Warlock
Base Class: Warlock

The Zarratan church is a little known religious faction residing in the elemental plane of earth. These warlocks gain their powers from the powerful Zarratans, often called "World Turtles" by its members. With a lot of protective magics in their posession, they are frontline fighters in conflicts which are more likely to be used to defend than to attack but not all of them are as benevolant as some believe. "If you carry the world on your shoulders, then it is your duty to pluck the weeds."

Their Holy site is the Temple of the Many Worlds, which is located in a lush underground sanctuary within the realm of Earth. All members off the Zarratan church are initiated within this temple by performing the Ritual of Chukwa, which includes being buried alive with one arms sticking out of the dirt. As the energies of the earth swirl around the innitiate, they will be "claimed" by the earth, creating a bond with the life energy of a world turtle who accepts to be the patron of the new warlock. Only once the Zarratan's primordial moss climbs up the person's arm is the initate allowed to rise out of their shallow grave, born anew as an acolyte of the World Turtles.

The primordial moss will be a permanent part of the warlock. Tied to their soul, the moss is a visual representation of the Warlock's bond with their patron. New initiates have a small patch of moss that can freely move around on their skin, whereas the Elders of the Church can be cloaked entirely by the moss. This does not restrict your armor or clothing options.

Expanded Spell List

The Zarratan lets you 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.

World Turtle Expanded Spells

1st                                             Earth Tremor, Cure Wounds


2nd                                            Maximilian's Earthen Grasp, Spike Growth


3rd                                             Meld Into Stone, Plant Growth


4th                                           Stoneskin, Conjure Minor Elemental 


5th                                             Wall of Stone, Mass Cure wounds


 

Acolyte of Dirt and Stone

At 1st level, as you have been chosen by a world turtle to be their acolyte, attuning you to the ground around your feet. As long as you are touching the ground you have 30 feet of tremor sense

Additionally you are able to Harden your skin, causing it to turn grey and coarse. Your unarmed attacks deal 1d4 bludgeoning damage. Additionally as a reaction you are able to harden your skin against incoming blows, negating 1d10 + your warlock level from the damage, you may use this ability a number of times equal to your Charisma modifier, You regain one use of this ability upon finishing a short rest and all uses upon finishing a long rest.

Juggernaut Form

At 6th level, you gain the ability to encase yourself in stone and rush into battle.

As an action you can enter a Juggernaut form, as long as you are touching the ground. You can generate a suit of stone armor around yourself.. It absorbs any equipment you are carrying at the time. For the next minute your AC becomes 15 + your Charisma modifier, you can make unarmed attacks using Charisma for both hit and damage, Your unarmed strikes deal 1d8 magical bludgeoning damage.Additionally you gain resistance to non-magical slashing, piercing and bludgeoning damage while in Juggernaut form. While in juggernaut form you are unable to wield any weapons or shields and the AC of your armor is ignored. While in this form you automatically fail any Dexterity (Stealth) based on sound.

You may use this ability twice, regaining one use on a short rest and both uses on a long rest.

Carry the World on Your Shoulders

 At 6th level, as the moss grows over you it roots itself inside your body, granting you power directly from your Zaratan, allowing you to carry and strike with weapons that most people would be unable to wield.
You gain proficiency with medium and heavy armor and all simple and martial weapons with the heavy property. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You ignore the heavy property of weapons.

Tectonic Slam: when outside of Juggernaut form as a part of an attack action with either a melee weapon with the heavy property or an unarmed strike you can use your bonus action to encase your weapon in stone until the end of your current turn. Once your weapon is encased all your attacks with that weapon are magical and are done using your Charisma modifier for both to hit and damage as well as dealing an additional amount of d4s equal to one third of your warlock level (rounded up). You can use this ability a number of times equal to your Charisma modifier. You regain one use of this ability upon finishing a short rest and all uses upon finishing a long rest.

Titanic Hurl

At 10th level you gain might beyond the limits of regular muscles, able to lift and throw giant stones and wield weapons meant for giants. You can attack twice, instead of once, whenever you take the Attack action on your turn. As long as you are touching the ground you can spend an action to lift a stone out of the earth and hurl it at your foes. This attack can target one creature or object within 30ft. The target and any creature within 5 feet of them must make a Dexterity saving throw against your Warlock spell save DC, taking d10 x your Charisma modifier + your Warlock level bludgeoning damage or half as much on a successful save. This attack is considered magical and deals double damage to structures

You can only use this ability once between short or long rests. 

Additionally whilst you are in Juggernaut form you can replace any Strength or Constitution saves with a Charisma saving throw instead.

Primordial Form

At 14th level your Juggernaut form doesn’t merely in case you in stone but turns your whole body temporarily into an elemental. 

As long as you are touching the ground you can as an action enter a Primordial form, giving you the same benefits as Juggernaut form as well as granting you immunity to Poison, Bludgeoning, Piercing and Slashing damage that are not adamantite, resistance to all other forms of damage except Psychic, advantage on saving throws made against magic and an additional 30 feet of walking and climbing speed on surfaces made from dirt, sand or stone. 


Additionally when you enter Primordial form you regain two spent uses of Tectonic slam and you regain a number of hit points equal to your warlock level + twice your charisma modifier.

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