Warlock - Arboreal Lord
A tree spirit too old and too jaded to be contained. Slowly gaining power over a millennium or so it has ascended beyond. but, now the wood needs agents and followers. This patron is not satisfied with just allowing nature to take it's course and ensuring balance like other nature spirits. This Lord of the forest wants nothing more than to expand their growth and ascend to even higher ranks of power.
Expanded Spell List The Arboreal Lord 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.
Arboreal Lord Expanded Spells Spell Level Spells 1st Entangle, Speak with Animals 2nd Spike Growth, Spider Climb 3rd Nondetection, Speak With Plants 4th Blight, Hallucinatory Terrain 5th Contagion, Awaken Nature's Servant Starting at 1st level, you learn the Druidcraft cantrip, which counts as a warlock cantrip for you. while in within nature you feel the lord guiding you. While you are around nature or investigating a living creature (at your DMs discretion) you gain advantage on any survival or perception rolls.
You also gain the ability to cause a other creatures of nature to turn from you in fear. Using your terrifying lords power you impart fear into nature itself. Any creature that is a plant or beast within 30 feet of you must succeed a Wisdom saving throw against your spell save DC. On a failed save the creature is frightened for 1 minute. The creature is no longer frightened if the creature succeeds a wisdom saving throw against your spell save DC at the end of their turns or at the end of 1 minute.
A creature affected by Turn Nature cannot be affected by it again for 24 hours. You can only use this action once every long rest.
Host to Nature plants of various natures that begin to grow on your person granting you resistances and immunity to natures favorite torture devices. Due to you hosting spores and poisonous plants alike. They keep their host quite healthy. You gain immunity to being Poisoned, resistance to poison damage and also gain advantage saving throws against being charmed and paralyzed
Advanced Horticulture The plants you host become more a part of you. You can inflict a number of conditions to creatures around you. You call upon the plants that live with you. You can use their pollen, spores, and spines to beguile, poison, or paralyze a creature.
Beguiling Pollen. You use the lovely scented pollen to inflict the charmed condition on a single creature within 10 feet of you. The creature must succeed a Wisdom saving throw against your spell save DC or become charmed for 1 minute.
Poisonous Miasma. You select a point you can see within 30ft and create a living cloud of spores that takes up a 20ft sphere. As a bonus action you can move the spores 5 feet. Any creature caught in the spores takes 2d6 poison damage. 4d6 at level 15. The cloud dissipates after 3 rounds.
Paralytic Spines. You throw out small paralytic laced spines towards a creature you can see within 30ft. the creature must make a constitution saving throw against your Spell save DC or become paralyzed for 1 minute. the creature continues to make a constitution saving throw at the end of it's turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Symbiotic Relationship When you reach 14th level, your body's ecosystem reacts and protects itself and in turn you against harm. As a bonus action you encase yourself in grasping vines. While encased your movement is reduced to zero, your AC is increased by 5 and you heal for 2d8+ Warlock Class level. You remain encased until the start of your next turn.
Once you use this feature, you can’t use it again until you finish long rest.
Expanded Spell List The Arboreal Lord 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.
Arboreal Lord Expanded Spells Spell Level Spells 1st Entangle, Speak with Animals 2nd Spike Growth, Spider Climb 3rd Nondetection, Speak With Plants 4th Blight, Hallucinatory Terrain 5th Contagion, Awaken Nature's Servant Starting at 1st level, you learn the Druidcraft cantrip, which counts as a warlock cantrip for you. while in within nature you feel the lord guiding you. While you are around nature or investigating a living creature (at your DMs discretion) you gain advantage on any survival or perception rolls.
You also gain the ability to cause a other creatures of nature to turn from you in fear. Using your terrifying lords power you impart fear into nature itself. Any creature that is a plant or beast within 30 feet of you must succeed a Wisdom saving throw against your spell save DC. On a failed save the creature is frightened for 1 minute. The creature is no longer frightened if the creature succeeds a wisdom saving throw against your spell save DC at the end of their turns or at the end of 1 minute.
A creature affected by Turn Nature cannot be affected by it again for 24 hours. You can only use this action once every long rest.
Host to Nature plants of various natures that begin to grow on your person granting you resistances and immunity to natures favorite torture devices. Due to you hosting spores and poisonous plants alike. They keep their host quite healthy. You gain immunity to being Poisoned, resistance to poison damage and also gain advantage saving throws against being charmed and paralyzed
Advanced Horticulture The plants you host become more a part of you. You can inflict a number of conditions to creatures around you. You call upon the plants that live with you. You can use their pollen, spores, and spines to beguile, poison, or paralyze a creature.
Beguiling Pollen. You use the lovely scented pollen to inflict the charmed condition on a single creature within 10 feet of you. The creature must succeed a Wisdom saving throw against your spell save DC or become charmed for 1 minute.
Poisonous Miasma. You select a point you can see within 30ft and create a living cloud of spores that takes up a 20ft sphere. As a bonus action you can move the spores 5 feet. Any creature caught in the spores takes 2d6 poison damage. 4d6 at level 15. The cloud dissipates after 3 rounds.
Paralytic Spines. You throw out small paralytic laced spines towards a creature you can see within 30ft. the creature must make a constitution saving throw against your Spell save DC or become paralyzed for 1 minute. the creature continues to make a constitution saving throw at the end of it's turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Symbiotic Relationship When you reach 14th level, your body's ecosystem reacts and protects itself and in turn you against harm. As a bonus action you encase yourself in grasping vines. While encased your movement is reduced to zero, your AC is increased by 5 and you heal for 2d8+ Warlock Class level. You remain encased until the start of your next turn.
Once you use this feature, you can’t use it again until you finish long rest.
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