Warlock
Base Class: Warlock

Your patron is an ancient sentient tree or plant, a being that has witnessed generations and civilizations pass like seasons. Your patron may be an elder treant, such as the treant Turlang, or some other tree or plant that was long ago awakened, and has gathered vast knowledge over many lifetimes. You were chosen to bear a portion of this being’s power, and spread its influence. Your patron may wish for you to protect the natural world, travel to far off lands that it cannot, or it may have another motive that seems inscrutable to short-lived mortals. You may have gained this pact by proving yourself as worthy to your patron in a brave feat to protect its forest, or after your patron saved your life as a child when your parents left you for dead.

Expanded Spell List

The Plant 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.

Plant Expanded Spells
Spell Level Spells

1st

entangle, goodberry

2nd

barkskin, spike growth

3rd

plant growth, speak with plants

4th

grasping vine, guardian of nature

5th

awaken, tree stride

Bonus Cantrips

At 1st level, you learn the druidcraft and thorn whip cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Friend to Flora

Starting at 1st level, you become a kindred spirit to plants. You have advantage on any ability check to interact socially with a plant until you or your companions do anything harmful to it.

Botanical Empowerment

At 1st level, your patron allows you to utilize their gifted magic more effectively. You receive the following benefits when casting these spells from your Pact of the Plant Expanded Spell List:

  • When you cast entangle, you ignore its difficult terrain and you ignore the Strength saving throw to restrain creatures in its area of effect.
  • When you cast goodberry, the berries restore hit points equal to your Charisma modifier (minimum of 1).
  • When you cast barkskin targeted on yourself, you do not expend a spell slot and the spell does not require concentration.
  • When you cast spike growth, you ignore its difficult terrain and piercing damage.
  • When you cast plant growth using 1 action, you and up to five creatures of your choosing can move through its area normally (by only spending 1 foot of movement for every 1 foot you move), and when you cast plant growth over 8 hours, you enrich all plants in a 2 mile radius.
  • When you cast speak with plants, its duration is increased to 1 hour, and you ignore any difficult terrain you create with it.
  • When you cast grasping vine, any creature you direct the vine to lash out at has disadvantage on their Dexterity saving throw against it.
  • When you cast guardian of nature and choose the Great Tree form, its duration is increased to 10 minutes and you make Charisma-based attack rolls with advantage.
  • When you cast awaken on a plant, the plant gains an Intelligence of 10 + your Charisma modifier, gains the ability to speak all languages you know, and gains temporary hit points equal to twice your Warlock level.
  • When you cast tree stride, its duration is increased to 10 minutes.

Arboriform

Starting at 6th level, your patron brings you closer to being like them. For every 5 years that pass, your body ages only 1 year.

In addition, whenever you cast barkskin on yourself or cast guardian of nature and choose the Great Tree form, your appearance becomes even more dendriform. You gain False Appearance for the spell’s duration. While you remain motionless, you are indistinguishable from a normal tree.

Photosynthetic Skin

Beginning at 10th level, you can absorb energy from sunlight. While you are in direct sunlight, you gain temporary hit points equal to your Charisma modifier at the start of each of your turns.

In addition, while you stand firmly upright on solid non-metal, non-stone ground while in direct sunlight, you can root yourself as a bonus action. Arboreal tendrils grow from your feet and dig into the ground. Your speed becomes 0, and you gain advantage on any saving throws to push you, pull you, or knock you prone. You remain rooted until you are pushed, pulled, or knocked prone, or until you choose to separate from your roots as a bonus action. As long as you are rooted and in direct sunlight, you regain hit points equal to your Charisma modifier at the start of each of your turns. Once you root yourself in this way, you cannot do so again until you finish a long rest.

The Gift of Life

At 14th level, you can share the gift of life with your fellow flora. You can cast awaken on plants without using material components.

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