From time to time, warlocks find themselves in contact with primeval forces of nature- elemental, natural spirits which confer power as part of a bargain. These patrons are collectively referred to as 'the Green', whether they are all one cosmic energy force or individual nature spirits is not entirely clear. Druids find themselves unusually able to tolerate warlocks of the Green Pact, although their common patron is not necessarily any guarantee of allegiance.
Expanded Spell List From 1st level, The Green 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. Spell level 1st: entangle, goodberry Spell level 2nd: pass without trace, spike growth Spell level 3rd: conjure barrage, plant growth Spell level 4th: aura of life, grasping vine Spell level 5th: conjure elemental, contagion Bonus Cantrips At 1st level, you learn the cantrips druidcraft and thorn whip. They count as warlock cantrips for you, but they don't count against the number of cantrips known. Charm Animals and Plants At 1st level, you begin to have control over the natural world, being able to influence animals and plants. As an action, you can cause each beast or plant creature you can see within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You can use this ability a number of times equal to your proficiency bonus. Any expended uses are refreshed when you finish a short rest. Greenblood At 6th level, your blood takes on a green, sticky consistency. You gain resistance to poison and radiant damage, and become immune to the poisoned condition. Eternal Cycle At 6th level, you begin to understand the eternal cycle of life, death, and rebirth, and gain some minor ability to intercede in its passage. When you or another creature within your reach is reduced to 0 hit points but not killed outright, you can use your reaction to cause the creature to drop to 1 hit point instead. Once you have used this ability, you cannot use it again until you finish a short or long rest. Stride Through The Green From 10th level, all plant life is as one to you. If you begin your turn adjacent to a tree or other plant of your size, you can enter the tree and move from inside the tree to inside another tree of the same kind within 500 feet, as the tree stride spell. Green Preservation From 14th level, you can cause be absorbed by nature itself to protect you from harm. As a reaction if you or an ally you can see within 20 feet is subject to an attack or effect that would inflict damage, you and up to five other creatures within 20 feet of you to are immediately swallowed up into the earth in a thrash of vegetation. While you are within the earth, you and all targets are incapacitated, but can take a short rest immediately, and can spend hit dice to regain hit points. You remain within the earth for up to 10 rounds, at your choice. When you choose to end the effect, or at the end of 10 rounds, at the end of your turn, you are returned to the same spaces you occupied or the nearest unoccupied space. Once you have used this ability, you can't use it again until you have finished 1d4 long rests. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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