The Ancient
Your patron is a wise and venerable tree. These ancient trees often come from the Upper Planes or the Feywild, and have roots reaching across the planes. A pact bestows a portion of its knowledge to warlocks willing to protect the natural balance, furthering their reach in the multiverse.
Beings of this kind include Relkath of the Infinite Branches; Emmantiensien; The Gulthias Tree; The World Tree; Yggdrasil, the World Ash; The Tree of Knowledge; dryad conclaves; and treant elders.
Ancient Features
Warlock Level | Feature |
---|---|
1st | Expanded Spell List, Roots of the World, Forest's Ear |
6th | Woodland Stride |
10th | Barkskin Bulwark |
14th | Tree of Life |
Expanded Spell List
The Ancient 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.
Ancient Expanded Spells
Spell Level | Spells |
---|---|
1st | entangle, fog cloud |
2nd | pass without trace, spike growth |
3rd | plant growth, wind wall |
4th | giant insect, grasping vine |
5th | awaken, commune with nature |
Roots of the World
Starting at 1st level, your patron gives you the ability to conjure walls of wood out of the ground. The number of walls you can summon is equal to your Charisma modifier (minimum of one).
As an action, you can create a number of wooden walls up to your number of uses remaining within 60 ft. on a solid surface and lasts for 1 minute. The wall is 6 inches thick and is composed of 10-foot square panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall, that creature can make a Dexterity saving throw against your warlock spell save DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
It has an AC of 10 and 10 hit points per 10-foot section, and it is vulnerable to fire damage.
When a wall is destroyed or the effect ends, the conjured plant rots away. You regain all expended uses when you finish a long rest.
"Ardenweald", Blizzard Entertainment
Forest's Ear
At 1st level, you have the ability to communicate with plants in a limited manner. They are able to understand you, but you can not understand them in return if they do not speak a language. You have advantage on all Charisma checks when interacting with plants.
Woodland Stride
At 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Barkskin Bulwark
At 10th level, your skin begins to exhibit a bark-like texture as you take on aspects of your patron. Standing underneath sunlight for 1 hour provides enough nourishment to sustain you for one day. In addition, when you take damage, you can use your reaction to roll a d12. Add your Charisma modifier to the number rolled and reduce the damage by that total.
Once you use this feature, you can't use it again until you finish a short or long rest.
Tree of Life
At 14th level, your patron can summon lend a branch of its power to aid you. As an action, choose a point on the ground within 30 feet of you. For 1 minute, a tree that is 60 feet tall and has a 5-foot-diameter trunk with branches at the top spread out in a 20-foot radius emerges from that point. If the trunk is created under a creature, that creature is pushed away to one side. If the tree is prevented from reaching its full height because of a ceiling or other obstacle, the height is reduced to fit. The tree has an AC of 15 and a number hit points equal to five times your warlock level.
As a bonus action, the tree emits an aura of healing wisps that grant each creature of your choice within 30 feet of the tree a number of temporary hit points equal to 1d10 + your Charisma modifier (minimum of +1)
When the effect ends, the tree disappears. Once you use this feature, you can’t do so again until you finish a long rest.