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The Great Tree

Success! My search for one of these elusive wood warlocks I keep hearing tales about finally bore fruit. A grouchy fellow by the name of William the Wooden—or, as everyone else seemed to refer to him, Wooden Willy—met with me on the outskirts of the forest near my room at the local inn. He was simultaneously as patient as the trees, whilst also giving me the distinct impression that he thought I was entirely wasting his time. But when he spoke the nearest branches seemed to almost lean down to listen closer, and when his eyes strayed to the nature around him I saw naught but serene joy within. He told me he speaks for Varvada—the ancient tree at the heart of the forest—and when I pushed him to arrange for a meeting that serene joy was replaced with flat rejection. Drat. Perhaps I can find another way. --Beros Nim, The Timber Tome, page 207

Stoic Majesty

Warlocks often seek power from old and dusty tomes, but even the oldest book is written on the remains of those that came long before it. True knowledge, unfiltered by the shortcomings of mortal eyes and ego, can be found within the towering forms of the oldest trees, a knowledge not given lightly. These trees share the secrets they have spied through their long wait through history together, and those of them that are truly ancient or powerful can anoint a warlock as their agent. Patrons of this kind have great concern for the sanctity of life and nature, often sending out their strongest and wisest to fight on their behalf in the battle to maintain balance in the planes. If a Great Tree's domain comes under threat, a warlock might be called back as part of their oath to defend it. Some warlocks are often in regular contact with their patrons, and whilst this can be true of warlocks of a Great Tree, they typically convey themselves in wordless creaks and groans; their intent and meaning known only to those who call them ally. When moved to speak, a Great Tree is slow and ponderous, unused to the impatience of those of fleeting existence.

Guidance Of The Grove

As an agent of your patron you might be called upon to complete a goal, or perhaps the terms of your pact required you to perform some kind of immediate service. You can come up with one of these special terms yourself, or use the table below to discover it
Special Terms
d6 Term
1 If you are able, you must always return to defend your patron in times of need.
2 Your patron wishes to spread their borders. You must take their seeds to a destination for safe planting.
3 A terrible calamity threatens the natural order of things, and you must stop it.
4 You are a first strike against one of your patron's oldest enemies.
5 You must find and return an ancient and powerful relic, stolen eons ago.
6 Your patron is dying, and you must complete a pilgrimage to its homeland to find the cure.

Expanded Spell List

The Great Tree 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.
Great Tree Expanded Spells
Spell Level Spells
1st earth tremor, entangle
2nd locate animals or plants, spike growth
3rd plant growth, speak with plants
4th conjure woodland beings, grasping vine
5th tree stride, wrath of nature

Call the Grove

Starting at 1st level, you can conjure forth a denizen from your patron's domain to protect you and your allies in times of need. As a bonus action, you summon a tree in an unoccupied space on the ground within 30 feet of you that fades after 1 minute or when it is destroyed. The tree is up to 15 feet tall with a 5 foot wide trunk, has an AC of 16 and hit points equal to five times your Warlock level, and its roots and branches create difficult terrain for hostile creatures within 10 feet of it. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Bark Bulwark

At 6th level, when a creature hits you with an attack, you can use your reaction to momentarily cover yourself in a thick layer of bark. You gain a number of temporary hit points equal to your warlock level until the start of your next turn. While you have any of these hit points, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this feature, you can't use it again until you finish a short or long rest.

Deep Roots

Beginning at 10th level, while you aren't incapacitated, you can't be knocked prone or moved against your will, such as by a creature attempting to drag you or the blast of the thunderwave spell.

Lord of Leaves

At 14th level, when you use your Call the Grove feature, you can conjure one of your patron's oldest inhabitants or siblings.   When you do so, the tree you summon is up to 50 feet tall with a trunk 10 feet wide, its hit points are doubled, and the area within 30 feet of it is difficult terrain for hostile creatures instead of 10 feet. While the tree remains, friendly creatures within 30 feet of it gain the benefits of your Deep Roots feature, and if they start their turns within 30 feet of it, they gain temporary hit points equal to half your warlock level.   Additionally, when you summon the tree, and as a bonus action on each of your turns for the duration, you can move one willing creature of your choice within 30 feet of the tree to an unoccupied space within the same range.   Once you use this feature, you can't use it again until you finish a long rest.

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