Warlock
Base Class: Warlock

Your patron is a primal being of nature, embodying the untamed and ancient forests. It might be a sentient tree, a god of the wild, or a mystical amalgamation of vines and roots. This entity grants you power over plant life and the ability to wield nature’s might against your foes.

Level 3: Verdant Embrace

At 1st level, your connection to the plant enhances your vitality. You gain proficiency in Nature, and your hit point maximum increases by an amount equal to your Charisma modifier. Additionally, plants and natural terrain within 10 feet of you are considered difficult terrain for your enemies.

 

 

Level 3: Plant Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Plant Spells table, you thereafter always have the listed spells prepared.

Plant Spells
Warlock Level Spells
3 Entangle, Goodberry
5 Barkskin, Spike Growth
7 Plant Growth, Erupting Earth
9

Grasping Vine, Guardian of Nature,Tree Stride, Wall of Thorns

Level 6: Photosynthetic Resilience

Starting at 6th level, you can draw sustenance from sunlight or ambient natural energy. While in direct sunlight or surrounded by plant life, you can use a bonus action to regain hit points equal to 1d8 + your Warlock level once per short or long rest.

Level 10: Thrashing Roots

At 10th level, your patron grants you control over the roots and vines of the earth. When a creature within 30 feet of you hits you with an attack, you can use your reaction to cause thorny roots to lash out. The attacker must succeed on a Dexterity saving throw or take 2d10 piercing damage and be restrained until the end of their next turn.

Level 14: Avatar of the Wild

At 14th level, you become an unstoppable force of nature. As an action, you can transform into a Verdant Avatar for 1 minute. While in this form:

  • You gain resistance to bludgeoning, piercing, and slashing damage.

  • Vines sprout from your body, granting you a reach of 10 feet for melee attacks.

  • At the start of each of your turns, you can force creatures of your choice within 10 feet to make a Strength saving throw or be restrained by writhing plants for 1 minute (they can repeat the save at the end of their turns).

Once you use this feature, you can’t do so again until you finish a long rest

 

 

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