I have created a 5e warlock subclass heavily inspired by the leshen (specifically, an ancient leshen described in the Book of beautiful horrors).
While overall I am very happy with the outcome, I worry about balancing issues. The Lvl 10 Feature (Guardians Aspect) I am unsure about. Maybe allowing multiple uses at the cost of exhaustion would make it better? Or maybe add some good feeling but not overly strong effect while the ability is active?
(I have included all features as a strong lvl 14 feature for example could allow for another feature to be on the weaker side)
Expanded Spell List
- Cantrip: Druidcraft
- 1st: Beast Bond, Entangle, Create and Destroy Water
- 2nd: Beast Sense, Locate Animals or Plants, Summon Beast
- 3rd: Daylight, Plant Growth, Conjure Animals
- 4th: Grasping Vine, Giant Insect, Guardian of Nature
- 5th: Commune with Nature, Insect Plague, Legend Lore
- 6th: Wall of Thorns
- 9th: Storm of Vengeance
THORNWHIP
At 1st level, you learn the Thornwhip cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.
NATURES FRIEND
At 1st level, your connection with nature deepens. You help plantlife and plantlife helps you. While there is a nonmagical plant within 30 feet, you can use the following feature: When you or an ally misses with an attack roll, you can use a Reaction to add 1d4 to the attack roll potentially changing the outcome. You can use this feature a number of times equal to your charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
PRIMAL EMBRACE
At 6th level, you can cast Speak with Animals and Speak with Plants at will, without expending a spell slot. Additionally, natural creatures of the beast and plant type are inclined to be non-hostile towards you and your allies and will not attack unless provoked.
GUARDIANS ASPECT
At 10th level, you gain the ability to assume a Leshen’s form as an Action once per long rest. While in this form, your appearance shifts into that of a terrifying guardian of the forest. You gain temporary hit points equal to your warlock level + your Charisma modifier, resistance to non-magical bludgeoning, piercing, and slashing damage, and vulnerability to fire damage. The transformation lasts for 1 minute or until you end it as a bonus action. When the transformation ends, all temporary hit points gained by this feature disappear.
WRATH OF NATURE
At 14th level, you gain the ability to channel the primal fury of the Leshen’s lightning into a devastating strike called Thunderous Retribution. As an action, you can target one creature that you can see within 120 feet of you. The target must succeed on a Dexterity saving throw against your Spell Save DC or suffer the following effects:
• Failed Save: The creature takes 44 (8d10) lightning damage and becomes blinded until the start of your next turn, overwhelmed by the intense burst of lightning.
• Successful Save: The creature takes half damage, but it isn’t blinded or deafened.
Additionally, all creatures within 30 feet of the target must make a Constitution saving throw against your Spell Save DC. On a failed save, each creature becomes deafened until the start of your next turn, disoriented by the powerful shockwave of thunder unleashed by the strike. Once you use this feature, you can’t use it again until you finish a long rest.