Warlock
Base Class: Warlock

The Buried, The creature of Too Close I Cannot Breathe, The Forever Deep Below Creation, The Centre; all names for the anchient entity of being buried alive, the sky far up above and too far out of reach. 

You may feel the need to dig, or maybe you came across a coffin that holds the deep scratches declaring Do Not Open; maybe you've just always felt close, and the crushing belief and depths of old caverns, where the darkness is second to the pressure and immensity of the buried caves that warp and entomb.

Perhaps you dreamt of it, the cold earth a comfort to your mind; mayhaps you moan at the rain- always wanting it close, and maybe you hand an encounter with it in the depths of the underdark tunnels. 

Expanded Spell List

The Buried 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.

The Buried Expanded Spells
Spell Level Spells

1st

Sanctuary, Shield

2nd

Spike Growth, Silence

3rd

Meld Into Stone, Slow

4th

Stone Shape, Stoneskin

5th

Antilife Shell, Passwall

Too Close I Cannot Breathe

Starting at 1st level, you find comfort in the deep, possibly the deep of the ocean, the deep of debt, or the deep of the earth; you gain an Innate Burrowing speed equal to 60 ft, and you no longer need to breathe. This means that magical effects, such as spells, that require the subject to breathe you are immune to, toxic gases cannot kill you, and you cannot be smothered. 

Additionally, you can squeeze and crunch down into a minimum of a 1-inch by 1-inch by 1-inch space, taking no damage and have tremorsense for 80 ft. 

Magical The Baried Quirk - rolled on 1d6

1 - Your skin and teeth are coated in mud, and when you bleed, it's thick and grainy; your magic spreads and pervades this mud; it covers, controls, and silences. 

2 - Your skin is pale, pressed, and wrinkly, dripping with the crushing depths and pressure of the deep ocean; your breath is salty and stagnant; your magic mostly consists of consistent, horrible pressure; it's salty, and it's going to bring your targets forever deeper, crushing them smaller and smaller. 

3 - Your eyes are dull, almost looking leached; maybe you never seem to hold onto wealth, constantly losing it to crippling debt yet thriving in passing it to others, the magnificent magic of giving them the dread against the boot and heel of contracts and money. 

4 - You are dry to the touch, constantly and consistently; your skin and eyes are wrinkled; instead of skin dusty, you are constantly dusty. You bleed dust, and your saliva is dust, not liquid. Your silence is induced by crushing dust filling their mouth or instrument, and your darkness is a whirling cyclone of the overarching, covering, crushing dust storm of old. 

5 - Your skin is either covered in matted fur, and you almost seem blind, or you have a thin, shiny coat of slime like an earthworm; either way, you bring out this truth of living in the dark, caked with the mud and earth. 

6 - You almost gleam, in the clothes of high society and dusty cleanliness of the depths of money, you hold the strings of debt, and although you may secretly be covered and shedding dust, you know where the diamonds lay, and you know how to crush others in the depths of your contracts. 

Choke

Starting at 6th level, you've gained a deeper connection to your patron, you can feel the structural ability of the space around you, and you can manipulate it to your whims and to the whims of your sinking patron; you can as many times as your proficiency bonus, resetting on a long rest, you can attempt to crush or choke someone. You gain two new actions: Crush, Sink, and Choke. 

Crush: 

Whenever the target is next to at least one wall (next referring to being within 20 ft), you can summon the walls to hold the surfaces close in place and apply pressure to the target. The target must make a Dexterity Saving Throw or become Restrained and is Incapacitated until concentration ends; at the end of every turn, the target can choose to make a Strength Saving Throw, and if it fails, it has a negative one modifier on Strength Saving Throws, lasting for up to a minute. While under the effects of Crush, they effectively are holding their breath and are being suffocated if it lasts longer than when the creature would usually be able to survive if, in its unbreathable circumstances, the creature dies. 

Sink:

To any creature huge or smaller, without a fly speed, you can attempt to drag them into forever deep below creation in which your patron lays, they must make wisdom saving throw or start to become entombed, while becoming entombed, they make a strength saving throw at the beginning of their turn, if they fail, they expend half of their movement; you can drag them into the great crumbling earth if you expend your movement to move the earth under them, the entombed moving down a number of feet equal to half of the movement expended by the caster, in that moment, if they have any movement left they can use it to negate that amount of feet being pulled under the earth. 

Choke: 

You can curse someone with a word of power from our patron, Choke; whenever you invoke this, the creature must make a Wisdom Saving Throw, and on a failure, they're their voluntary speed is dropped to zero, and they are unable to speak or make any sound of importance as deep salt water, gold, diamond dust, mud, dust, dirt, tar, or something of which you find your connection to; it fills their throat, they're lungs struggling. They take 3d10 force damage at the top of their subsequent turns, and if they choose to try to move they take an extra 1d10 damage for every 5 ft of voluntary laborious movement for every 5 ft. They can choose to make a constitution saving throw, using their actions at the end of their turn to try and spit up your choking material. If they succeed they stop being choked, but if they fail it continues to the next turn; this can last a max of 5 minutes. 

Forever Down Deep Below Creation

Starting at 10th level, you've gained a better connection to the depths of the earth, you understand how to dig; you gain a bonus to your digging speed equal to 40, and whenever you use your Sink action, it can either effect a creature of huge size, or it can effect a 40 circle, all tiny to large creatures within that space making the save and effected in the exactly the same way. 

The Centre

Starting at 14th level, your knowledge is great and you can lock creatures deep into the center of the world, and it's crushing horrible depths. You gain the ability to apply any one of your special actions given to you by The Buried as a part of an already successful attack roll. 

Once you use this feature you cannot use it until you take a long rest. 

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