Warlock
Base Class: Warlock

You have made a pact with an old god of the earth, slumbering deep below the ground, encased in the layers of their creation, yet still wielding great power over their world. Though their names are rarely spoken and their myths, long forgotten, you have heard their whispers in the night and answered the call of the grass and trees and stone, as an ancient presence sought a pact with a mortal. You are charged with upholding the immortal law, the natural order, and quelling those who seek to uproot it. Whether wishing for a return to natural tradition, a deeper connection to those who walk the terraces of earthly creation, or sway over the world of humans, these old gods of nature imbue you with their power for the purpose of a great reconstruction.

Expanded Spell List

At 1st level, the Magna Mater 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.

Magna Mater Expanded Spells
Spell Level Spells
1st animal friendship, entangle
2nd find steed, pass without trace
3rd erupting earth, wind wall
4th control water, stoneskin
5th awaken, insect plague

Terrestrial Unity

At 1st level, you learn to speak to the earth itself, understanding the language of tectonic rhythms and commanding the ground you and your enemies stand on. You can speak, read and write Primordial, and you gain the following features.

And the Ground Speaks. As an action, you close your eyes, becoming in tune with the earth around you. You discover the following information about the area in a 60 foot radius sphere, centered on yourself. You may use this ability twice, and regain all uses on a short or long rest.

  • You learn what creature types, if any, have passed through the area within the last 24 hours. You learn the creature types in order of when they passed through, but you do not learn the exact time of their passage. Additionally, you learn the type, direction, and distance from you of any creatures currently in the area.
  • You learn the presence of precious natural materials, their direction and distance from you, and their value in gold.
  • You may ask the Magna Mater information on a number of creatures equal to your Charisma modifier in the area regarding their intentions towards the natural world, receiving a truthful answer as the old god searches their spirits.

Song of the Earth Mother. Once on your turn when you hit with an attack roll, you send prophetic visions of a natural armageddon into the mind of the creature you hit as the earth whispers to it. The target must make a Wisdom saving throw against your spell DC. On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw they make before the end of your next turn and takes 1d6 psychic damage. On a successful save, they take half damage and do not suffer disadvantage. At 6th level, this damage increases to 2d6, at 10th level, 3d6 and, at 14th level, 4d6. You may use this ability twice, and regain all uses on a short or long rest.

Warden of the Old Order

At 6th level, the earth shields you from harm, just as it would bring harm to your enemies. You gain immunity to damage from falling.

Additionally, you can wield the forces of nature as weapons against your enemies. As a bonus action, you may use one of the following abilities.

Tidal Flux. While in or directly above a body of water, you can create or increase a current in a 60 foot radius circle, assailing your foes with riptides. A number of creatures equal to your Warlock level within the area must succeed on a Strength saving throw against your spell DC, taking 4d6 bludgeoning damage on a failure and being swept to a part of the circle of your choosing. You may choose the point within the area that each creature is swept to as individual currents seize each of them. On a success, a target takes half damage and is not moved.

Gaping Chasm. You compel the earth to swallow a creature standing on the ground within 60 feet whole. The target must make a Dexterity saving throw against your spell DC. On a failure, a rift opens in the ground, consuming the target, who is unable to be seen or targeted by an attack or spell while underground. While encased in the ground, the target cannot breathe, speak, is restrained, blinded and, at the start of each of their turns, they take bludgeoning damage equal to your Warlock level. An affected creature may use its action to make a Strength (Athletics) check against your spell DC, ending the effect on itself on a success.

Dismantle the Manmade. You focus the vengeful wrath of the old gods at the material offense of construction. In a 10 foot cube within 60 feet, all nonmagical objects not being worn or carried, including parts of buildings, structures, and roads, crumble to dust.

You may use this ability a number of times equal to your proficiency bonus, and you regain all uses on a long rest.

Manufactured Antipathy

At 10th level, the power of the old, slumbering gods compels you to restore natural order. You know the spell Heat Metal, and may cast it once without expending a spell slot, regaining your use on a long rest. When you do so, you may choose a number of metal items equal to your proficiency bonus instead of one and, if you concentrate on the spell for the duration, any nonmagical items targeted melt into molten steel and are unusable, retuning to the earth.

In addition, the weapons of the old order grow stronger in your hands. You gain the following improvements to your Warden of the Old Order abilities.

  • The damage dealt by your Tidal Flux ability increases by 2d6.
  • You may target two creatures within range with your Gaping Chasm ability, rather than one.
  • The area affected by your Dismantle the Manmade ability increases to a 20 foot cube. You may expend a Warlock spell slot to increase this area to a 50 foot cube.

Executor of Immortal Command

At 14th level, you may impose the retribution of the slumbering gods upon any who defy the natural order. As an action, you may cast the spell Flesh to Stone as a Warlock spell. When you cast the spell in this way, you may target a number of creatures within range equal to your proficiency bonus, and a target makes their saving throws at disadvantage if you have determined their intentions towards the natural world to be malignant. You may cast this spell using this feature once, and you regain your use on a long rest.

Previous Versions

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