Base Class: Warlock
Your patron is Luthic, the orc goddess of caves and mate of Gruumsh, the patron of female orcs, witchery, healing, and home. The Blood Witch is fierce but maternal, protecting her children with fangs and claws. Luthics attention came upon you, promising you the power to protect those under your guard, and you have bound yourself to the Cave Mother for the gifts she gives.
As you delve deeper into her gifts, you begin to take on the mantle of Luthic, gaining a nasty temper and easily provoked but steadfastly determined to protect and nurture the children of your tribe. But you also begin to show her cunning and manipulation, acting as the guiding hand behind the throne. You become a mother, teacher, and defender of the tribe.
Expanded Spell List
Luthic 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.
Claws of Luthic Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Cure Wounds, Goodberry |
|
2nd |
Lesser Restoration, Protection from Poison |
|
3rd |
Mass Healing Word, Revivify |
|
4th |
Black Tentacles, Stoneskin |
|
5th |
Greater Restoration, Raise Dead |
Claws of Luthic
Your nails grow into vicious claws that do 1d4 + Strength Modifier Hit Points in slashing damage. If you use the attract action, you can use your bonus action to make a second attack without your strength modifying the damage. At 5th level, the damage increases to 1d6 + Strength modifier; at 9th level, this increases to 1d8, at 17th level, it increases to 2d6 slashing damage.
Luthic's Blessing
Starting at 6th level, you gain the Sacrament spell. You can cast this once without using a spell slot. Subsequent castings will require a free spell slot.
Further, you are considered a cleric for the purposes of using scrolls and magical items limited to clerics.
Bleeding Claws
Starting at 10th level, your claws gain the Bleeding condition. When a target is hit with Luthic's claws, they bleed at a rate of 1 HP per round. This will continue until a character takes an action and one use of a healer's kit to staunch the blood flow (DC = 10 + number of hit points lost each round, aka, the total bleed amount). Subsequent hits on the target increase the bleed rate by 1/round.
Blood Storm
Starting at 14th level, the Claw of Luthic can invoke a blood storm. Blood begins to swirl around the caster to a distance of 15' radius from the caster. Every character inside the storm must make a Constitution Saving throw against the warlock's spell DC, or the target takes 1d8 necrotic damage. This damage increases each round in which a successful slashing or piercing wound was caused within 15' of the Claw of Luthic. It increases to 2d8, then 3d8 in the third round. On the fourth round, the damage increases to 4d8, and finally, 5d8 on the fifth round, which is the maximum damage this ability can do. This storm continues for 1 minute or until the caster is incapacitated, knocked unconscious, or dead.
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Posted Nov 16, 2022Author's Note: When it comes to evil deities, I have a problem with all of them having formal clerics. I see them using Warlock Pacts as a more effective way of binding their servant to their will. I do not mind having evil clerics when you have a formal religion, such as Bane or Loviatar, but with entities such as Luthic, the warlock seems more likely.