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The Primeval Growth

There exist forces as ancient and primal as any god, but rooted in far-flung forests and the green places of the world. Your pact is with such a being - perhaps a tree of colossal size and unfathomable years, an elder treant who rules over the forest, or a more primal fey who spurns elaborate courts in favor of simple glades.   Great Tree warlocks may be any alignment. Some patrons are benign or even benevolent forest spirits, intent on protecting the woods. Others are vengeful, marshaling their sylvan forces against settled society. Great Tree warlocks also come from a wide range of backgrounds; some are raised near the wild, while others start life in a city and find their patron only later.   Primeval Growth Features Warlock Level Feature 1st Primeval Growth Spell List, Grasping Vines 6th Primeval Resilience 10th Arboreal Guardian 14th Wrath of the Forest Primeval Growth Spell List The Primeval Growth lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the following spells are added to your warlock spell list.   Spell Level Spells 1st bramble binding*, entangle 2nd barkskin, spike growth 3rd summon plant*, speak with plants 4th grasping vine, guardian of nature XGtE 5th tree stride, wrath of nature XGtE   Vine Tendril At 1st level, you become proficient in the Nature skill, you learn the Druidic language, and you learn the thorn whip cantrip if you do not already know it. It is a warlock spell for you, and doesn’t count against your number of cantrips known. When you hit a creature with your thorn whip, you can choose to reduce its movement speed by half until the end of its next turn instead of pulling it toward you.   Put Down Roots Also at 1st level, you gain the ability to channel the life force of the World Tree to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals your warlock level. As a bonus action, you can heal yourself, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of 1). Roll the dice you spend, add the results together, and restore that number of hit points to yourself. If your health reaches its maximum as a result of this healing, you gain the remainder as temporary hit points, up to a maximum equal to your warlock level + your Charisma modifier. Your pool regains all expended dice when you finish a long rest.   Grow Together At 6th level, the dice used for your Put Down Roots feature increase to d8s. Additionally, when you use your Put Down Roots ability, you can redirect half the healing rolled to an ally you can see within 30 feet of you.   Sympathetic Photosynthetic At 10th level, if you spend at least 1 hour in the sunlight, you have access to potable water and your skin has touched fertile soil in the past 24 hours, you do not need to eat to survive. You require only half the sleep each day that your race usually requires.   Additionally, you become proficient in Constitution saving throws and have resistance to poison damage.     Terror of the Ancients At 14th level, you can use your bonus action to assume a tree-like form for 1 minute. For the duration, you gain the following benefits: • You gain the effects of both the enlarge/reduce and barkskin spells, without the need to concentrate on either one. • The healing dice used for your Put Down Roots feature increase to d10s, and you can spend up to 2 additional dice when you use them. • When you hit a creature with your thorn whip, you can expend a warlock spell slot to deal 6d8 additional acid damage to the target. • When you hit a creature with your thorn whip, you can use your bonus action to entangle the creature, which makes a Strength saving throw against your spell save DC, becoming restrained on a failure. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success. You can restrain multiple creatures at once in this manner, up to a number equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.   Eldritch Invocations At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time you meet its prerequisite. A level prerequisite refers to your level in this class. Arbor's Avenue Prerequisite: 15th level, The Great Tree You can cast transport via plants once, without expending a spell slot. You can't do so again until you finish a long rest. Bountiful Harvest Prerequisite: The Great Tree You can cast goodberry once using a warlock spell slot. You can't do so again until you finish a long rest. Circle of Life Prerequisite: The Great Tree, Pact of the Chain feature Your familiar's maximum hit points increase by an amount equal to your warlock level. Additionally, when your familiar would disappear as a result of being killed or reduced to 0 hit points, it can instead transform into a magical seed. The seed begins rapid growth into a plant in the likeness of your familiar (AC 5, 5 hit points), and after 1 minute the transformation completes, returning back to its normal form with all of its hit points. Binding Bough Prerequisite: The Great Tree, Pact of the Blade feature You can create a quarterstaff in the form of a gnarled branch with budding leaves adorning its surface, using your Pact of the Blade feature. When you hit a creature with this weapon, you can have a barrage of roots sprout from the tip to smother it. The creature must succeed on a Dexterity saving throw against your spell save DC or be restrained for 1 minute, or until you are further than 5 feet away from it. If the creature dies while restrained in this way, you drain its last vestiges of life force through the staff, regaining a number of hit points equal to your warlock level or the creature's hit point maximum, whichever is lower. A creature can use its action to break itself or another creature free from this effect by making a successful Strength check against your spell save DC. Once you attempt to restrain a creature with this feature, you can't do so again until you finish a short or long rest. Sins of Gulthias Prerequisite: 5th level, The Great Tree As an action, you can open a minor wound, dripping blood on to the ground and calling forth the children of Gulthias. You summon forth four twig blights (CR 1/8), two needle blights (CR 1/4), or one vine blight (CR 1/2) into unoccupied spaces of your choice within 10 feet of you. The blights remain for 1 hour, or until they are reduced to 0 hit points, at which point they rapidly decompose. The blights take their turns immediately after yours in the intiative order, and they follow your telepathic orders as best they can. You can summon more blights as you reach certain levels in this class, creating two times as many at 10th level, and three times as many at 15th level. Once you use this feature, you can't do so again until you finish a long rest. Timber Tome Prerequisite: The Great Tree, Pact of the Tome feature Your Book of Shadows becomes wooden, its cover like the bark of a tree. While holding your Book of Shadows, you can use your action to touch a plant, or a plant creature or its corpse. If you do, your Book of Shadows immediately gains a new page. If you touch a plant, the new page contains the name of the plant, as well as any of its special properties and historically relevant information. If the plant is Small or smaller, you can also choose to absorb it into the book when you touch it, suspending it in perfect stasis. You can only have one plant absorbed in this way, and you can use an action to materialize it again in an unoccupied space within 5 feet of you, assuming the environment is appropriate. If you touch a plant creature, the new page tells you what the creature is, its name if it has one, and its statistics. An unwilling creature can make a Charisma saving throw against your spell save DC. A creature whose CR is higher than your warlock level automatically succeeds on this saving throw. On a success, you learn no information, and it is immune to this effect for 24 hours.   Extended Vines The range of your thorn whip doubles, and so does the distance it can pull a creature. Additionally, you can push a creature away from you, instead of pulling it toward you. Green Tongue Prerequisites: World Tree patron, 7th Level You can cast speak with plants at-will. Interplanar Synchronicity Prerequisites: World Tree patron, 12th Level You can maintain a sense of direction and the passage of time, even across planes. You can always find your way back to where you entered the plane you are in. When you travel between planes, you and creatures of your choice traveling with you are exempt from any effects that would produce time dilation. Safe Passage Prerequisites: World Tree patron You can target and pull a willing ally using your thorn whip. You do not need to make an attack roll to do so, and the spell deals no damage when you use it in this manner. This movement does not provoke attacks of opportunity. World Strider Prerequisites: World Tree patron, 15th Level You can cast the transport via plants spell once without expending a spell slot, and regain the ability to do so when you finish a long rest.

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