Base Class: Warlock
Your patron numbers not among the gods or spirits, nor among the mighty entities of distant planes; yet she is no less powerful, even as she quietly bides close by: the Earth herself. You draw your power not from the mere stones and soil, but from the ancient, primordial essence of the Earth itself: the oldest power, the silent prelate of the Material Plane. While your patron speaks less than others--if at all--you can feel her always, communicating subliminally to you through the stones and the seasons, the flora and the fauna. You are acutely aware not only of her bounty and her dangers, but of her pain, anger, joys and memories. You are her confidant and champion, and you know the fruits of the land like the back of your hand.
Your vast categoric familiarity with plant life and natural forces provides you with a particular handle of an ancient form of magic given by the Earth herself. This old form of magic, uncontrolled by the powers of society and magical hierarchy, garners you both admiration and suspicion, first as a folk healer and wisewoman or man, second as a witch and cunning one. This pushes you to the fringe of society, living among the shadows of the woods or the buzzing music of the swamp--but you prefer it this way. Equipt with your cauldron and herbs, you grant favors to the friends of the Earth, and rue to her enemies.
Expanded Spell List
The Elden Earth 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.
Elden Earth Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Hedge Remedies
Starting at 1st level, you may employ your knowledge of botanical lore and natural bounty to brew healing balms and draughts in your cauldron for the benefit of yourself and your allies. After a long rest, you may spend any number of your unused hit dice to brew Tonics. When you do so, decide how many Tonics you wish to produce: you may produce a number of Tonics up to the number of spent hit dice, investing at least one hit dice in each. You may also choose to brew fewer Tonics but store more hit dice in them. For example, if you choose to expend three hit dice, you could choose to brew one of the following:
- Three Tonics, each restoring 1d8 hit points;
- One Tonic restoring 2d8 hit points and one Tonic restoring 1d8 hit points; or
- One Tonic that restores 3d8 hit points.
You may decide the number and potency of Tonics you brew freely depending on the number of hit dice you choose to spend.
A creature who is holding a Tonic may spend an Action to consume it, rolling the stored hit dice and regaining that number of hit points.
All Tonics expire the next time you take a long rest.
Hedge Venins
Starting at 6th level, you may utilize your familiarity with nature's banes and beast's atters to enhance weapons against your foes. After a long rest, you may spend any number of your unused hit dice to brew Venins. When you do so, you may decide the number and potency of Venins you brew freely depending on the number of hit dice you choose to spend, in the same manner as Hedge Remedies.
A creature who is holding a Venin may spend an bonus action to apply it to a weapon, consuming the Venin. When you do so, the next time a weapon attack made with that weapon hits, poison damage equal to a roll of the stored hit dice is added to the attack. Once his occurs, the Venin on the weapon is consumed.
All unused Venins, whether bottled or applied to a weapon, expire the next time you take a Long Rest.
You may create both Tonics and Venins at the end of the same long rest; they all draw from the same pool of hit dice, and you must choose how to allocate accordingly.
Unspoken Irreverence
Starting at the 6th level, you learn the ancient, stony indifference carried by the earth towards the cosmic forces of life and death, light and darkness, angels and demons, emulating its mockery thereof through silent defiance. You gain resistance to both radiant and necrotic damage.
Witch's Malediction
Starting at 10th level, gain the ability to cast a specialized version of the hex spell. Using your cauldron and a material component consisting of a piece of the target's body or well-worn clothing (such as a hair, tonail or a scrap of undertunic), you may cast hex as a ritual. This casting does not require concentration, and lasts for 24 hours.
If the target drops to 0 hit points while under the effects of this casting of hex, the spell ends and may not be transferred to another target.
You may not use Witch's Malediction again until the prior casting expires.
Liminal Transfigurations
Starting at 14th level, a deeper connection to your Pact Boon awakens within you. Once per long rest, as an action you may transfigure the object of your Pact Boon into an ancient form archetypical of spellcasters of your kind, which varies depending on your chosen Boon.
Once you use Liminal Transfigurations, you must complete a long rest before you may use it again.
Walking Hovel (Pact of the Blade): You stab your blade into the ground in a 15-ft cube of open space, and utter the command word. The sword transforms into a hovel that fills the space, with a door or threshold of your choosing. The interior of the hovel is a permanent, personal demiplane which can only be entered through the door, and is filled with rough-hewn furniture, hanging herbs, numerous vials and bottles, and a crackling hearth for your cauldron. The hovel is invisible except to creatures of your choosing, creatures with Truesight, or creatures who, seeking the entrance, suceed on a DC 20 Wisdom (Perception) or Intelligence (Arcana) check.
Items you store inside the hovel remain, accessible each time you summon the hovel; however, living creatures cannot remain inside the hovel while its physical form is not summoned. The hovel demiplane may hold up to 8 Medium or smaller creatures at a time. When you use Liminal Transfigurations to summon the hovel, it lasts for 8 hours or until you banish it, at which point it disppears until you summon it again.
Flyer in the Night (Pact of the Chain): You whisper the command word into the ear of your summoned familiar, who transforms into a unique, shadowy flying beast. The beast is Huge, and takes the appearance and form of your choice. The beast uses the quetzalcoatlus statblock, and may carry up to 8 Medium or smaller creatures at a time.
When you use Liminal Transfigurations to transform your familiar, this form lasts for 1 hour or until you end it, at which point the familiar returns to its original form.
Booke of Days (Pact of the Book): You use a heavy stone key in a hidden lock in the spine of your Book of Shadows and whisper the command word. The book falls open, no longer the Book of Shadows with its normal pages, but an ancient almanac, tattered with faded loose sheets carrying all of the secrets of the earth in a disorganized jumble. When you do so, you may use your 6th level Mystic Arcanum to cast any 6th level spell from any spell list instead of your normal spell.
Black Capuchon (Pact of the Talisman): Holding your Pact Talisman in your hands and speaking the command word, you stretch the Talisman as it transforms into a tall, black cloth hat in your hands. Whoever wears the capuchon gains the following benefits for the duration:
- +1 to AC
- +1 to spell attacks and damage dealt by those spells
- The hat has the capacity to hold concentration for a spell cast by the wearer. It can only hold concentration for a single spell at a time. You must roll a separate Constitution saving throw to maintain this concentration when you take damage in addition to that rolled for concentration you are maintaining yourself.
When you use Liminal Transfigurations to transform your Talisman into the capuchon, the transfiguration lasts for 1 hour or until you end it, at which point the talisman returns to its original form. While in the form of the capuchon, the Talisman does not provide any of its normal benefits.
Previous Versions
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6/4/2024 2:22:32 AM
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1.0
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Coming Soon
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