Pact of the Thorn Warlock

by Gamabina

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Optional Feature: Secret Knowledge

Your power is gained from eldritch knowledge, this is instead of the pact you must manage with your Patron.
During character creation you can chose to replace any reference to Charisma in your abilities to Intelligence

New invocations

Spreading Infestation

Prerequisites: Can cast Infestation
If a creature fails its saving throw for Infestation all creatures you chose within 10ft of the target have Infestation cast on them.


Creatures cannot be affected by this invocation more than once per turn.

Shadow Lurker

Prerequisites: 7th level
Choosing a creature within 5ft of you, you can chose to hide within their shadow as an action. While you inhabit their shadow you experience the following effects;

  • You cannot move, instead you share your space with the creature's shadow you inhabit, moving with them.
  • You become immune to all damage types other than psychic and radiant.
  • You are considered invisible while you inhabit the shadow
  • You cannot take any actions while inhabiting the creatures shadow.

You can exit the creatures shadow as a bonus action on your turn, moving to a empty space within 5ft of the creature.


You are considered lightly obscured to the creature that shadow you inhabit and they can make a Wisdom(Perception) check at disadvantage challenged by your Charisma or Dexterity(Stealth) check to detect your presence. Taking damage immediately ends this invocations effects if there is a space within 5ft to be ejected into.

Trustbound Talisman

Prerequisites: Pact of the Talisman
You always know the location and direction of the wearer of your talisman. You can chose to cast sending, directed at the wearer, once per short rest.

Hateful Thorns

Prerequisites: 5th level
You can cast Hail of Thorns at will. You can chose to cast a cantrip that makes a ranged spell attack in place of the ranged weapon attack. If the cantrip used can target multiple targets, chose one to be affected by Hail of Thorns.

Subclass: Corrupt Tree

A Corrupt tree was is plant infused with supernatural evil, capable of spreading corruption to nearby plant life and generating malevolent creatures known as blights. A Corrupt tree could originate wherever a plant was contaminated by an evil force or sentience. And you have forged a bond with one, intentionally or not.

Expanded Spell List

You're patron lets you chose 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 Ensnaring Strike, Entangle
2nd Spike Growth, Animal Messenger
3rd Speak with Plants, Plant Growth
4th Grasping Vine, Guardian of Nature
5th Wrath of Nature, Contagion

Blight Thorns

Starting at 1st level, You learn to twist nature into a malicious force to strike at your foes.


You learn the Thorn Whip cantrip and can cast it without requiring components. You can cast thorn whip as a bonus action but cannot pull the creature if you do.


At 5th level, once per short rest, When you attack a creature with Thorn Whip and hit a creature that is Large or smaller, you can force it to make a strength save. If it fails it becomes restrained in thorny plants and can repeat the saving throw on its turn. Whenever it fails the save it takes an additional 1d6 piercing damage and if it succeeds the effect ends.

Dark Metamorphosis

At 6th level, As an action you can transform into a twisted, abominable form of plants. You pick one of the Metamorphosis options. You can use this feature once. You regain expended uses when you finish a short or long rest.


Your Warlock Level determines some of the statistics of this transformation. You can stay in this form for number of hours equal to your warlock level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.


While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the form, but you retain your hitpoints, armor class, alignment, personality, and Intelligence, Wisdom, and Charisma, Constitution scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the form. Your Desterity and Strength scores only stay the same if they are greater than the form's scores.
  • When you transform, you gain temporary hitpoints shown on the forms block. These are lost if you end the transformation.
  • You can cast spells, however your ability take any action that requires hands or cast spells that require somatic components is limited to the capabilities of your form.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the forms shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Damage dealt by the form's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Desecrated Sanctuary

At 10th level, Once per short rest you can can chose to create a Desecrated Sanctuary within a 15ft radius sphere centered at you. This remains for 1 minute.


If a creature ends it turn in the Sanctuary it can chose to spend up to 4 hit dice. The creature rolls the dice expended and heals for the total rolled.

Enhanced Nature

At 14th level, You gain two uses of your Desecrated Sanctuary and two uses of your Dark Metamorphosis, regaining all uses at the end of a short rest.
Additionally, all of your attacks deal an additional d4 poison damage.

Dark Metamorphosis Options


Titan

Large Plant

The Titan is a brute of a form, specializing in absorbing damage.


  • Temporary Hit Points 4 times your warlock level
  • Speed 25ft.

STR DEX CON INT WIS CHA
Str 17(+3) Dex 15(+2) Con * (*) Int * (*) Wis * (*) Cha * (*)

Actions

(Gained 5th level) Multiattack. The Titan makes two attacks with its claws.

Claws. Melee Weapon Attack: Str Mod + Prof Mod to hit, reach 5 ft., one target. Hit: 2d4 + Str slashing damage.


Watcher

Small Plant

The Watcher is a highly mobile, bird like transformation.


  • Temporary Hit Points Your warlock level
  • Speed 30ft., fly 50ft.

STR DEX CON INT WIS CHA
Str 12(+2) Dex 12(+2) Con * (*) Int * (*) Wis * (*) Cha * (*)

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Winged The Watcher has wings in place of arms, due to this is cannot cast spells that require somatic components.

Actions

Talons. Melee Weapon Attack: Str Mod + Prof Mod to hit, reach 5 ft., one target. Hit: d8 + Str slashing damage.


Hunter

Medium Plant

The Hunter is a wolf-like transformation, with sharpened claws and vicious teeth.


  • Temporary Hit Points 2 times half your warlock level
  • Speed 50ft.

STR DEX CON INT WIS CHA
Str 15(+2) Dex 17(+3) Con * (*) Int * (*) Wis * (*) Cha * (*)

(Gained at 5th level) Pounce. If the Hunter moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Keen Smell. The Hunter has advantage on Wisdom (Perception) checks that rely on smell.

Quadrupedal The Hunter Form is a Quadruped, due to this it cannot cast spells that require somatic components.

Actions

(Gained 5th level) Multiattack. The Hunter makes two attacks with its claws or one with its bite.

Bite. Melee Weapon Attack: Str Mod + Prof Mod to hit, reach 5 ft., one target. Hit: 2d6 + Str piercing damage.

Claws. Melee Weapon Attack: Str Mod + Prof Mod to hit, reach 5 ft., one target. Hit: d10 + Str slashing damage.

Changelog

v1.01

  • Minor wording changes
  • Corrected The Hunter form's Bipedal feature to Quadrupedal
 

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