Warlock: The Green

by aeugh

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Otherworldly Patron: The Green

You've made a pact with the essence of all the plants in the world, the connections and flow of energies between them. The Green has the power to reshape nature, and all those who live in it. When one manipulates these energies to their will, they can send the forces of plants to do their bidding. Some often think that only Druids have this power, but those who made these pacts have it as well.

Beings who this pact is made with typically include gods of nature and plants, powerful treants, archdruids, and possibly one's own awakened houseplant.

Expanded Spell List

1st-level Green feature

The Green 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.

Green Expanded Spells
Spell Level Spell
1st Goodberry, Entangle
2nd Locate Animals or Plants, Pass Without Trace
3rd Plant Growth, Speak With Plants
4th Conjure Woodland Beings, Grasping Vine
5th Antilife Shell, Awaken

Plant Essence

1st-level Green feature

Your pact with the plants of this world begin to change you. You can change your creature type to Plant, and back to what it was originally (no action required). In combat, you may only do this on your turn.

Also, the latent energy of plants within you protect you. When an attacker hits you with an attack, you can use your reaction to halve all damage done to you, including from the triggering attack, until the start of your next turn. You can do so a number of times equal to your proficency bonus, and you regain all uses when you finish a long rest.

Green Allies

6th-level Green feature

You now have at least some control over almost all plants, even if not created by you. Difficult terrain created by plants, both magical and nonmagical, no longer affects you or your allies within 15 feet of you. You also have resistance to damage from Plants.

You also learn the spell Conjure Animals. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. When you cast this spell, you can choose to summon Plants instead.

















Awakener

10th-level Green feature

Your control over plants can now bring them to sentience. You can cast the spell Awaken as an action without requiring material components or expending a spell slot. This casting of the spell is special. You may only target plants, and it is charmed by you until you finish a long rest, after which it reverts back to its normal state. Once you cast the spell this way, you cannot do so again until you finish a long rest.

Botanical Army

14th-level Green feature

Your connection to the Green is so powerful you can bring forth the energy onto other creatures. You can cast the spell Animal Shapes, but you can only turn creatures into Plants with a challenge rating of 5 or lower. Once you use this feature, you cannot do so again until you finish 1d4 long rests.

Art Credit

"Animated growth" by ThemeFinland

 

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