I would like to play a "green witch"- or "hedge witch"-type character in an upcoming D&D 5e campaign, so my DM is letting me homebrew a Druid-themed Warlock patron (similar to how the official Celestial patron is Cleric-themed).
(I intend for the patron itself to be a powerful natural spirit, such as Nobanion.)
Is this patron balanced compared to official material?
Full disclosure: I'm likely to be the main healer in the party, so I've made sure to include healing staples (in-combat heal, restorations, a resurrection option) among the patron abilities.
Expanded Spell List
The following spells are added to your spell list:
Level 1: Entangle, Goodberry
Level 2: Animal Messenger, Spike Growth
Level 3: Call Lightning, Conjure Animals
Level 4: Dominate Beast, Freedom of Movement
Level 5: Greater Restoration, Reincarnate
At 1st level, you gain the ability to telepathically understand the thoughts of beasts and plants. Targets with low intelligence might exhibit only simple memories or emotions.
I'm hoping mind reading will not be too disruptive to the DM / story since beasts and plants typically don't know much.
At 1st level, you can channel your patron's energy to aid you and your allies. You have a pool of d4s of size equal to your Warlock level + 1, which is replenished after every long rest.
You may use your bonus action to heal a creature. Touch a creature and spend some number of dice from the pool, up to your Charisma modifier. Roll these dice and add them together; you restore a number of hit points equal to the total.
Alternatively, you may use your bonus action to empower a minion - any celestial, fey, fiend, elemental or beast that you command, such as a familiar or summon - within 60 ft of you to heal a creature. Roll dice from the pool as above, but also roll and add a die of the same type as your minion's hit dice. On your minion's next turn, it may use its bonus action to touch a creature and restore a number of hit points equal to the total. If unused, the bonus action and dice are wasted.
My intention here is to provide weaker healing than the Celestial patron (since this patron has a broader focus), which can be brought closer to parity using Druid-y summons.
Improved Nature's Aid
At 6th level, your Nature's Aid ability becomes more versatile. You gain the following options.
You may improve your allies' attacks. As a bonus action, spend some number of dice from the pool and select that many creatures within 60 ft of you. For the next 3 turns, weapon or natural weapon attacks by those creatures deal an extra 1d4 radiant or necrotic damage (your choice) and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You may remove an ally's disease or affliction. As an action, spend 1 die from the pool and touch a creature. You cast Lesser Restoration on them without expending a spell slot.
The first option is inspired by the Circle of the Shepherd Druid subclass, whose summons remain useful later-game because they have magical attacks.
The second option is mainly included since I will be a primary healer.
At 10th level, you have resistance to poison. If you are dealt poison damage against your will and do not have a full pool of Nature's Aid dice, you regain one die.
The "against your will" caveat is intended to prevent abuse (e.g. allies dealing minor poison damage to you out of combat), and has precedent in the Circle of the Shepherd's 14th level ability.
At 14th level, you may cast one of the following spells at 7th level without using a spell slot or material components: Wall of Water, Wind Wall, Wall of Fire, Wall of Stone, Wall of Thorns. You must finish a long rest before using this feature again.
Thanks for your feedback!