Warlock

Pact of Onmo

You have made a pact with a celestial from the astral plane of existence, a being whose aims are pure, even if you strive against those aims. Such beings desire the light or purification of all things, ultimately including you. Celestial's powerful enough to forge a pact include angels such as shards and Selûne; archons such as Terxyx, Oshiga and Triel.

Expanded Spell List

The Celestial 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.

Onmo Expanded Spells

Spell Level              Spells

1st                            Bless, Sleep
2nd                          Moon Beam, Pass without a Trace
3rd                           Leomunds Tiny Hut, Phantom Steed
4th                           Aura of Purity, Locate Creature
5th                           Modify Memory, Seeming

Eyes of Light

Starting at 1st level, your patron bestows upon you the ability to project a blinding light from your eyes. As an action, you can choose a creature within 15ft of you to make a Constitution Saving throw against your Save DC. A creature that fails their saving throw are blinded until the end of your next turn. Once you use this feature, you cant use it again until you finish a short or long rest. 

Lunar Curtain

Starting at 6th level, as a reaction you can call for a barrier that protects you from attacks and saving throws. Your AC is increased by 4 and you gain +4 to all saving throws made until the start of your turn. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended uses when you finish a short or long rest.

Piercing Charm

Starting at 10th level your patron has taught you how to charm even those who cannot be. Creatures who dont have protection against charm effects have disadvantage on their saving throws against your charm spells and abilities. Creatures who have advantage or are immune to being charmed lose this against your charm spells and abilities. 

Darkside of the Moon

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the Darkside of the Moon. The creature disappears and hurtles through a dark and freezing landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a celestial, it takes 10d10 cold damage as it freezes from the beyond extremely low temperatures. The creature remains in this cold state for 1 minute halving its move speed for the duration.
Once you use this feature, you cant use it again until you finish a long rest. 

Pact of Yggdrasil

You have made a pact with the oldest and strongest plant that stretches across the planes.  Its roots digging deep through each plane and its branches reaching out and enveloping all planes. The World Tree known to many in legend and lore as Yggrasil brings life to all manor of plants and plant like creatures. This pact allows you to tap into a small portion of this ancient tree empowering you with knowledge and strength. 

Expanded Spell List

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.

Yggdrasil Expanded Spells

Spell Level               Spells

1st                             Entangle, Goodberry
2nd                           Barkskin, Spike Growth
3rd                            Daylight, Plant Growth
4th                            Grasping Vine, Guardian of Nature
5th                            Legend Lore, Tree Stride

Bonus Cantrips

At 1st level, you learn the Druidcraft and Thorn Whip cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. 

Plant Manipulation

At level 1, you gain proficiency in nature and have the ability to communicate in a limited manner with plants and plant creatures. They can understand the meaning of your words, though you have no special ability to understand them in return. When you reach 6th level, you begin to understand them in a small capacity. At 10th level, you have the ability to fully communicate and understand them.

Seed of Life

At 6th level  your patron bestows upon you a small seed that you can use to heal and purify those around you. As an action you can cause your seed to bloom into a flower, when it does each creature within 10ft of you regains 1d8+ your warlock level in hit points and gain the effects of Lesser Restoration. When this happens the flower wilts and returns back into its seed form. When you reach 14th level, this changes to 2d8 and Greater Restoration instead of Lesser Restoration.  Once you use this feature you cant do so again until you finish a short or long rest.

Overgrowth

At 10th level, during a short rest, while you are outside or underground you can cause a wall of thick vines, bushes and trees to sprout in a circle around you up to a  20ft radius 15ft high. While inside you have full cover from anything outside and it is too thick to walk through except for those you designate. The wall can be damaged and breached. Each 5ft cube of the wall has an AC of 15 and 20 hit points. This wall lasts up to 8 hours before returning to its natural state. When you reach 14th level, you can create a canopy to enclose the top of the wall giving you full cover from sources above. The canopy is 5ft thick and follows the same rules as the walls.

Additionally, while inside you can create a small stream of water and food such as fruits and vegetables. Enough to feed and water up to eight medium size creatures.

Summon Death Plant

Starting at 14th level,  your patron has bestowed upon you one of its minions to aid you in your travels. As an action, you can summon a deadly plant known as the Death Plant in an unoccupied space within 30ft of you.  It is a large creature that obeys your commands. Roll initiative for it when it is summoned. It has the following statistics. This plant last for 1 minute before returning back to the world tree. Once you use this feature you cant use it again until you finish a long rest.

Death Plant

Large plant, neutral 

  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 30 ft.

STR 20 (+5) DEX 11 (+0) CON 21 (+5) INT 8 (-1) WIS 10 (+0) CHA 8 (-1)

  • Skills Athletics +8, Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

Actions

Multiattack. This creature makes two attacks. One with its vine and one with its bite.

Vine. +9 to hit. melee weapon attack. reach 30ft. 2d6+5 piercing damage. On a hit, grapple the target creature and that creature must succeed on a DC 17 Strength saving throw or be pulled up to 15ft toward you. A creature grappeled this way takes necrotic damage at the start of its turn equal to your Charisma Modifier.

Bite. +9 to hit. melee weapon attack. reach 10ft. 2d4+5 piercing damage plus 2d8 acid damage. If the creature is grappled this attack is made with advantage.