Guardian Spirit Warlock Patron

by 20sidedeve

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Guardian Spirit

You've made a pact with a mysterious and powerful spirit of nature. A being after the protection of the world’s untouched wilderness. Your pact extends their protective powers to you, making you into a guardian of the natural world.

Expanded spell list

The Guardian Spirit lets you choose from an expanded spell list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Guardian Spirit Expanded Spells

Spell Level Spells
1st Beast Bond, Hunters Mark
2nd Barkskin, Moonbeam
3rd Daylight, Speak With Plants
4th Stoneskin, Grasping Vine
5th Tree Stride, Commune With Nature

Additional Cantrips

You learn the Druidcraft and Primal Savagery cantrip. These cantrips count as warlock cantrips and do not count against the amount of cantrips known.

Nature's Blessing

At 1st level, your patron teaches you how to call upon the spirit's of the wild. As a bonus action, you can call upon one of the following spirits, chosen when you activate this feature. You gain this blessing for 10 minutes.

Bear: You gain a +1 bonus to your Armor Class, and you gain advantage on Strength checks.

Eagle: After making an attack or casting a spell, movement does not provoke opportunity attacks. and you gain advantage on perception checks.

Wolf: Once per turn, when you make an attack and have an ally within 5 feet of your target, you can make the attack with advantage. If this attacks hits you can use your bonus action to attempt to knock the target prone. The target must make a Strength saving throw with a DC equal to your warlock spell save DC. On a failed save they are knocked prone. Additionally you gain advantage on Survival checks.

Once you use this feature to empower yourself, you can't do so again until you finish a short or long rest.

Spirit Guardians

Starting at 6th level, when you use your Nature's Blessing feature, as an action you can also summon a spirit guardian based on the nature spirit invoked. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When the spirit appears it gains temporary hitpoints equal to half your warlock level and it gains a bonus to attack rolls equal to your Charisma modifier (minimum of 0) The spirit lasts for the duration of your nature's blessing or until it hits 0 hit points. Once you have summoned a spirit guardian you cannot do so again until you finish a short or long rest.


Guardian Spirit

Small, Beast


  • Armor Class 11 + Your Charisma modifier
  • Hit Points 30, 40 (Bear Only)
  • Speed 30 ft, climb 30 ft (Bear Only), fly 60 ft (Eagle Only)

STR DEX CON INT WIS CHA
18 (4) 11 (0) 16 (3) 4 (-4) 15 (2) 5 (-3)

  • Senses Darkvision 60 ft
  • Languages Understands the languages you speak
  • Flyby (Eagle Only) The spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Pact Tactics (Wolf Only) The spirit has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The Spirit makes a number attacks equal to half your charisma modifier (rounded down)

Mual Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + your charisma modifier piercing damage. 2d8 + 4 + your charisma modifier slashing damage (Bear Only) The target must make a DC 12 strength saving throw or be knocked prone (Wolf Only)

Primal Body

Starting at 10th level you gain immunity to poison and disease. In addition, non magical difficult terrain doesn't impair your movement.

Spiritual Connection

Starting at 14th level your patron grants you the ability to access the spiritual connection between all living things. Once per long rest, as an action, you can create a magical link between a Large of larger inanimate plant within range and another at any distance, on any plane of existence. You must have seen or touched the destination plant at least once before. Until the end of your next turn, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

 

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