Warlock
Base Class: Warlock

Not all who serve the wilds seek balance as druids do. Older, and oftentimes more sinister forces still exist, ancient nature spirits that band together to remain strong and present despite having already been forgotten.

You have made a pact with one of these groups, a so called Verdant Legion. They remember a time when there was no civilization, when primeval beings and plants ruled it all, when they ruled it all. Now, weakened with the existence and expansion of humanity's domain, they grant a select few individuals magical abilities, to enact their will upon modern society, to destroy the enforced order and return the world back to the wilds, to its correct and better form.

Expanded Spell List

The Verdant Legion 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.

Verdant Legion Expanded Spells
Spell Level Spells

1st

entangle, inflict wounds

2nd

barkskin, spike growth

3rd

plant growth, speak with plants

4th

blight, stoneskin

5th

contagion, insect plague

Natural Savant

Starting at 1st level, your connection to the Verdant Legion grants you knowledge on what it represents and subtle ways to manipulate it.

You gain the druidcraft cantrip if you don't know it already, and proficiency with the Nature skill. Your proficiency bonus is doubled for any checks using that skill.

Primeval Curse

Starting at 1st level, you gain the ability to place a verdant curse on someone, marking them for a return to the soil. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • Once per turn, whenever you deal damage to the cursed creature, you may deal additional necrotic damage equal to your Charisma modifier.
  • Once per turn, you may use your bonus action to halve the target's speed until the end of your next turn, as spectral roots and vines reach for it and bring it closer to the land.
  • Once per turn, if the cursed target is required to make a saving throw against one of your warlock spells, it must roll a d6 and substract the number from the roll.

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

Spiritual Assistance

Starting at 6th level, you can call forth on a weak representation of the legion you serve to aid you when needed. You learn the Spirit Guardians spell if you don't know it already. 

Additionally, whenever you are hit by an attack and the attacker is within 30 feet of you, you may use your reaction to cast Spirit Guardians without expending a spell slot. When you do so, its radius becomes 30 feet instead of 15 feet, but its duration becomes 2 rounds or until you lose concentration.

Whenever you cast Spirit Guardians, it always deals necrotic damage unless you learn the spell by a diferent source, as it accelerates the affected creature's natural path towards death.

You can use this reaction once, and gain the ability to do so again when you finish a short or long rest. 

Primeval Armor

At 10th level, your curse grows more powerful. If the target cursed by your Primeval’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Wrath of the Past

Starting at 14th level, you can use your action to lash out with withering roots at a number of creatures you can see within 45 feet of you, up to a number equal to your proficiency bonus. 

They must succeed on a Constitution saving throws against your spell save DC or take necrotic damage equal to your warlock level and become stunned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the stun ends.

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

Comments

Posts Quoted:
Reply
Clear All Quotes