Warlock
Base Class: Warlock

you have heard the tales of the mysterious dungeons that seem to appear out of nowhere. no one knows who built them or how the treasures inside are created, all they know is that by the next morning, the creatures are back and the chests are refilled.

in your studies, you have discovered that dungeons appear in places that are seemingly impossible for a person to reach, in volcanoes and at the bottom of the ocean. you have discovered one thing that all dungeons seem to have in common, they all have a core, a gemstone that acts a the heart of the dungeon. you decided to test some theories you've had about them and have gone into the nearest dungeon to your home.

you enter into the first room of the dungeon and the first of your theories is proven as you feel a presence watching you immediately, the dungeon has some sense of perception. this is  further proven when you channel magic into your eyes to see the magic around you and see a fluctuation of the natural magic.

as you enter the second floor of the dungeon, you notice that the rewards you are getting seem to become more tailored to your skills, leading to your second theory being proven, they have intelligence.

as you reach the third floor and defeat the final boss, you find the dungeons core and use your magic to detect nearby life and confirm your third theory, the dungeon is alive. as you contemplate it's abilities and what you have just proven and decide that you need to know more. you speak out loud asking to make a deal with the dungeon, and you feel the familiar sense of another presence watching you.

 
 

Expanded Spell List

The Dungeon 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.

 
SPELL LEVEL SPELLS

1st

Alarm, Identify

2nd

Find Traps, Magic Weapon

3rd

Glyph of Warding, Intellect Fortress

4th

Fabricate, Summon Construct

5th

Creation, Transmute Rock

 

Mob Summoner

You have a connection with The Dungeon that allows you to summon some of it's weaker creatures. 

Starting at 1st level, as an action, you can summon creature from your dungeon with a total challenge rating of 1. these creatures act on your turn and last for 1 hour, until they are destroyed, or until you use this action again.

You can use this ability a number of times equal to your Charisma modifier(minimum of once). You regain all expended uses of this ability after finishing a long rest.

at 10th level, the total challenge rating you can summon increases to 2, and increases to 3 at 17th level.

 

Dungeonborn

You have gained enough favor with The Dungeon for it to rebuild your body after you are killed.

Starting at 6th level, 1 minute after your character dies, The Dungeon will reconstruct your body in 1d10 days. When the body is recreated, it appears in a spot within 10 feet of The Dungeons core. During the time that your body is being rebuilt, no other magic can resurrect you, not even a wish spell.

once resurrected in through this feature, you cannot be resurrected again in this way for 1 week. As an additional cost, The Dungeon may require you to bring it a unique or powerful item or creature as a repayment for bringing you back to life.

Full Affinities

The Dungeon has decided that you can do more for it with access to power not normally available to you.

Starting at 10th level, you get to choose which affinity you are focus on from the list below.

At the end of a long rest, you can change which affinity you are focusing on.

Air

You use your air affinity channel to cause a barrier of wind to protect you from ranged attacks. You learn the warding wind spell. it counts as a warlock spell for you and it doesn't count against your number of spells known.

Celestial

You use your celestial affinity to restore energy to your allies and cure them of diseases. You learn the lesser restoration spell. it counts as a warlock spell for you and it doesn't count against your number of spells known

Earth

You use your earth affinity channel to cause the ground beneath you to attack and grab your enemies. You learn the maximilian's earthen grasp spell. It counts as a warlock spell for you and it doesn't count against your number of spells known.

Fire

You use your fire affinity channel to cause streams of fire to shoot from your hands. You learn the aganazzar's scorcher spell. it counts as a warlock spell for you and it doesn't count against your number of spells known.

Infernal

You use your fire affinity channel to cause streams of fire to shoot from your hands. You learn the blindness/deafness spell. it counts as a warlock spell for you and it doesn't count against your number of spells known.

Water

You use your water affinity to shoot volleys of frozen water at your enemies. You learn the snilloc's snowball swarm spell. it counts as a warlock spell for you and it doesn't count against your number of spells known

Sanctuary of the Dungeon

You have gained enough favor with The Dungeon that it will allow you to escape to it incase of a dire emergency.

starting at 14th level, you gain the ability to cast the word of recall spell once per day without expending a spell slot. The sanctuary for this spell is automatically set as the core room of The Dungeon and you cannot cast this spell to set a new sanctuary.

Previous Versions

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