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Tuesday, 26 June 2018

5e: Warlock Patron, The Wilderheart

Hot on the heels of The Noble Genie, here's another warlock patron: the nature-themed Wilderheart!

The Wilderheart

You have forged a relationship with a land guardian (also known as a land wight or genius loci). These nature spirits are bound to a particular place, essentially becoming that place's own living essence, as well as its protector. Your patron is an atypically powerful example known as a Wilderheart, the spirit of a vast swathe of creation the size of a nation. There are many theories as to the origins of the Wilderhearts: Servants of the nature gods. Manifestations of the Feywild bleeding into the material plane. Forgotten gods from a primal age, surviving the loss of their worshipers by binding themselves to the land. Whatever the truth, the Wilderhearts aren't saying, but they do have extraordinary powers within the limits of their geographical domains. In addition, the prosperity and health of a land guardian and the peace and happiness of the creatures that live in its land are inextricably bound together. Even mortal kingdoms cannot avoid a indissoluble bond with the Wilderheart that shares their land, though many rulers have tried to purge the magic of the natural world from their lands. History is sadly rife with stories of nations that successfully slew or bound their local Wilderheart, only to perish amidst unseasonable weather, blighted harvests, and the scourge of pestilence.

Land guardians are unable to leave their dominion, even the extraordinarily powerful Wilderhearts. And even within their own domain, a Wilderheart is wise not to draw too much attention to their presence. In exchange for the Wilderheart's blessings, the Wilderheart-pact warlock becomes the spirit's agent and emissary to the mortal creatures living in its lands and to other land guardians beyond its borders.


A Wilderheart-pact Warlock. Stock Art © Claudio Casini. Licensed for use.

Expanded Spell List

The Wilderheart 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.


Wilderheart Patron Expanded Spells

Spell Level
Spells
1st
goodberry, speak with animals
2nd
pass without trace, spike growth
3rd
plant growthspeak with plants
4th
dominate beast, guardian of nature(XGtE)
5th
commune with nature, wrath of nature (XGtE)

Wilderheart's Weapon

At 1st level, you learn the druidcraft cantrip. It counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known.

Additionally, you do greater harm to creatures whose existence represents a threat to the natural world or its protectors (including you). You have a pool of d6s that equals 1 + your warlock level. As a bonus action when you cast a cantrip or spell that deals damage, you can spend dice from the pool to deal additional damage to one or more creatures targeted by the spell. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). When you spend dice, you can split them between any creatures you damaged with the cantrip or spell, and you can divide the dice spent between targets in any way you wish.  You cannot spend these dice against beasts or plants.

Your pool regains all expended dice when you finish a long rest.

Wilderheart's Ward

From 6th level your physical appearance changes as you are blessed with nature's protection. Your skin becomes bark-like, though still flexible and pliant, granting you natural armor. Your Armor Class equals 12 + your Dexterity modifier + any bonuses from armour you wear or a shield you carry.

Furthermore, you may sprout thorns on your skin as a bonus action. While you are thorny, a creature suffers 1d4 piercing damage the first time per turn it attacks you with an unarmed strike or natural weapon. A creature that grapples you suffers 1d4 piercing damage when it begins the grapple, and a further 1d4 piercing damage at the beginning of each of its turns until it releases you.

Land's Stride

Beginning at 10th 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.

Life Thrives

From 14th level you are attuned to the living energy of the natural world and can draw on it to revitalise yourself. You can choose not to move on your turn to instead plant roots which break through any worked surface to the earth beneath, allowing you to draw sustenance. You regain hit points equal to 1d8 + your warlock level.

Once you use this feature, you can’t use it again until you finish a short or long rest.

You are also granted a measure of protection against decay: when you die you are automatically preserved as per the spell gentle repose.

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