Forest Colossus (3.5e Warlock Patrons)

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Forest Colossus[edit]

When the trees march and the vines choke the life from your city, you will realize it was unwise to ignore my warnings,
—Unknown

The oldest of earth, air, and water elementals, as well as Elder Treants and maybe even the odd impossibly old Shambling Mound are all possibilities for Forest Colossus patrons. The land is ancient and the Forest Colossus is an embodiment of that ancient power. A pact warlock borrowing the power of the colossus is similar in many ways to the druid, though with fewer restrictions and less versatility. The alignments of followers of forest colossus vary on the law/chaos and good/evil spectrum, meaning their motivations and goals vary widely too. Perhaps they seek to protect the land and keep the balance of the world, or maybe their goal is to seek vengeance on those destroying nature.

Forming a Pact with a Forest Colossus[edit]

Alignment: Any neutral

Invocation Required: Call of the beast, earthen grasp, or breath of the night

Influence: To many, the desires and goals of Forest Colossi may seem alien to mortals because their life spans simply to not last long enough to comprehend their long term plans. While you, as a pact bound, may understand more than the average person, your patron's exact nature and mind are likely still somewhat of an enigma to you. Compared to Devils, Demons, Fey, and other more excitable patrons, a forest colossus may seem laid back. While their exact goals aren't uniform among them, it can be expected that a pact-bound will would revere nature similarly to a druid. Beyond that, much depends on the specific patron.


Pact Bound (Ex): Upon forming the pact, your patron grants you a small gift of power. Survival becomes a class skill to you. Additionally, while in natural terrain you may pass without trace at will. Lastly you are continually under the effects of speak with plants.

Damage Reduction (Ex): The damage reduction granted by your patron is overcome by damage that is both magical and slashing.

Patron's Resilience (Ex): You gain a +2 bonus on saves versus poison and stunning.

Otherworldly Aura (Su): You gain an Aura of the Ancient out to 10ft. You and allies within 10ft of you gain a +2 bonus on saves verus spells and spell like abilities.

Gift of the Patron (Sp): You gain Caustic Mire as a bonus invocation.

Pact Ability (Su):

Wild Overgrowth (5th Greater): You gain uncanny influence over the growth of the natural world. You may cast plant growth as the spell at will. Additionally, as you wish it, when using the overgrowth version of the spell, you may spend a standard action to force all creatures within the overgrown area, aside from yourself, to make a reflex save or become entangled. Entangled creatures take 2d6 damage from the crushing vegetation at the end of their turn if they remain entangled. The damage is both bludgeoning and piercing, as well as magical in nature. Creatures may break free in the same way one would break free of an entangle spell. Creatures 5ft away from each other have partial concealment while creatures farther than that away have total concealment. While the invocation is active, you may spend another standard action to force all non-entangled creatures to make a reflex save or become entangled. Creatures that are already entangled take 2d6 points of magical piercing and bludgeoning damage if they fail. You must be in or adjacent to the area of plant growth to force another save. The plant growth stays until it dies or is removed but the ability to entangle creatures fades after 1 round / caster level.

Transcendence (Ex): You become a plant. As a plant you are no longer affected by abilities that target humanoids such as hold person, but are affected by abilities that affect plants. Unlike most plants, your mind takes some time to adjust and you are not immune to mind affecting effects. By 12th level a Pact Warlock has become accustomed to their new form and gains full plant immunity.

Final Blessing (Sp):

The Land Obeys (8th Dark): As a standard action you may summon water or earth elementals as if casting summon nature's ally VII. You may summon one greater elemental, 1d3 huge elementals, or 1d4+1 large or smaller elementals. These elementals have the greenbound template (see Lost Empires of Faerun). You may summon elementals only if you have the appropriate materials for them to take form. E.g. you need sufficient water to summon a water elemental. Additional attempted summonings cause the previously summoned creatures to disappear.


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