The Nature Guardian
You have made a pact with an ancient, immortal, and secretive being from before colonization of the land and exploration of the open sea. Your patron might be a jötunn, a titan, a yōkai, a kraken, or some other unknowable entity. They could desire a return to the old way of things, seeking vengeance for the destruction of the natural beauty. Perhaps they are hungry, looking to consume, to gain strength and power. Some patrons might believe in balance, accepting the encroaching civilization as long as there is a respect for their domain and their power. Myths and legends state that these spirits guard secrets and ancient knowledge too powerful for mortal minds to comprehend. Whatever your patron’s disposition and motivation, it has granted you power.
You may choose whether your ancient patron is a Spirit of the Land or a Spirit of the Sea, or you may decide randomly.
Expanded Spell List
At 1st Level, your patron Nature Guardian lets you choose from an expanded list of spells when you learn a warlock spell. The Nature Guardian Spells table shows both the Nature Guardian spells that are added to the warlock spell list for you, along with the spells associated with your specific patron type: Land, or Sea.
Nature Guardian Spells Table
| Spell Level | Nature Guardian Spells | Spirit of the Land Spells | Spirit of the Sea Spells |
|---|---|---|---|
| 1st | faerie fire | earth tremor | fog cloud |
| 2nd | summon beast | spike growth | gust of wind |
| 3rd | call lightning | erupting earth | sleet storm |
| 4th | storm sphere | guardian of nature | control water |
| 5th | awaken | wrath of nature | maelstrom |
Bonus Cantrips
At 1st level, you learn the shillelagh and primal savagery cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Bolstered by the Guardian
Also at 1st Level, your patron grants you a sliver of its own power to bolster your defenses. As a bonus action, you can summon this power for up to 1 minute. For the entire minute, your patron grants you the following benefits:
- You gain a bonus to your AC equal to your Charisma modifier.
- When you expend a warlock spell slot, you gain temporary hit points equal to your warlock level + your Charisma modifier.
- When a creature hits you with a melee attack, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, the creature is incapacitated until the end of your next turn.
You can use the Bolstered by the Guardian feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long or short rest.
Upwelling
At 6th Level, the fragment of power you call upon becomes more potent. When you activate your Bolstered by the Guardian feature, you can use your bonus action on each turn to affect the ground or water within a 10 foot radius of a point you can see within 60 feet of you. All creatures that you specify within the affected area must make a Strength saving throw against your spell save DC or take 2d8 necrotic damage and be restrained as roots and vines lash out at them or unnatural currents restrict their movement. On a successful save, a creature takes half damage and is not restrained. The creature can repeat this saving throw at the end of each of it's turns, ending it on a success. The radius of this effect increases to 20 feet at 10th level.
Shroud of Nature
Beginning at 10th level, you gain the ability to call upon nature to shroud yourself in darkness. As an action, you can activate your Shroud of Nature to grant yourself advantage on Dexterity (Stealth) checks for up to one hour. While this feature is active, your movement does not provoke attacks of opportunity and you are unaffected by difficult terrain. You regain all uses of this feature after completing a long rest.
Guardian’s Domain
At 14th level, your patron bestows upon you the ability to briefly visit an illusory version of their domain. As a bonus action, you may teleport yourself and up to 8 other creatures that you can see within 60 feet of you to a demiplane for up to 8 hours or until you dismiss this effect as a bonus action. The demiplane is a 120 foot tall cylinder with a 60-foot radius but appears as a portion of terrain appropriate to your patron that seems to stretch out indefinitely (a clearing in a forest, mountaintop, a beach, or an ice floe, for example). Creatures that resist the teleportation must make a Charisma saving throw against your spell save DC or be teleported to the demiplane. Creatures appear in the same location relative to you, but any flying creatures appear on the ground in an unoccupied space. Creatures that are hostile towards you must make a Wisdom saving throw at the start of each of their turns. On a failed save, the creature takes 4d10 psychic damage and is paralyzed until the end of your next turn as visions of your patron invade and break their mind. A creature takes half as much damage on a successful save and is not paralyzed. When this effect ends, all creatures return safely to the nearest unoccupied space on the ground in their same location relative to you. You may use this feature once per long rest.