Base Class: Warlock
Either by choice, or in exchange for a promise that was given for something in your future, you have made a soul binding pact with the Fey queen of the dryad, goddess of female faerie. She has granted you with incredible powers, and has given you a simple promise in the form of a single acorn that you are to plant when you are ready to fully become one of Verenestra's children, one of her devoted followers, and one of her soldiers to defend her forests. You have already begun the transformation, the moment you pledged your service to this Fae goddess. However, you are not becoming an average dryad, but instead have begun transforming into a hamadryad, a rare type of dryad that does not have to remain close to her tree, a tree you will have once you plant the acorn given to you by Verenestra. Remember, however, that your life is forever tied to that tree, no matter how far you travel from it.
Expanded Spell List
The Archfey 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.
Archfey Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Fey Presence
You are already starting to take on the physical characteristics of a dryad. Your hair has a green tint, and your eyes are turning a deeper green every morning.
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed by you until the end of your next turn. Under this ability, those affected will not be aware of the effects when it ends.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Dryad's Child
You can hear the song of the trees around you, and you are constantly aware of their presence. At 6th level, your affinity of the trees has given you the ability to enter a tree like a dryad. You can perform this feat three times per long rest, though one of those attempts must be to sleep within the tree during your long rest in order to reset the number of times it can be used. You can choose any tree, as long as it is large enough to contain you, but you will seek out the oak tree if it is available. NOTE: Anything you are carrying can be taken into the tree with you, unless it contains any amount of iron or steel. Those items must be left outside of the tree.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed in any way, and when another creature attempts to charm you or coerce you in any magical way, you can use your reaction to attempt to turn the attempt back on that creature. The creature must succeed on a Charisma saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dryad's Escape
Starting at 10th level, your affinity with trees has given you the ability to cast the Tree Stride spell once per long rest.. Unlike the druid version, however, this spell can only be cast as a Reaction after taking damage, as long as you have not already used all of your movement in that round.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory, misty forest of ancient trees. As an action, choose a creature that you can see within 60 feet of you. It must make a Charisma saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in mist filled forest full of ancient oak trees. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
Previous Versions
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