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# Grovekeeper Patron

Druids aren't the only ones who command nature, and rangers aren't the only protectors of the wild. Less fortunate to begin with, and without the proper talents and lacks the attunement to the forest, you stumble upon the Grovekeeper: a powerful entity that is usually shy from encounters, it protects all that the forest governs.  To you, the grovekeeper grants otherworldly powers in exchange for using them to protect the grove.
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<div class='footnote'> Art from setwalls.ru </div>

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#### Grovekeeper Expanded Spell List
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| Spell Level | Spells |
|:----:|:-------------|
| 1st  | *animal friendship, entangle* |
| 2nd  | *barkskin, spike growth* |
| 3rd | *plant growth, speak with plants* |
| 4th | *dominate beast, grasping vine* |
| 5th | *awaken, tree stride* |
#### Aid of the Forest
At 1st level, this feature grants you two options when you use it, 
and once you choose from one of the options, you cannot do so again until you finish a short or long rest:
- As an action, you can grow treant-like appendages on one of your arms, allowing you to attack a creature you can see within 15 feet of you as part of the action. Make a melee spell attack against the target.  Alternatively, you can instead have a tree or plant you  can see within 60 feet of you that's Medium or larger and isn't a creature  make the attack. On a hit, the target takes piercing damage equal to 1d8 + your Charisma modifier. If the target is Large or smaller, it is also restrained until the attacker moves, or is forcibly moved, after which the wooden restraints wilt away. 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. The damage from the attack increases at higher warlock levels, by 1d8 at 6th level (2d8), at 12th level (3d8), and at 18th level (4d8). 

- As a bonus action, you can cause life-giving energy to burst from a tree or plant that's Medium or larger that you can see within 60 feet of you.  Each creature of your choosing within 30 feet of the chosen tree or plant regains hit points equal to your warlock level. 



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#### Bonus Cantrips
At 1st level, you learn the Druidcraft and Shillelagh cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. 










#### Retreating Vines
At 6th level, you can use your reaction when a creature you can see within 30 feet would take damage. Vines emerge and enwrap the creature, giving the target a temporary shield with hit points equal to twice your warlock level. The shield has resistance to nonmagical bludgeoning, piercing, and slashing damage, and takes the damage first. Any remaining damage is passed onto the shielded creature. If the shield isn't reduced to 0 hit points this way, the creature is pulled 15 feet to a direction of your choice, and the shield is destroyed. Once you use this feature, you cannot do so again until you finish a short or long rest.

#### Refuge of the Forest
Starting at 10th level, you have a pool of temporary hit points equal to your warlock level + your Charisma modifier. As a bonus action, if you still have at least 1 of the temporary hit points granted by this feature, you can regain all of it immediately. If you lose these temporary hit points, you regain it after finishing a long rest instead.

#### Nature's Reprisal
At 14th level, you've acquired the true blessing of the grovekeeper. As an action, you channel the eldritch powers of your patron into a tree. As part of this action, choose a tree or plant you can see within 60 feet that's Medium or larger and isn't a creature. If you can't, you instead grow  a tree from an unoccupied space on the ground within range. A tree created this way is 10 feet tall and occupies a 5x5-foot space. The tree or plant that you used this feature on, or created, is an eldritch tree for 1 minute, and it has immunity to all damage for the duration. Once you use this feature, you cannot do so again until you finish a long rest.

While the eldritch tree remains, you can use a bonus action on your turn to sprout three branch-like tendrils from the tree. You can use each tendril to attack a creature you can see within 30 feet of the tree. Make a ranged spell attack for each tendril you use this way, and a target gains no benefit from cover for the attacks. You can target one creature with any number of the tendrils you have, or attack different targets. On a hit, a tendril deals 4d8 piercing damage to a target.