Warlock
Base Class: Warlock

Your patron is a Unicorn or Archfey in tune with the forests

Expanded Spell List

The Forest Guardian 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.

Forest Guardian Expanded Spells
Spell Level Spells

1st

faerie fire, cure wounds

2nd

calm emotions, protection from poison

3rd

blink, plant growth

4th

dominate beast, freedom of movement

5th

awaken, greater restoration

Bonus Cantrips

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

Healing Growth

At 1st level, you gain the ability to channel nature energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a 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.

Natural Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Nature's Wrath

Starting at 14th level, the nature energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of natural energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes poison damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2021 5:48:56 PM
16
5
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Coming Soon

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