Base Class: Warlock
The Geo Mind is a great archaic magical machine that lays deep within the earth, it thinks not like any living creature communicating with itself in millions of intertwining frequencies of magic to make the most logical and perfect decisions. Its goals are not easy to dissect but many of its warlocks believe that it wishes to control the world so that the nations of the mortal plane may be ordered in the way that it believes is perfect.
As a Warlock of the Geo-Mind you have been afflicted with its Geo-Virus a mutation effect that partially spreads across your body, this links you to the Geo-Mind and in exchange you are granted an aspect of its arcane will in the form of spells and other magics.
Expanded Spell List
The Geo Mind 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.
Geo Mind Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
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3rd |
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4th |
stoneskin, conjure minor elementals (earth) |
|
5th |
conjure elemental (earth), antilife shell |
Weak Magic
A Geo Mind Warlock is limited by the fact that compared to other patrons, the Geo mind is not actually very powerful, because of this a Geo-Mind Warlocks powers are slightly weakened. All cantrips deal 2 less damage, this reduction in damage increases by 2 every time the damage of the cantrip would normally increase.
Geo Construct
Beginning at 1st level you are capable of summoning a special Earth Elemental as a bonus action called a Geo Construct. The constructs stats are based partially on the stats of the warlock, the Construct acts on the same turn as you and obeys all of your mental commands (Warlock Patrons discretion) it can act entirely on its own.
The creature remains in existence as long as you are alive or until you dismiss it, or of course if it dies. If it dies you need to wait 8 hours before summoning another one.
The creature is also published as homebrew by me.
Geo Virus
At level 6 you gain access to the ability to channel your Geo Virus, when you damage an opponent with a spell, cantrip, pact weapon, a familiar (pact of the chain only) or any conjured creatures, the target must make a constitution saving throw (spell save DC), on a failed save for the next minute, at the begging of all their turns they take necrotic damage equal to your warlock level.
Geological Form
At level 10, The geo-virus has managed to take a firm grasp upon your body now. Your not-wholly organic form is resistant to many things that other mortals are not so likely to survive. You take four times as long to suffer a level of exhaustion from all natural sources. Additionally whenever you take a short rest, heal your hp up to ½ for free, e.g. If you have 100 max hp and you currently have 20 hp, then you would heal 30 hp to reach ½ of your max hp at 50.
Node
Beginning at 14th level you gain the ability to place an aspect of your patron's mind down at a specific location, to do so you need to perform a 1 hour ritual that's contents are determined by your DM (it is suggested to DMs to make the costs higher for each node.) You can only make one new node per week and you cant have more than one node at once, if you attempt to make another one, the previous one becomes inactive.
A Node has several functions. While within a 1 mile radius of your node you no longer need to eat, sleep, drink, or breathe. Additionally the node has 3 warlock spell slots, it regenerates one every dawn, while within 1 mile of the node you may tap into its power and cast spells using the nodes spell slot. Lastly, The Node has the ability to cast spells on its own, once per day it casts one warlock spell (not necessarily one you know) that doesn't have a range of touch. The range of the spell is increased to 1 mile and you get to choose what spell it casts.
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