Warlock
Base Class: Warlock

Your patron is a mysterious entity known simply as the Pumpkin Queen. The Pumpkin Queen is given praise at harvest time and is believed to ward off evil spirits. She despises evil undead, yet she offers safety to intelligent undead that fight against their evil nature and wish for redemption. Those she has granted power to are tasked with hunting down mindless and evil undead in order to protect nature from their taint.

Pumpkin Bomb

Starting when you Choose this Patron at 1st level, you gain the ability to hurl flaming pumpkins.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it and add your Charisma modifier to its attack and damage rolls. Its deals a 1D12 fire damage.
The damage increases by 1D12 when you reach 5th, 11th, and 17th level.

Trick or Treat

Starting at 6th level, you can call forth illusions to trick your foes or dispense healing magic to treat your allies.
As an Action, you can cast the Mirror Image spell or Heal one creature within 30 feet for 2D6 + your warlock level.
Once you use this feature, you cannot use it again until after you have finished a short or long rest.

Gourd Guard

Starting at 10th level, you can encase yourself in a large pumpkin that protects you.
As a Reaction, you become immune to damage until the start of your next turn. Once you use this feature, you must finish a long rest before you can use it again.

Pumpkin Queen's Revolt

Starting at 14th level, you can call upon the might of the Pumpkin Queen. Pumpkins rain down from the sky as a wave of lush vegetation explodes outward from you.
As an Action, you call down a rain of explosive pumpkins.
All hostile creatures in a 60 foot radius centered on you must make Dexterity saving throws against your spell casting DC.
On a failed save, they take 4d6 Fire damage and 2d6 Bludgeoning Damage.
All normal plants in a 100 foot radius centered on you become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the abilities area from being affected.

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