Warlock
Base Class: Warlock

The Slumbering Earth Patron draws its power from the deep, ancient forces of the earth. Those who forge a pact with the ancient entity, Xal'rith Azul-Thar, gain incredible control over the land, becoming formidable warriors against the Blighted Scourge. These warlocks can manipulate the very ground beneath them, summoning protective barriers of stone and commanding the strength of the earth to both defend and destroy.

Earthen Shield

Starting at 1st level, you can summon the power of the earth to protect yourself. As a bonus action, you can create a shield of stone around yourself that grants you temporary hit points equal to 1d8 + your Charisma modifier. This shield lasts for 1 minute or until depleted. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Spells

The magic of your patron ensures you always have certain spells ready.

Spells
Warlock Level Spells
3 [Tooltip Not Found], Shield, Spike Growth, Hold Person
5 Meld into Stone, Plant Growth
7 StoneSkin, freedom Of Movement
9 Wall of stone, Commune With Nature

Seismic Pulse

At 6th level, you can cause the earth to tremble beneath your enemies. As an action, you cause the ground in a 30-foot radius centered on you to become difficult terrain for 1 minute. Creatures of your choice within the area must make a Dexterity saving throw against your spell save DC. On a failed save, they take 3d6 bludgeoning damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. You can use this feature once per short or long rest

Tremorsense

At 10th level, your connection to the Slumbering Earth allows you to sense vibrations in the ground. You gain Tremorsense out to 60 feet. This allows you to detect creatures and objects in contact with the ground, even if they are invisible or hidden. Additionally, you gain immunity to being restrained by non-magical means.

Avatar of Earth

At 14th level, you can call upon the true power of the Slumbering Earth, transforming into an avatar of stone and earth. For 1 minute, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Your movement does not provoke opportunity attacks, and you can move through difficult terrain without penalty.
  • As an action, you can cause a 10-foot-radius area of ground within 60 feet to erupt, forcing creatures in the area to make a Dexterity saving throw. On a failed save, they take 4d8 bludgeoning damage and are knocked prone.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes