Base Class: Warlock
Your patron is the fundamental force that connects all plant life and grants mobility and even sentience to protectors of the Wild. Unlike Druids, who seek to preserve nature's balance, Warlocks of The Green seek to expand and protect unspoiled forests, wetlands, savannas, and other habitats that support unfettered growth. Your pact with this spirit of nature grants you access to and understanding of this manifestation of life.
Expanded Spell List
The Green 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.
Green Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | entangle, goodberry |
| 2nd | lesser restoration, spike growth |
| 3rd | plant growth, speak with plants |
| 4th | conjure woodland beings, freedom of movement |
| 5th | cloudkill, tree stride |
Bonus Cantrips
At 1st level, you learn the poison spray and druidcraft cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Warden of the Wild
At 1st level, your patron grants you the ability to tap into the connection between the plants around you. You can attempt to hide when you are only lightly obscured by foliage. When there is ample obscuring foliage, you have advantage on Dexterity (Stealth) checks.
In addition, you can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Verdant Essence
Starting at 6th level, your link to the Green infuses your body with its essence. You have resistance to poison damage, and when you cast a spell that deals poison damage, you can add your Charisma modifier to one poison damage roll of that spell against one of its targets.
Awaken Ally
Starting at 10th level, you gain the ability to animate a tree. As an action, you may animate one tree within 60 feet of you. The tree has the same statistics as a treant, except it has Intelligence and Charisma scores of 1, it can't speak, and it only has the Slam action option. This animated tree acts as your ally, following your directions, and acts on your turn.
The tree remains animate for 1 day or until it dies; until the you die or are more than 120 feet from the tree; or until you take a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Once you use this feature, you can’t use it again until you finish a long rest.
Nature's Sentinel
Starting at 14th level, you merge your life force with that of your patron. You have advantage on Perception and Investigation checks when standing on nonmagical, unworked earth or stone, and you gain immunity to the poisoned condition.
As an action, you can take on an Aspect of the Green. For one minute, you regenerate hit points equal to half your level (rounded down) at the start of your turn as long as you are touching the ground. If you take necrotic damage, this ability will not function at the start of your next turn. The regeneration will resume if you avoid taking further necrotic damage. As well, part of your appearance becomes plant-like (such as your hair turning into leaves or blossoms sprouting from your temples).
Once you utilize this Aspect, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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7/31/2018 10:54:09 PM
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155
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10
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1.0
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Coming Soon
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