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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