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Become a Patron!
# The World Tree Patron for Warlock ## Guardian of the Realms Your patron is a great and ancient earth spirit, such as Yggdrasil or Gaea, that binds the multiverse together. Its highest purpose is to ensure that the planes exist in balance, that they maintain their alignment, and that no beings travel too freely across them, lest chaos follow. To carry out its mission, the World Tree empowers you to travel the planes and survive their dangers, and to strike down those who would blur the lines between them. Will you use these forces of the natural order to sustain the balance your patron desires, or to tear down the veils between worlds and revel in the chaos as they bleed together? ## Subclass Features ### Planar Essence Each day, you perform a ritual to channel the energies of the planes in order to maintain their balance. When you finish a long rest, roll a d10 on the Planar Essence table. The damage type associated with many planes is used by features you gain later. You retain the planar essence rolled until you finish a long rest, and while you do, your appearance subtly alters in a way to evoke the plane you are attuned to. This could be small horns for the Hells, pitch-black eyes for the Shadowfell, blossoms growing in your hair for the Feywild, or another cosmetic change of your choice. #### Planar Essence Table | d10 | Damage Type | Associated Planes | |:----:|:----:|:-------------| | 1 | Acid | The Hells | | 2 | Cold | The Shadowfell, Elemental Planes | | 3 | Fire | The Abyss, The Hells, Elemental Planes | | 4 | Force | The Ethereal Plane | | 5 | Lightning | Elemental Planes, Celestial Planes | | 6 | Necrotic | The Shadowfell, Astral Planes, Lower Planes | | 7 | Poison | The Feywild, The Abyss, The Hells | | 8 | Psychic | The Feywild, The Far Realms | | 9 | Radiant | Celestial Planes | | 10 | Thunder | Elemental Planes | ### Expanded Spell List *1st-level World Tree feature*
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. \columnbreak #### World Tree Expanded Spells | Spell level | Spells | |:-------------:|:------:| | 1st | *absorb elements*, *ensnaring strike* | | 2nd | *rope trick*, *summon beast* | | 3rd | *blink*, *sending* | | 4th | *find greater steed*, *guardian of nature* | | 5th | *banishing smite*, *planar binding* | | 9th | *gate* | ### Binding Roots *1st-level World Tree feature*
You learn the *druidcraft* cantrip and your choice of the *shillelagh* or *thorn whip* cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. When you hit a creature with an attack roll using a melee weapon or a cantrip granted by this feature, you can use your reaction to force the creature to make a Strength saving throw against your warlock spell save DC. On a failure, its speed is halved until the start of your next turn, in addition to the attack's normal effects. ### Branching Cosmos *1st-level World Tree feature*
Your patron gifts you a piece of itself. This is most often a wooden branch that can be used as 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 as a spellcasting focus, as well as in the following ways: * **Armor of Lichen**. As a bonus action, your skin assumes the appearance of bark covered with regenerating lichen for up to 1 minute. When you use this bonus action, and at the start of each of your turns until the effect ends, you gain a number of temporary hit points equal to your Charisma modifier + your Proficiency Bonus. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. * **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. * **Planar Warden**. While you have any remaining temporary hit points from your armor of lichen, once on each of your turns when you hit a creature with an attack roll you can deal an extra 1d6 damage to the target. The extra damage's type is determined by your current planar essence. This damage increases to 1d10 if the creature is not on its home plane of existence. \pagebreak If the token is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous token is destroyed if it still exists. The token vanishes in a flare of elemental power when you die. ### Shadow-Tailed *6th-level World Tree feature*
You are adept at traveling the multiverse and can dash through another plane to bolster your attacks. You can expend all of your movement on your turn to teleport up to your speed to an unoccupied space of your choice which you can see within 5 feet of a creature, provided you then immediately use your action to make a melee attack roll against that creature. When you do so, roll on the Planar Essence table. Your current planar essence changes to the type rolled, and you can replace all the damage of the attack with the damage type of your new planar essence. Beginning at 14th level, an attack using this feature deals damage equal to your proficiency bonus, even if the attack misses. ### Canopy of Protection *10th-level World Tree feature*
You are defended against the dangers of the planes. You automatically succeed on saving throws against the effects of nonmagical extreme temperature, weather, and altitude. You also have advantage on saving throws against the environmental effects of other planes, including but not limited to: Psychic Wind, Memory Loss, Shadowfell Despair, and Psychic Dissonance. Additionally, you have resistance to the damage type determined by your current planar essence. ### A Leaf on the Wind *14th-level World Tree feature*
By 14th level, your patron has ensured you have everything you need to maintain the multiversal order, and you gain the following benefits: * Any time your Planar Essence would change, such as at the end of a long rest or when you use your shadow-tailed feature, you can choose the damage type instead of determining it by rolling on the Planar Essence table. * When you cast a spell which allows you to teleport using a spell slot of 5th level or lower, roll on the Planar Essence table. If the number rolled matches your current planar essence, it does not expend a spell slot. * You can cast one of the following spells without requiring material components: *arcane gate*, *dream of the blue veil*, *plane shift*, *scatter*, *teleport*, *teleportation circle*, or *word of recall*. Once you have cast any one of these spells in this way, you cannot cast any of these spells using this feature until you have completed 1d10 long rests.