Otherwordly Patron: The Primal Spirit

by Aqualisk

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Otherwordly Patron: The Primal Spirit

Nature's Domain

You have made a pact to a primal spirit of nature. These spirits seek to assert nature's dominance over the rest of creation. Unlike most of nature's guardians, the primal spirit seeks to dominate and expand its domain while destroying the creations of so-called civilized beings. Examples of nature's primal spirits would include wrathful treants, angered eladrin, and conniving hags.

Expanded Spell List

The primal spirit 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 Spells
1st animal friendship, entangle
2nd alter self, summon beast
3rd call lightning, speak with plants
4th dominate beast, giant insect
5th awaken, insect plague

Heralds of Ruin

Starting at 1st level, your patron grants you power over birds of ill omen. As a bonus action, you summon a flock of crows that surround you for 1 minute and you maintain these crows as if concentrating on a spell. While the flock surrounds you ranged attacks against you have disadvantage. In addition, as a bonus action you can unleash your storm of crows on up to 3 target creatures that you can see within 60ft. Each creature must make a Dexterity saving throw against your spell save DC, taking 2d4 slashing damage and be blinded until the end of their next turn. Creatures that succeed the saving throw take half damage and are not blinded. Using this action ends the shielding effect that the crows provide.


Once you use this feature, you can’t use it again until you finish a short or long rest.

Ravenous Vines

Beginning at 6th level, you can pull plants from the ground to hinder your enemies. As a bonus action, you cause a mass of plant matter to grow in an empty space that you can see within 60ft. The plant mass is an object with 10 ac and hit points equal to twice your warlock level. You can use your reaction to make attacks of opportunity as though you were in the plant's space with a reach of 5ft, using your spell attack roll and the vines deal 1d8 + your charisma modifier magical bludgeoning damage on a hit. On following turns, you can use a bonus action to cause the plant to drag itself along the ground up to 20ft. The plant lasts for 1 minute, until it destroyed, or until you dismiss it as a bonus action.


Once you use this feature, you can’t use it again until you finish a short or long rest.

Dendroid Anatomy

At 10th level and beyond, your skin hardens like bark and vines seem to crawl beneath your skin. This strange new anatomy makes it difficult for foes to seriously injure you. Whenever a creature would score a critical hit against you treat that attack as a normal hit instead. In addition, you may cast the Barkskin spell once per day without consuming a spell slot.

Tower of Wrath

From 14th level and on, nature answers your destructive call. As an action, choose a space you that you can see within 120ft. A 40ft tall column of roots erupts and slams down in a 40ft long line that is 5ft wide from that space in a direction of your choice. Each creature in that line must make a Dexterity saving throw, taking 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also knocked prone.


Once you use this feature, you can’t use it again until you finish a long rest.




Credit

/u/flamableconcrete for Watermarks


Art: "The Shrouded and the Silencer" by Christof Grobelski

 

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