Warlock
Base Class: Warlock

You have made contact with a powerful spirit of the forest, the Green Man. You have promised him something to it, your soul, services, or something else, in exchange for the powers of the ancient woods, growing since the dawn of time. The Green Man doesn't give out his powers to just anyone though, and the harming of nature or the spirits within it can cause one to lose all favor they had with him, as well as their gifted powers.

Expanded Spell List

The Green Man 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.

The Green Man Expanded Spells
Spell Level Spells

1st

entangle, goodberry

2nd

spike growth, barkskin

3rd

speak with plants, plant growth

4th

stoneskin, polymorph

5th

awaken, commune with nature

Touch of the Green

Starting at 1st level, when you are hit with a melee or ranged weapon attack by a creature within 60 ft. of you that you can see, you can use your reaction to summon a thorny vine that grabs the creature. That creature must succeed on a Strength saving throw with a DC equal to your spell save DC, or the creature takes 1d10 piercing damage and it is restrained until the end of its next turn.

Nature's Protection

Starting at 6th level, you become immune to poison damage and being poisoned, as well as gaining resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Blessings of the Forests

When you reach 10th level, you become immune to diseases, and you age only 1 year for every 5 that pass. Whenever a spell or magical affect would cause your age to increase, it instead has no effect.

Wrath of the Ancient Woods

Starting at 14th level, when you hit a creature with an attack, you can use this feature to cause poisonous, thorny vines to erupt from the ground, grabbing the creature. The creature becomes restrained and takes 6d10 piercing damage and 6d6 poison damage. At the start of each of the creature's turns, it can make a Strength check with a DC equal to your spell save DC. On a success the creature breaks out of the vines, and stops being restrained. On a failure the creature takes 3d10 piercing damage and 3d6 poison damage and continues to be restrained.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2020 5:36:01 PM
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7/2/2020 5:37:18 PM
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