Warlock
Base Class: Warlock

 

You have made a pact with an entity who is far from an otherworldly patron, in fact your patron is very in tune with the natural world.  Your patron may be an Archdruid, a Dryad, a nymph, a fey lord of nature, or potentially the wilderness itself.  

 

Expanded Spell List

1st-level Naturalist feature

The Naturalist allows you to choose from an expanded spell list when you learn a warlock spell.  The table below displayed the spells added to the warlock spell list for you.  In addition you learn the Druidcraft cantrip, it is a warlock spell for you, and does not count against your number of cantrips known

 

Spell Level

   

1st

Entangle

Good Berry

2nd

Spike Growth

Find Steed

3rd

Conjure Animals

Plant Growth

4th

Blight

Polymorph

5th

Reincarnate

Insect Plague

 

Affliction of Thorns

1st-level Naturalist feature

Once during each of your turns when you hit with an attack roll, brambles begin to grow out of the wound; the target takes 1d6 magical piercing damage.  Furthermore if the target moves before the end of your next turn it takes an additional 1d6 magical piercing damage as the brambles dig into its body.  

The damage increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 16th level.  




Arbor Sanctuary

1st-level Naturalist feature

As an action you touch the trunk of a tree that is one foot or wider in diameter.  The trunk splits open revealing a room that fits you and up to seven medium or smaller creatures of your choice.  The opening shuts behind you, you may stay in the sanctuary up to twelve hours before the opening reappears and the room shrinks, ejecting all creatures within.  Any creature inside the tree may exit, however, once you exit the sanctuary all foreign creatures and objects are ejected and you may not re enter or open another sanctuary until twelve hours have passed.  The sanctuary is a single room furnished to your liking and stocked with food, water, and other common supplies, no objects can be taken from the sanctuary and any items left in the sanctuary are ejected once twelve hours have passed or you leave.  

 

Natures Warden

6th-level Naturist feature

Your body begins to change to become inhumanly resilient and plant-like, maybe your skin gains a bark-like texture or your muscles become like twisted roots.  You gain a +1 Bonus to armor class as well as strength and constitution saving throws.  You also age at a rate 10 times slower than normal and your lifespan lasts 10 times longer.  

This bonus increases to +2 at 11th level and +3 at 16th

Additionally you gain one of the following benefits.  When you level up you can change your benefit to either other benefits.  

 

Spores of Vivacy

You exude spores that enhance your and your allies' resolve.  When a friendly creature [including yourself] starts its turn within 10 feet of you they gain Temporary hit points equal to half your level rounded up.  

 

Corrosive Sap

Your body flows with corrosive fluid, when you take damage this sap sprays out burning creatures surrounding you.  When you take damage all creatures within five feet of you take Acid damage equal to your proficiency bonus.  

 

Root Bulwark

Roots underground surround your feet and protect you from attackers by growing through soil, cracks in stones or growing out of wooden floors.   When a hostile creature who is touching the ground comes within ten feet of you they must make a dexterity saving throw against your spell save DC or immediately halt movement and be grappled.  At the start of a grappled creature's turn they can make a strength/athletics check against your spell save DC to escape.  

 

One With Wilderness 

10th-level Naturalist feature

While in areas apart from large civilizations such as forests, grasslands, mountains, deserts, swamps and caves you and up to seven creatures of your choice receive the following benefits.  You can take short and long rests in half the time, you automatically succeed on checks to find food and water, and you know the direction of the heart civilization. 

Additionally you can cast Commune With Nature once per day without expending a spell slot.  

Confir Combatant

14th-level Naturalist feature

As an action you focus on a point on the ground or any wooden object or surface within 60 feet of you that you can see.  A tree bursts out of the ground growing to a huge size animating and becoming a treant.  The treant is friendly to you and your allies and hostile to your enemies, it acts immediately after you in initiative and follows your verbal commands [no action required].  The treant remains for one hour and knows very little of the world and its surroundings.  You cannot summon a treant in this way; you cannot do so again until you finish a long rest.  



Expanded Spell List

Spell Level

   

1st

Entangle

Good Berry

2nd

Spike Growth

Find Steed

3rd

Conjure Animals

Plant Growth

4th

Grasping Vine

Polymorph

5th

Reincarnate

Insect Plague

Affliction of Thorns

Once during each of your turns when you hit with an attack roll, brambles begin to grow out of the wound; the target takes 1d6 magical piercing damage.  Furthermore if the target moves before the end of your next turn it takes an additional 1d6 magical piercing damage as the brambles dig into its body.  

The damage increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 16th level.  

Arbor Sanctuary

As an action you touch the trunk of a tree that is one foot or wider in diameter.  The trunk splits open revealing a room that fits you and up to seven medium or smaller creatures of your choice.  The opening shuts behind you, you may stay in the sanctuary up to twelve hours before the opening reappears and the room shrinks, ejecting all creatures within.  Any creature inside the tree may exit, however, once you exit the sanctuary all forign creatures and objects are ejected and you may not re enter or open another sanctuary until twelve hours have passed.  The sanctuary is a single room furnished to your liking and stocked with food, water, and other common supplies, no objects can be taken from the sanctuary and any items left in the sanctuary are ejected once twelve hours have passed or you leave.  

Natures Warden

You gain a +1 Bonus to armor class as well as strength and constitution saving throws.  You also age at a rate 10 times slower than normal and your lifespan lasts 10 times longer.  

This bonus increases to +2 at 11th level and +3 at 16th

Additionally you gain one of the following benefits.  When you level up you can change your benefit to either other benefits.  

Spores of Vivacy

You exude spores that enhance your and your allies' resolve.  When a friendly creature [including yourself] starts its turn within 10 feet of you they gain Temporary hit points equal to half your level rounded up.  

 

Corrosive Sap

Your body flows with corrosive fluid, when you take damage this sap sprays out burning creatures surrounding you.  When you take damage all creatures within five feet of you take Acid damage equal to your proficiency bonus.  

 

Root Bulwark

Roots underground surround your feet and protect you from attackers by growing through soil, cracks in stones or growing out of wooden floors.   When a hostile creature who is touching the ground comes within ten feet of you they must make a dexterity saving throw against your spell save DC or immediately halt movement and be grappled.  At the start of a grappled creature's turn they can make a strength/athletics check against your spell save DC to escape.  

Corrosive Sap

Your body flows with corrosive fluid, when you take damage this sap sprays out burning creatures surrounding you.  When you take damage all creatures within five feet of you take Acid damage equal to your proficiency bonus.  

Root Bulwark

Roots underground surround your feet and protect you from attackers by growing through soil, cracks in stones or growing out of wooden floors.   When a hostile creature who is touching the ground comes within ten feet of you they must make a dexterity saving throw against your spell save DC or immediately halt movement and be grappled.  At the start of a grappled creature's turn they can make a strength/athletics check against your spell save DC to escape.  

Spores of Vivacy

You exude spores that enhance your and your allies' resolve.  When a friendly creature [including yourself] starts its turn within 10 feet of you they gain Temporary hit points equal to half your level rounded up.  

One With Wilderness

While in areas apart from large civilizations such as forests, grasslands, mountains, deserts, swamps and caves you and up to seven creatures of your choice receive the following benefits.  You can take short and long rests in half the time, you automatically succeed on checks to find food and water, and you know the direction of the heart civilization. 

Additionally you can cast Commune With Nature once per day without expending a spell slot.  

Confir Combatant

As an action you focus on a point on the ground or any wooden object or surface within 60 feet of you that you can see.  A tree bursts out of the ground growing to a huge size animating and becoming a treant.  The treant is friendly to you and your allies and hostile to your enemies, it acts immediately after you in initiative and follows your verbal commands [no action required].  The treant remains for one hour and knows very little of the world and its surroundings.  You cannot summon a treant in this way; you cannot do so again until you finish a long rest.  

The Naturalist Image

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