacitate them to be tortured and interrogated late.

Silver Grove Spells

You have pacted with the Dryads of the Silver Grove interior, the priests and mystics who tend to the health of the plants and animals within the grove. The Dryads of the Silver Grove are healers and protectors who work to keep the Silver Grove hidden from interlopers.

Timberbrides Spells

You have pacted with the Timberbride Dryads, powerful warriors who defend the Silver Grove alongside the magical beasts that call the grove home.

Level 3: Understanding Nature

At Warlock level 3 you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan.

Beginning at Warlock level 3, you gain the ability to decipher the noises and motions of beasts as if it were a language you know. Additionally, beasts can understand your speech. Beasts that lack sufficient intelligence may not be able to convey or understand sophisticated concepts, but any friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special relationship with beasts, though you can use this ability to build a rapport with them much more easily.

You also gain proficiency in one skill of your choice from among the following: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival

Level 6: Walk the Land

You have grown more attuned to the natural energies of the world, strengthening your body and your bond with the earth and the life upon it. At Warlock level 6, you gain the following benefits:

  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from physical hazards such as thorns or spines. This ability does not protect you from any chemical or biological hazards presented by plants, such as rashes from poison ivy or toxic spores from mushrooms.

  • You have advantage on saving throws against plants that are magically created or manipulated to impede your movement, such as those created by the Entangle spell.

  • You have advantage on saving throws against being knocked prone.

Level 10: A Verdurous Life

Beginning at Warlock level 10, your pact imparts some of the plant-like qualities of a being a Dryad to you. Parts of your skin take on a green hue, and sparsely leafed branches sprout from your head like horns.

Additionally, so long as you spend at least 6 hours in direct sunlight and drink water, you don't require food or sleep, You can also hold your breath indefinitely. You still require rest to reduce exhaustion and you can still benefit from finishing short and long rests.

Lastly, you begin to age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Level 14: Natural Order

When you reach Warlock level 14, creatures of the natural world are able to sense your connection to the Silver Grove and your Dryad patrons, affording you a level of respect and deference from certain types creatures.

You have advantage on any Charisma (Persuasion or Intimidation) skill checks made to interact with beast, fey, or plant creatures.

Additionally, whenever a beast, fey, or plant creature attacks you, that creature must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the creature must choose a different target, or lose that attack. On a successful save, the creature is immune to this effect for 24 hours.

Beast, fey, and plant creatures are aware of this ability before it makes its attack against you.

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