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### The Forest Guardian You have made a pact with a powerful being that serves nature itself. Such creatures seek to grow and protect the natural beauty of the forest. Protecting nature from the encroachment of civilization and industrious cities is in the forefront of their thoughts, and is often the reason for offering power to others. Many see them as terrible creatures, ruthlessly bringing vengeance to those who would intrude on the spread of nature. Others find harmony with them, spreading the vines of nature throughout the planes. Entities capable of this power include ancient treants, dryads, or coalitions of awakened plants. #### Expanded Spell List The Forest Guardian lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you. | Spell Level| Spells | |:----------:|:---------------------------------------| | 1 | *animal friendship, earth tremor* | | 2 | *maximillians earthen grasp, spike growth* | | 3 | *erupting earth, speak with plants* | | 4 | *control water, guardian of nature* | | 5 | *commune with nature, wrath of nature* | #### Emissary of Nature You spread the forest wherever you go. At 1st level, you learn the *druidcraft* cantrip. It doesn't count against your number of cantrips known, but is nonetheless a warlock cantrip for you. While traveling outside, you don't leave tracks unless you choose to. \columnbreak
#### Overgrowth Starting at 1st level, you can call nature to your aid. As an action, you can grow a magical vine from a flat surface in an unoccupied space you can see within 60 feet of you. The vine lashes out at a creature of your choice within 15 feet of it. Make a melee spell attack against the target. On a hit, the target takes 3d6 magical bludgeoning damage, and becomes grappled by the vine until the start of your next turn. On a miss, the target takes half as much damage and isn't grappled. Hit or miss, the vine dissipates at the start of your next turn. The number of vines you can grow increases as you gain levels in this class. It increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. Once you use this feature, you can't do so again until you finish a short or long rest. #### Bloom Starting at 6th level, as a reaction to an attack being made against you, you can grow large flower petals around yourself, which bloom at the start of your next turn. Until they bloom, you have three quarters cover and your movement speed is 0. When the petals bloom, they cover you in magical pollen, granting you advantage on saving throws against being frightened for the next minute. Once you use this feature, you can't do so again until you finish a short or long rest. \pagebreak #### Heart of the Wild Beginning at 10th level, your affinity with nature alters your life force. You gain resistance to poison damage and immunity to the poisoned condition. Whenever a creature you can see attempts to poison you, you can use your reaction to shoot poison back at it. The creature must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of its next turn. #### Constricting Forest Starting at 14th level, you can channel the forest itself. As an action, you can grow magical plants from beneath you, which last until the end of your next turn. These plants grow out 100 feet from you in all directions, spreading around corners. Creatures of your choice within this range take 4d10 poison damage and must succeed a Strength saving throw against your spell save DC or become restrained by the plants while they remain. The plants are difficult terrain for these creatures, but double your speed while you are within their range. Any creature reduced to 0 hit points while restrained by the plants is instantly killed and flowers begin to grow from their body. Once you use this feature, you can't use it again until you finish a long rest. ### Eldritch Invocations The following are additional eldritch invocation options available to warlocks of the forest guardian patron. #### Forests Shine *Prerequisite: The Forest Guardian patron, Pact of the Chain feature* **
** ___ When you cast *find familiar*, you can choose for your familiar's type to be plant. If you do, your familiar appears plantlike, such as fur made of grass, feathers of leaves, or constructed completely of intertwining wood. While a plant, your familiar can shape itself to look like a natural plant of its size as an action. Its speed is 0 in this state, and it looks just like a normal plant of its choice. A creature that can see it can succeed on a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to discern that is is a magical plant creature. After 1 minute, or when your familiar uses its action to end this form, it returns to its normal appearance. Once your familiar transforms this way, it can't do so again until you finish a short or long rest. #### Living Flora *Prerequisite: The Forest Guardian patron* **
** ___ You can use a bonus action on your turn to slam a creature grappled by one of your vines created by your Overgrowth feature. The target must make a Strength saving throw against your spell save DC. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. \columnbreak #### Nature's Shield *Prerequisite: The Forest Guardian patron, Pact of the Blade feature* **
** ___ As a bonus action, if you are not wearing medium armor, heavy armor, or wielding a shield, you can grow a +1 magical shield made of vines and vegetation around your arm. You are proficient with this shield and you do not need a free hand to hold it as it wraps itself around your arm with vines. The shield lasts until you are incapacitated or until you dismiss it as a bonus action. It ends early if you done medium armor, heavy armor, or wield another shield. Whenever a creature misses you with a melee attack while you are wielding this shield, it takes poison damage equal to your Charisma modifier (minimum of 1). You can't use this invocation to create more than one shield at a time. #### Primal Force *Prerequisite: The Forest Guardian patron, Pact of the Tome feature* **
** ___ You gain proficiency in the Nature skill. While you are outside, you always know the distance and direction to the closest natural food and water sources. In addition, as an action, you can open your senses to the natural world and what invades it. For the next 10 minutes, you know the location of any magical plants and any constructs within 1 mile of you. Once you use feature, you can't use it again until you finish a short or long rest. #### Sending Tree *Prerequisite: 11th level, The Forest Guardian patron* **
** ___ You can expend a use of your Mystic Arcanum feature to cast the *transport via plants* spell. In addition, over the course of 10 minutes, you can grow a tree from a 10-foot square of fertile soil you are touching. The tree immediately grows to size Large, begins growing at a normal pace, and can't be destroyed or moved except by magical means. When you can cast *transport via plants* using this invocation, you can do so without expending a use of your Mystic Arcanum, as long as this tree is one of the plants linked. You regain the ability to do so again after three days have passed. If you grow another tree this way while one is already grown, the first tree loses all of the above benefits and becomes a normal nonmagical tree, and the new tree gains these benefits instead.
#### Fan Content Policy *The Forest Guardian is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.*