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Warlock Patron: The Incarnate
\pagebreak # Warlock Patron: The Incarnate Your patron is a powerful force of nature such as an awakened tree, powerful Eldarin, or Dryad. Regardless of your patron's origin's, The Incarnate calls you to be a force of nature. You must protect the natural order of the world, as well as the plants and animals within them. While many mistake them for Druids, Warlocks of The Incarnate are different in many ways. However, their connection with their patron allows them to Wild Shape and cast Druid spells. Thus, most defiers of nature cannot survive being hunted by a Warlock of The Incarnate. ##### Incarnate Spells | Spell Level |Spells | |:---:|:-----------:| | 1 | Absorb Elements, Speak With Animals | | 2 | Barkskin, Moonbeam| | 3 | Plant Growth, Conjure Animals | | 4 | Guardian of Nature, Dominate Beast | | 5 | Wrath Of Nature, Tree Stride| ### Dark Wild Shape When you pick this patron at 1st level, you gain access to the Druid's Wild Shape ability. While this ability functions the same way, instead use your Warlock Level to calculate what kind of creatures you can turn into. You gain Wildshape Improvements at the same levels you would if you were a Druid, and they have the same effects. If you Multiclass into a Druid, or are already multiclassed, whichever ability has a higher maximum CR of creature you can turn into is the ability you will use. You cannot have them both. ### Bark Manipulation Starting at 3rd level, you can use an action to summon a wooden weapon that merges with the base of your hand. You can have this weapon take any shape or form (with the DM's approval), and it mimics the damage dice of any weapon you choose. The weapon deals magical damage of one of these types: Fire, Cold, Lightning, or Poison. Alternatively you can have the weapon simply do the type of damage it normally would. You can do this three times per long rest. ### Nature's Embrace Starting at 6th level, you can use an action and a spell slot to cause vines to erupt from the ground in a 10 foot circular area centered on yourself. After 1 round, the vines grow to make a dome around you and anyone in the area of effect. Creatures in the dome have total cover and heal for 1d4 + your warlock level every round. The dome has 50 hit points, and vulnerability to Fire damage. You can do this once per long rest. ### Energy Outburst Starting at 10th level, whenever you roll intiative, a counter begins counting up. Each time you do damage, add that much damage to the counter. Once the counter reaches 100, you deal 6d10 Fire, Cold, Poison, or Lightning damage to up to 5 creatures you can see. You can do use this ability once per long rest. ### Elemental Repurposement Starting at 14th level, you are a master of absorbing and manipulating the elements. When an attack deals Fire, Cold, Lightning, or Poison damage to you, you can expend a spell slot and reduce the damage by your warlock level. This spell slot is regained after 1 minute. After absorbing this damage you can use an action to cause a willing creature's next attack to do that much extra damage on their next weapon attack, or you can use your action to gain resistance to that type of damage for 1 minute. ##### End Note and Thanks Hey, you. Reader of this fine homebrew, I thank you for taking the time to read my homebrew document. Whether you are a friend who I handed this to, family who I asked to read it, or someone random; thank you.
Part 2 | Your Introduction