Warlock Patron: The Vein Below
“It whispered to me from the stone. It was not a god. Not a devil. It was the hunger of the world—older than time, and bright as fire.”
Long before Aurite rained down upon Gvorhost and turned the kingdom to ash, something slept beneath the earth—an intelligence, vast and formless, dreaming in the deepest roots of Brakenhest. When the meteor struck and opened the Badlands, it stirred. Now, it offers its vein-bound pact to those who can hear the songs in the stone.
This patron is not a singular entity. It may be a conglomerate of elemental memory, an auric consciousness, or even a lingering echo of the world’s pain made sentient. Its power is felt wherever Aurite mutates, grows, or pulses.
Expanded Spell List
Spell Level Spells
1st Chromatic Orb, Detect Magic
2nd Heat Metal, Mirror Image
3rd Elemental Weapon, Counterspell
4th Phantasmal Killer, Fabricate
5th Wall of Force, Synaptic Static
Many of these spells mimic Aurite’s effects—disruption, transformation, or violent feedback.
Level 1 Feature – Aurite Channel
You are attuned to elemental disruptions in the terrain and can siphon magic from Aurite veins.
You gain resistance to the damage type of your current Aurite alignment (lightning, fire, cold, thunder, or necrotic).
As a bonus action, you can switch your Aurite alignment, changing your resistance and the elemental type used by your spells and invocations.
When you cast a spell that deals damage of your chosen type, you may reroll one damage die and must take the new result (once per turn).
Level 6 Feature – Elemental Veinburst
When you cast a Warlock spell of 1st level or higher, you can unleash a veinburst of your current element.
Choose one creature within 10 feet of the target (or of yourself if the spell is self-cast).
That creature must make a Dexterity saving throw (DC = your Spell Save DC).
On a failure, it takes 2d8 damage of your current Aurite type and suffers one effect for 1 round:
Aurite Effect
Voltaic Target can't take reactions
Scorchstone Target burns for 1d6 at the start of its turn
Cryoquartz Target’s speed is halved
Shatterglass Target is deafened
Voidshard Target has disadvantage on Wisdom saves
This feature can be used a number of times equal to your Charisma modifier per long rest.
Level 10 Feature – Pulse of the Vein
When you take damage that would reduce you below half your hit points, your patron pulses through your blood, erupting outward.
As a reaction, you can emit a 10-foot pulse of Aurite energy.
All creatures of your choice in range take 3d8 damage of your current elemental type and are pushed 10 ft. away unless they succeed a Strength save.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 14 Feature – Open the Core
You can briefly become a conduit for the elemental consciousness beneath the world.
As an action, you enter a Vein-Open State for 1 minute (concentration).
During this time:
All your spells gain the current Aurite damage type, or replace any existing type.
You deal maximum damage with the first spell you cast each round.
Creatures that start their turn within 10 ft. of you take 1d6 damage of your current Aurite type.
At the end of the effect, roll a d20:
On a roll of 1, you suffer a mutation of your patron’s choice (DM’s discretion)—minor or cosmetic.
On a 20, you gain temporary insight into the Aurite entity’s mind (advantage on Arcana, Insight, and Wisdom saves for 10 minutes).
Once you use this feature, you must complete a long rest before using it again.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
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