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View Full Version : D&D 5e/Next The Forest Guardian: Plant Warlock Patron



sandmote
2020-04-29, 02:34 PM
This Page on the Homebrewery (https://homebrewery.naturalcrit.com/share/8oHwrjI5-)

The UA Kraken Patron certainly powers up the Lurker in the Deep, but I still find it awkwardly balanced and all over the place mechanically. So, this is a general controller build warlock. Draws fromnot only the druid class but also the Oath of the Ancients paladin.

You have made a pact with a protector of nature, animal, and plants. This could include a tutelary diety of a forest, or certain animal lords.

Expanded Spell List
The Forest Guardian 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.

Forest Guardian Expanded Spells
Spell Level Spells
1st Entangle, Speak With Animals
2nd Warding Wind, Web
3rd Plant Growth, Speak With Plants
4th Giant Insect, Stone Shape Grasping Vine
5th Awaken, Commune With Nature

Grip of the Guardian
At 1st level, you gain a pool of gripping spectral chains to restrict the enemies of nature. The chains can take the appearance of roots, ropes, snakes, vines, or other objects or creatures of similar shape, and you can summon a number of them equal to your warlock level plus one.

As a bonus action, you force a creature within 30 feet of yourself to make a dexterity saving throw against your spell save DC, expending a use of your chains. On a failed save, the creature is restrained by the spectral chains within its space until the start of your next turn.

You pool regains all expended uses when you finish a long rest.

Shield of the Forest
After 6th level, you can cause a thicket forest to sprout in your space as a reaction to taking damage. The thicket forest sprouts rough terrain within 30 feet of you and granting you full cover against creatures more than 5 feet away from you and three quarters cover to any creature within 5 feet of you. The thicket forest wilts after 1 minute, although the section surrounding you wilts early if you move.

You can use this feature once, and regain it at the end of a short rest.

Nature's Allies
By 10th level, you can call on your patron to send natural forces to your aid. As an action, you can summon a plant creature or beast of CR 5 or lower that is appropriate for the environment.

The creature is friendly to you and your companions for 1 hour or until your concentration ends (as if you were concentrating on a spell). Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

You can use this ability once, and regain it at the end of a long rest.

Natural Ward
At 15th level, your patron grants you a mystical ward that protects you from harm. The ward's influence grants you resistance to damage from spells as well as advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.