Warlock
Base Class: Warlock

Your patron is Velthara, the Mother of Rot, an ancient and inscrutable power that sees death not as an ending, but as the beginning of something new.

Through her influence, you command the forces of pestilence, decomposition, and unnatural renewal. Your magic does not merely destroy life—it teaches life how to become something else.

Her gifts are neither wholly benevolent nor malicious. They are transformations, and every transformation demands a price. Those who serve her may find themselves becoming vessels of her divine cycle: death, decay, and rebirth.

Velthara Spells

Your connection to Velthara grants you access to certain spells. When you reach a Warlock level specified in the Velthara Spells table, you thereafter always have the listed spells prepared.

Warlock Level — Spells

  • 3rd — Bane, Ray of Sickness

  • 5th — Blindness/Deafness, Gentle Repose

  • 7th — Bestow Curse, Stinking Cloud

  • 9th — Blight, Giant Insect

These spells count as Warlock spells for you, and they don't count against the number of spells you can prepare.

Spores of the Unburied

Velthara has taught you to carry a fragment of her pestilence within your soul. When you strike a creature with your magic, you can allow a trace of her rot to take hold.

Once per turn, when you deal damage to a creature with a Warlock spell or a Warlock weapon attack, you can force that creature to make a Constitution saving throw against your Warlock spell save DC.

On a failed save, the creature takes an extra 1d6 Necrotic damage and can't regain Hit Points until the start of your next turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

The Unburied Flesh

Death has already claimed you once. Your body no longer responds to the world as a living creature's should.

You gain the following benefits:

  • You have Resistance to Poison damage.

  • You have Advantage on saving throws you make to avoid or end the Poisoned condition.

  • You are immune to disease.

In addition, when you take damage from a creature you can see within 30 feet of yourself, you can use your Reaction to reduce that damage by an amount equal to your Charisma modifier plus your Proficiency Bonus (minimum reduction of 1).

You can use this damage-reduction benefit a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Bloom from Ruin

Velthara teaches you that every ending is an opportunity for new growth. When a creature falls, you draw a measure of its departing vitality into yourself.

Once per turn, when you reduce a hostile creature to 0 Hit Points, you gain Temporary Hit Points equal to your Warlock level plus your Charisma modifier (minimum of 1).

While you have these Temporary Hit Points, your body exhibits subtle signs of Velthara's blessing: pale spores drift from your clothing, your eyes glow faintly green, or small fungal patterns appear across your skin.

Plague of the Mother

You become a living vessel of Velthara's most terrible gift: the ability to unleash a plague that transforms everything it touches.

As a Bonus Action, you release a supernatural contagion in a 20-foot Emanation originating from yourself. The contagion lasts for 1 minute, until you have the Incapacitated condition, or until you dismiss it (no action required).

When the contagion appears, each creature of your choice in the Emanation must make a Constitution saving throw against your Warlock spell save DC.

A creature that fails the save takes 3d8 Necrotic damage and has the Poisoned condition until the end of your next turn. A creature that succeeds takes half as much damage only and doesn't gain the Poisoned condition.

While the contagion lasts:

  • The area within the Emanation is lightly obscured by drifting spores.

  • A hostile creature that starts its turn in the Emanation must make the same saving throw, taking 3d8 Necrotic damage on a failed save or half as much damage on a successful one.

  • A creature can take this damage only once per turn.

Once you use this feature, you can't use it again until you finish a Long Rest.

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