Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. At the DM’s discretion, the following patron options are available to a warlock, in addition to those offered in the Player’s Handbook.

The Wilderness

Your patron is ancient forest of a higher nature. You have bound yourself to a druidic grove, a grimdark woodland, or even a fungal garden in the underdark. Your patron allows you to enter their forest, but makes you swear to turn away those who would dare to trespass.

Those bound to the Wilderness may be hermits, wanderers, and others who find solace in isolation. They value the peaceful quiet of the forest they protect. But if their patron designates a creature as worthy of traveling through, these warlocks will protect them just as viciously as they would drive away the unwanted.

These warlocks can often be found working alongside druids and rangers who protect the wood as they do, but that doesn't mean they value the environment, but only the needs of the patron.

Expanded Spell List

The Wilderness 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.

Wilderness Expanded Spells

Spell Level Spells 1st entangle, snare 2nd animal messenger, spike growth 3rd plant growth, speak with plants 4th conjure woodland beings, guardian of nature 5th wall of stone, wrath of nature

Bonus Cantrips

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

Born to Wander

Also starting at 1st level, your patron has granted you free passage through the natural world. You ignore non-magical difficult terrain. In addition, you gain proficiency in either Intelligence (Nature) checks or Wisdom (Survival) checks.

Nature's Ward

Starting at 6th level, your patron gives you the ability to command the environment around you, allowing you to harness it for your allies’ protection. As a reaction to an ally within 30 feet that you can see being targeted by an attack or effect causing it to make a Dexterity saving throw, you can summon wood, stone and plants from the earth orto momentarily protect them, granting them half cover from the effect, then crumbling back to nothing. You can make this reaction after the ally has been targeted but before the attack role or saving throw is made.

Escort Through the Unknown

At 10th level, your presence commands the respect of the forests most fearsome creatures. You have advantage on saving throws against the spells and other magical effects of beasts, plants and fey. In addition, if they understand you, you have advantage on Charisma based checks made to convince these creatures to let you and your allies pass.

Master of the Wild

At 14th level, the magic of the wild has granted you the power to safeguard all who you must protect. When you use your Nature's Ward feature, you may choose to have vines and foliage sprout from your body to help all others. For the next minute, ground within 30 feet of you is considered difficult terrain to your enemies, and if one of your allies is successfully guarded by your Nature's Ward feature, the creature triggering the attack or effect has their speed reduced to 0 until the end of your next turn. This feature ends early if you leave the ground or fall unconsious.

Once you use this feature, you cannot activate it again until you finish a long rest.

Master of the Wild Variant: At 14th level, the magic of the wild has granted you the power to travel the realms with ease. When you finish a long rest, you can immediately cast one of the following spells, without expending a spell slot or requiring material components: druid grove, transport via plants, or find the path. Once you use this feature, you can’t use it again until you finish a long rest.

Credit: Dusan Markovic