The Old Wood

The Old Wood

You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them but the forests remain as a testament to nature’s endurance. However, times are changing, and the unchecked growth of civilization threatens the green. The intelligence that imbues the antediluvian forest seeks emissaries in the world that can act beyond its boughs, and it has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.

Old Wood Expanded Spells

Your connection to the forest allows you to 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.

Old Wood Expanded Spells

Spell Level Spells
1st animal friendship, poreveit’s mantle
2nd snap the leash, spike growth
3rd conjure animals, protection from energy
4th conjure woodland beings, giant insect
5th tree stride, yarila’s bounty

Sap Magic

At 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

Forest’s Defender

At 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the shillelagh cantrip. Shillelagh counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.

Predatory Grace

Starting at 6th level, you are able to cast pass without trace without expending a spell slot. Once you use this feature, you can’t use it again until you finish a short or long rest. In addition, difficult terrain caused by roots, underbrush, and other natural forest terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Nature’s Endurance

At 10th level, your patron has suffused your body with a portion of its ability to withstand harmful magic. You gain resistance to damage from spells of a level you can cast or lower.

Avatar of the Wood

Starting at 14th level, you can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick, dark bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action and the transformation lasts 1 minute. While transformed, you gain the following benefits:

  • Your Armor Class is 16 plus your Dexterity modifier.
  • You gain tremorsense with a radius of 30 feet, and your attacks can reach 5 feet further.
  • Your hands become claws, and you can use the Attack action to attack with the claws. You are proficient with the claws, and the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add your Charisma modifier to your attack and damage rolls with the claws. The damage is slashing and the damage die is a d6. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon.
  • Your Sap Magic feature changes to Arcasynthesis: When a spell of 5th level or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50% chance of regaining 1d10 hp per level of the spell cast.

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

The Old Wood and your Pact Boons

When you select your pact boon at 3rd level, it is altered by your patron in the following ways:

Pact of the Chain. When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar in addition to the usual familiar choices.
Pact of the Blade. The blade of the Old Wood is a weapon made of wood and thorns and grows out of your palm. When you cast shillelagh, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.
Pact of the Tome. The Old Wood grows a tome for you. The tome’s cover is hardened bark from the forest’s native trees, and its pages are leaves, whose color changes with the seasons. If you want to add a new spell to your book, you must first plant it in the ground. After 1 hour, the book emerges from the soil with the new spell inscribed on its leaves. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one.

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