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# The Great Tree Pact
### Magic of the Land You’ve made a pact with a primordial entity; a physical sentient manifestation of nature. The Great Tree strives for balance between the wilds and civilization, ensuring that one never truly eclipses the other. While there is only one true primordial tree, many different saplings spawned from the tree can be found in various groves, forests, or even parks throughout the planes.
### Defender of Nature, Part of Nature By accepting the seed of The Great Tree, you agree to become a defender of nature. Your powers are lent to you through a seedling which has been implanted within you, its roots interlacing with your nervous system and spine. Your eyes have been opened to the wonders of the natural world. You see patterns in the leaves, the true hues of the skies and seas, the cold hard beauty of the world outside the boarders of cities. As your power grows and your relationship with your sapling changes, you become more plant like. How this change manifests is unique to each person, but can include features such as skin becoming bark like, roots growing under your skin, vines and leaves sprouting from various appendages. \columnbreak ## Expanded Spell List The Great Tree lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you. |Spell Level | Spells | | ------------- |:-------------:| | 1st | Entangle, Goodberry | | 2nd | Barkskin, Spike Growth | | 3rd | Plant Growth, Speak with Plants | |4th| Conjure Woodland Beings, Guardian of Nature (XGE) | |5th| Insect Plague, Tree Strider|
## Symbiosis Starting at the first level, when you make a pact with The Great Tree, it imbues you with a sapling which embeds itself into your abdomen. You learn the Thorn Whip cantrip. Thorn Whip counts as a warlock cantrip for you, but does not count against the total number of cantrips you may know. Additionally, you gain the following benefits: - Your creature type is considered both a humanoid and a plant. - At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - When you attack an enemy using the Thorn Whip cantrip, you may elect to hit an additional enemy as part of the same action that is within 10 feet of your original target.
## Wild Growth Starting at the 6th level, you can call upon your patron to empower you with a revitalizing aura. As an action you can activate this aura, creating a 15 foot radius around you which causes plant life to rampantly grow. Creatures of your choice who enter this area treat it as difficult terrain and take 1d4 piercing and 1d4 poison damage for every five feet of movement they make through it. When an enemy crosses into your wild growth for the first time upon their turn, you may use your reaction to lash out at them with a vine. They must pass a dexterity saving throw equal to your spell save DC, or become grappled and restrained until the start of your next turn. \pagebreak This aura lasts for one minute but does not travel with you, remaining at the location where it was activated. Only one patch of wild growth can exist at a time, ending early if you summon a second growth or lose consciousness. You may use this ability a number of times equal to your proficiency modifier and regain all uses upon a long rest.
## Nourish Starting at the tenth level your patron has taught you how to use the land to replenish your energy. While touching solid ground you may forgo your movement to anchor yourself to the ground with vines which emerge from your abdomen for one minute. While anchored to the ground in this way you gain the following benefits: - Your movement speed becomes 0. - You may not be knocked prone or pushed from your current position. - You have advantage on constitution saving throws to maintain concentration. - At the start of each of your turns you regenerate a number of hit points equal to your spell casting modifier. If you take fire damage this trait doesn’t function at the start of your next turn. - You gain resistance to bludgeoning, piercing, and slashing damage. - Additionally, you become vulnerable to fire damage. You cannot use this feature again until you finish a long or short rest.
## Photosynthesis Also starting at the 10th level if you spend at least two hours in direct sunlight you do not need to consume food for that day. \columnbreak ## Symbotic Manifestation Starting at the fourteenth level you may manifest the sapling which shares your body into a larger more dangerous form separate from your own. As an action you release a seed from your body which quickly grows into a Wood Woad. The Wood Woad accompanies you for ten minutes or until it dies and sees you and your allies as friends.
In combat, the Wood Woad shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If the Wood Woad is commanded to attack, it will use both of its attack options. If you are incapacitated, the Wood Woad can take any action of its choice, not just Dodge.
When the Wood Woad dies it erupts in a verdant burst of energy. A number of creatures of your choice equal to your charisma modifier that you can see within 30 feet of the Wood Woad restore hit points equal to your warlock level. Once your Wood Woad has died or been dismissed, it cannot be conjured again until you complete a long rest. \pagebreak # New Invocations
## Get Over Here! When you pull a creature into melee range with the thorn whip, lightning lure, or a similar ability, you may make a melee weapon attack as part of the same action.
## Whisper Among the Trees *Prerequisite: 5th Level* You may cast the speak with plants spell at will without consuming material components. \columnbreak
## Thorn Walker You can move through magical or natural plant life without taking damage from thorns, spikes or similar hazards, and do not treat it as difficult terrain. \pagebreak ## Art Credit to the art goes to the following talented artists: - The Great Tree by Andrei Popescu - Barkskin by Steve Prescott - Druid Spell: Thorn Whip by u/GraphicGeek