Warlock
Base Class: Warlock

Your Patron is the God of nature. The protector of the land, and of the creatures who live there. He also is the god of serenity and focus. His motivations are single minded in that he fights to keep the integrity of nature intact. He finds beings to fight for him, and in exchange grants them some of his power in exchange.

Expanded Spell List

The God of Nature 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.

God of Nature Expanded Spells
SPELL LEVEL SPELLS

1st

Speak with Animals, Entangle

2nd

Locate object, Spike Growth

3rd

Conjure animals, Speak with Plants

4th

Guardians of Nature, Locate Creature

5th

Wrath of Nature, Scrying

Empowered Focus

Starting at first level you tap into Kordus’s supernatural Focus. Each day, a number of times equal to your Charisma modifier (minimum 1 use), you may add a d4 to any perception, investigation, or insight checks you make. You must choose to use this ability before you know the outcome of the roll. You regain all expended uses after a long rest

 

Nature's Power

Starting at 6th level whenever you successfully make an attack against a creature you can choose to enact this feature as a bonus action. When you use this feature, roll a d6, the number you roll will correspond to a random animal from the table below which then appears within 5 feet of you and makes an attack at the same creature you attacked. It makes this attack with advantage. Immediately after the woodland  creature makes its attack it disappears. 

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

List of Creatures

d6 Creature
1 Giant Badger
2 Ape
3 Elk
4 Crocodile
5 Dire Wolf
6 Black Bear

Great Serenity

Starting at 10th level your mind has achieved inner peace. You are immune to being frightened, have advantage on Wisdom saving throws, and are resistant to psychic damage.

Fungal Infection

You call upon the devastating Power of Nature. As an action, choose one target you can see within 90 ft of you. The target must have a head. They must make a Wisdom saving throw against your spell save DC. On a failed save a fungus begins to grow on their head, infecting their mind. They take 6d6 psychic damage at the beginning of their turn each round until the effect ends. The fungus also causes them to become delirious, as long as the fungus is in effect any successful attack on you or one of your allies deals psychic damage to equal to half the damage dealt by the target. At the end of its turn, the target  can make another Wisdom saving throw. On a success the fungus explodes dealing 6d6 psychic damage to the target. the target suffers no other effects. the spell ends when the target passes their saving throw, or reaches 0 hit points. A creature with an intelligence of 4 or less is unaffected.

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

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