Starting at 10th level, your patron teaches you how to truly live off the land. Whenever you finish a long rest, you can grow a small tree in a patch of dirt and provide fruit for a number of creatures up to your charisma modifier (a minimum of one). Should they partake in the fruit, they gain temporary hit points equal to your Charisma modifier + your warlock level, and advantage on saving throws against poison and disease for 8 hours. The fruit loses it's potency if it has not been consumed within an hour of being grown.

Fields of Light

At 14th level, you gain the ability to bloom radiant fields that protect you and your allies. As an action you create a field of a crop of your choice on the ground, which expands to a 30ft cube, centered on you, which lasts for 1 minute. All hostile creatures that are within the area, or enter the area for the first time, takes 2d8 radiant damage + your Charisma modifier, and must make a Dexterity saving throw. On a failed save, it is restrained by entangling plants. Ac creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

You may also choose creatures up to your Charisma modifier (a minimum of one). These creatures gain temporary hit points equal to the damage dealt. At the start of every round, their temporary hit points are refreshed as long as they remain within the field.

Additionally, the land is considered enriched. All plants in a half-mile radius centered on you become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

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