Otherworldly Patron: Soul of the Woods Often, a forest is just a forest. However, sometimes the most ancient will develop a consciousness, sometimes remaining disembodied or coalescing into a physical being. Sometimes, an outside being such as a fey or powerful undead can establish their residency in a woodland area and become deeply connected to the forest's essence, becoming that forest's Soul. A Soul of the Woods can be any powerful entity that spends significant time in a forest or wooded area. This Patron is most often a Fey, such as a powerful dryad, but could also be a Demon, Undead, or a personified avatar of an ancient nature god. Warlocks with this patron can be spellcasters who have absorbed the primal magics of their patron. However, in some settings there are ingrained traditions of witchcraft, where shamanic members of society will regularly make pacts with a nearby, often friendly nature spirit that grants them the ability to produce magical effects. Often, warlocks involved in traditions such as these learn herbalist, alchemy-adjacent techniques that their pacts imbue with magical effects. Expanded Spell List The Soul of the Woods 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. Spell Level Spells 1st entangle, fog cloud 2nd enhance ability, moonbeam 3rd conjure animals, plant growth 4th conjure woodland beings, giant insect 5th awaken, tree stride Woodland Skills Starting when you choose this Patron at 1st level, you learn new skills in your woodland environment. You gain proficiency in the Nature skill, and add a bonus to any check using this proficiency equal to your Charisma modifier. Additionally, you learn the druidcraft and thorn whip cantrips. These cantrips don't count against the number of cantrips you know. Primordial Rituals Beginning at 1st level, you gain the ability to cast certain spells through the use of ritualistic materials. By spending 1 hour searching and making a Nature check, you can attempt to gather materials from a wooded environment (or other area where plants are common) to use for these spells. On a 5 or less, you gather 1 sp worth of materials. On a 6 to 10, you gather 5 sp worth of materials. On an 11 to 15, you gather 1 gp worth of materials. On a 16 or above, you gather 3 gp worth of materials. These materials have no value beyond their use in these rituals. You may cast spells on this table of a level for which you have spell slots. By expending 2gp worth of ritual materials per spell level, you can cast one of the following spells as a ritual. You must still expend material components as normal when casting this way. Spell Level Spells 1st detect magic, detect poison and disease, goodberry, purify food and drink 2nd augury, barkskin, lesser restoration 3rd animate dead, clairvoyance, dispel magic 4th death ward, divination, fabricate 5th legend lore, reincarnate, scrying Sheltering Woods Starting at 6th level, the arms of your patron reach out to defend you when you are in need. As a reaction when you would be dealt damage, magical branches spring up around you granting you temporary hit points equal to your Charisma modifier plus your Warlock level. You lose these temporary hit points when you move out of the space where you gained them. Once you use this feature, you can’t use it again until you finish a short or long rest. Clutching Roots When you reach 10th level, you begin to actively summon the crushing grasp of your patron. As an action, you choose a number of creatures up to your Charisma modifier that you can see within 60 feet of you. Each of those creatures makes a Dexterity saving throw against your spell save DC. On a failure, a creature takes bludgeoning damage equal to 1d10 plus your Charisma modifier and is restrained for 1 minute, as long as you maintain concentration (as if you were concentrating on a spell). A creature restrained this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Once you use this feature, you can’t use it again until you finish a short or long rest. Art by HELMUTTT at helmuttt.deviantart.com

The Soul Speaks Starting at 14th levl, you gain the ability to summon the forest home of your patron wherever you are. As an action, you summon a number of magical trees equal to your Charisma modifier in unoccupied spaces you can see within 120 feet of you. Those trees are 20 feet tall and 5 feet wide and have roots that form a 5 foot radius area of difficult terrain around them. The trees last for up to 10 minutes as long as you maintain concentration (as if you were concentrating on a spell). While concentrating on this effect, you may use an action to cause each creature you choose within 10 feet of a tree you have summoned to regain 1d8 hit points. Once you use this feature, you can't use it again until you finish a long rest. Expanded Mystic Arcanum At your DM's discretion, the following spells are added as options for your Mystic Arcanum. 6th Level conjure fey

druid grove

wall of thorns 8th Level abi-dalzim's horrid wilting antipathy/sympathy 9th Level mass polymorph

shapechange Eldritch Invocations Crone's Companions Prerequisites: 14th level, Soul of the Woods Patron, Pact of the Chain Your familiar takes a new shape. It is now a fey that can swap between two forms as an action: it can take the shape of a cat or a raven. As an action, you may channel your power into your familiar, transforming it into a swarm of ravens or a panther. This transformation lasts for 1 hour as long as you maintain concentration (as if concentrating on a spell). Once you trigger this transformation, you can't do so again until you complete a short or long rest. Crone's Hobbies Prerequisite: Soul of the Woods Patron Choose two of the following skills: Animal Handling, Medicine, Perception, and Survival. You gain proficiency with the chosen skills, if you didn't have it already, and add a bonus equal to your Charisma modifier to any check made with those skills. Whenever you complete a long rest, you may choose new skills from the list. Grasp of the Soul Prerequisite: 7th Level, Soul of the Woods Patron You can cast grasping vine once using a warlock spell slot. You can't do so again until you finish a long rest. Greenspeaker Prerequisite: 7th level You can cast the speak with plants spell at will, without expending a spell slot or material components. On the Wind Prerequisite: 14th level, Soul of the Woods Patron, Pact of the Blade You learn a ritual to create a broom of flying, as described in the Dungeon Master's Guide. This ritual takes 8 hours and calls for 10 gp worth of ritual materials gathered with your Primordial Rituals feature. This broom of flying counts as a second pact weapon, allowing you to store it in the same extradimensional space as your original pact weapon and allowing you to reform it similarly to your original pact weapon if it is destroyed. When you make your first attack each turn while riding your broom of flying, you gain advantage on that attack roll. If you no longer have this invocation, the broom of flying remains functional but no longer counts as your pact weapon. Soul's Voice Prerequisite: 14th level, Soul of the Woods Patron You can cast commune with nature at will, without expending a spell slot or material components. Uncovered Secrets Prerequisites: 14th level, Soul of the Woods Patron, Pact of the Tome You learn further rituals that are added to your Primordial Rituals feature. While holding your Tome of Shadows, you may cast the following spells as described in that feature except that it takes you one hour and causes you two levels of exhaustion upon completing the casting. When you cast a 9th level spell this way it takes 2 hours and causes four levels of exhaustion. Spell Level Spells 6th druid grove, transport via plants 7th regenerate, resurrection 8th animal shapes, control weather 9th true resurrection Whipping Vines Prerequisites: Soul of the Woods Patron When you cast thorn whip it is improved in various ways. First, it deals piercing damage equal to 1d8 plus your Charisma modifier, instead of its normal damage. Additionally, the spell creates more than one vine when you reach higher levels: two vines at 5th Level, three vines at 11th level, and four vines at 17th level. You can direct the vines at the same target or at different ones. Make a separate Attack roll for each vine. These additional vines replace the spell's normal level progression. Witch's Brew Prerequisite: 9th level, Soul of the Woods Patron It takes you half the normal time to craft a magic item in the potion category. You may use the supplies gathered from your Primordial Rituals feature to craft the potion, and when you do you require only a quarter of the normal gold piece value in crafting materials for the potion.