Base Class: Warlock
Your patron is something different from the fey courts - a slumbering world-tree whose roots thread through every forest. It does not speak; it grows. You are its sower, and your body is grafted into its endless green.
Warlocks of the Verdant Seed win battles the way forests win wars: patiently, territorially, and inevitably. They are sowers and wardens, channeling their patron’s power through root, thorn, and bloom rather than through whispered pacts or stolen secrets.
Level 3: Verdant Seed’s Spells
Your magic draws from the deep green. When you reach a Warlock level specified in the Verdant Seed’s Spells table, you always have the listed spells prepared.
Warlock Level
Spells
3rd
Entangle, Goodberry, Barkskin, Spike Growth
5th
Plant Growth, Speak with Plants
7th
Grasping Vine, Freedom of Movement
9th
Awaken, Tree Stride
Level 3: Thorn-Strike
As a Bonus Action, you create a massive thorn that you launch towards your enemies. You cast the Eldritch Blast cantrip, always creating only one blast. This cantrip can still benefit from your invocations. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short Rest.
Whenever you use Thorn-Strike, choose one of the following additional effects for that blast:
- Exploding Thorn. On a hit, all creatures of your choice within 10ft of the target suffer the same damage as the main target.
- Thorned Wake. Brambles travel with the thorn, expanding around the target. On a hit, all terrain within 15ft of the target is turned into difficult terrain until the start of your next turn.
Level 6: Bramble Reprisal
When a creature you can see hits you with an attack roll, you can take a Reaction to sheathe yourself in bark and thorns. Reduce the damage you take by 2d10 plus your warlock level, and if the attacker is within 10 feet of you, it takes Piercing damage equal to the amount reduced.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest, unless you expend a use of Thorn-Strike (no action required) to restore your use of it.
Level 10: Heartwood
Your blood runs thick with sap. You gain the following benefits:
- You have Resistance to Poison damage.
- You have Immunity to the Poisoned and Charmed conditions.
- When you use Exploding Thorn, poison bursts forth from the thorn, dealing 4d8 Poison or Necrotic damage(your choice) to all affected creatures.
Level 14: The Sleeping Grove Wakes
As a Bonus Action, you plant a fragment of your patron in the earth. A grove of ancient growth erupts in a 20-foot-radius area centered on a point you can see within 60 feet of yourself, lasting for 1 minute. While the grove persists, the following effects apply:
- While inside of the grove, once per turn, whenever you cast a leveled spell with a Pact Slot, you can cast the spell again at it's lowest level(without using a spell slot).
- While inside of the grove, whenever you cast a cantrip, you can cast the cantrip again, casting it's base form(treating your character level as 1).
- Creatures of your choice have resistance to necrotic and poison damage while inside of the grove.
- When you end your turn inside the grove, you can use Thorn-Strike (no action required). Once you have used Thorn-Strike in this way, you can't do so again until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Previous Versions
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7/13/2026 10:54:22 AM
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