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Become a Patron!
# The World Tree Patron ## Guardian of the Realms Your patron is a great and ancient earth spirit that binds the planes together. Whether metaphorically, ethereally, or literally, it binds the universe together. Its roots are entrenched in the underworlds, its trunk supports the material and elemental planes, and its highest branches form the foundation upon which the heavens rest. A spirit such as this treasures rules, structure, and organization. Its highest purpose is to ensure that the multiverse is in working order at all times. If the planes become unaligned, or beings travel too freely between them, chaos would ensue and chaos inevitably follow. This spirit may contact you in dreams, appearing as a tree that blocks out the sky and a booming voice, or a wizened face in an aged trunk, or you may receive animal messengers from them, snakes from the roots, birds from the branches, or squirrels from the trunk. A pact with an entity such as this will usually have very clear goals: The World Tree will need extraplanar intruders returned to their home planes, or agitators seeking to tear down the walls between planes stopped, or perhaps a spirit of corruption has infected their roots, weakening them so that incursions from other planes are more frequent and more deadly. To perform the tasks your patron asks of you, you will be empowered to undertake travel to exotic planes and to survive in dangerous environments. You and your magic are forces of nature and order, and undergo visible changes that make this clear for all to see. The best-known of these patrons would be Yggdrasil or Gaea, though there are several others that fulfill a similar purpose, even some very rare and unique celestials or fey, perhaps even a treant from the dawn of time that has grown in magic and power over millennia. ## Subclass Features ### Expanded Spell List The World Tree 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 | Spell | |:----:|:-------------| | 1st | *chaos bolt, ensnaring strike* | | 2nd | *barkskin, rope trick* | | 3rd | *magic circle, sending* | | 4th | *conjure woodland beings, death ward* | | 5th | *banishing smite, planar binding* | ### Bonus Cantrips At 1st level, you learn the druidcraft and thorn whip cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. ### Branching Cosmos Your patron bestows upon you a piece of itself. This is most often a wooden branch the size of a wand or quarterstaff, but can be a bundle of leaves or berries, a gnarled root, a patch of bark, or some other token of your choosing. While you have this token on your person, you can use it in the following ways: * **False Appearance**. If you cast the druidcraft cantrip and remain motionless for at least one minute, your appearance shifts, and you are indistinguishable from a normal tree until you move, speak, attack, or cast a spell. * **Binding Roots**. When a creature provokes an opportunity attack from you, you may choose to make this attack using the Thorn Whip cantrip. If the cantrip hits, it does not pull the creature towards you, but its speed is reduced to 0 until the end of its next turn. * **Planar Warden**. When a creature that is not on its home plane takes damage from a spell you cast that is granted by this subclass, it takes an additional 1d8 psychic damage. A creature reduced to 0 hit points by this damage is banished to its home plane and cannot return for 24 hours. When you reach 10th level in this class, the damage increases to 2d8 ### Shadow-Tailed By 6th level, you have become adept at traveling the multiverse and can momentarily dash through another plane to empower your attacks. Once on each of your turns when you move at least 10 feet before making a melee weapon attack, you can teleport this distance, arriving at your destination next to the target creature. This movement does not provoke opportunity attacks. If your attack hits, roll a d10 on the following table. You can add damage equal to your CHA modifier of the type dictated by which plane you move through to reach your target. \pagebreak | d10 | Damage Type | Planes | |:----:|:----:|:-------------| | 1 | Acid | the hells | | 2 | Cold | shadowfell, elemental planes | | 3 | Fire | the abyss, the hells, elemental planes | | 4 | Force | border ethereal | | 5 | Lightning | elemental planes, celestial planes | | 6 | Necrotic | shadowfell, astral planes, lower planes | | 7 | Poison | feywild, the abyss, the hells | | 8 | Psychic | feywild, the far realms | | 9 | Radiant | celestial planes | | 10 | Thunder | elemental planes | ### Beneath the Canopy of the Worlds By 10th level, your bond with the World Tree has given you defenses against the dangers of the planes, including the material and beyond. You are immune to the effects of extreme temperature, weather, and altitude as described in Chapter 5 of the Dungeon Master's Guide, and you have advantage on all saving throws to protect against the effects of planar travel as described in Chapter 2 of the Dungeon Master's Guide. This includes but is not limited to: Psychic Wind, Memory Loss, Shadowfell Despair, and Psychic Dissonance. Additionally, when you use the Sending spell to send a message to a creature on another plane of existence, the 5 percent chance that your message doesn't arrive is reduced to 0. ### Traveller By 14th level, your patron has ensured you have everything you need to maintain the multiversal order, and you gain the following benefits: * The additional damage from your Shadow-Tailed feature now equals double your Charisma modifier. Whenever you roll on the Shadow-Tailed table, you can roll the die twice and choose which of the two damage types to use. If you roll the same number on both dice, you can ignore the number and choose any damage type on the table. * You can cast the Misty Step spell at will. * When necessary, you are able to be anywhere in the blink of an eye. You can spend ten minutes in meditation, communing with your patron, to open a stable portal to a location of your choice on any plane. The portal is 10 feet tall and ten feet wide, and hovers in the air in front of you. It is stable for 1 minute and then closes and disappears. Once you've used this feature, you cannot use it again until 1d4 weeks have passed.