Base Class: Warlock
The Mother is an Eldritch being that is often whispered of after calamity.
She gathers lost and abandoned children (humanoid or not) in her Orphanage to care for them.
Some Travelers may even choose to call upon the Mother if young are left orphaned through PC involvement. Mother loves and accepts all.
The Mother, as a patron, has given you a fraction of her power. All you need to do is to follow her simple rules, as it is time to do your part in the Orphanage. Protect the children, save the young, help the motherly.
Some words from The Mother to help those on their adventures.
Expanded Spell List:
1. Ceremony, Sleep (Make sure to get enough sleep.)
2. Zone of Truth, Suggestion (Speak the truth always.)
3. Spirit Guardians, Sending (Leave a message occasionally.)
4. Mordenkainen's Private Sanctum, Death Ward (Be careful when going outside.)
5. Legend Lore, Scrying (Curiosity killed the cat, you know.)
Expanding The Orphanage
The Mother accepts anyone who comes to her and saves those who are lost. Starting at 3rd level, the Child may use Ceremony on up to a number of willing creatures equal to your proficiency bonus, permanently designating them as Mother's Children.
Whenever you see a hostile enemy attack an ally, you may use your reaction to reduce the damage by 1d8 + your Charisma Modifier. If you use this feature, you may not affect the same target for one round.
Starting at 10th level, you may now use your action to designate a number of willing creatures equal to half your proficiency to be a Stray; this effect lasts for 12 hours. Strays can now benefit from your subclass features.
Mother’s Protective Grace
Starting at 6th level, you gain a number of Grace charges equal to your proficiency modifier, which you can expend on abilities. You regain the charges after completing a long rest. The Mother grants you the ability to save those from harm. When a Child of The Mother or Stray, you can see within 60 feet of you, is hit by an attack, you can expend a grace charge and take a reaction to pull them away from harm and teleport them within 5 feet of you, potentially causing the attack to miss.
Mother's Saving Grace
At 10th level, The Mother grants you an expansion of power to save all from harm. When a Child of The Mother or Stray that you can see within 60 ft of you fails a saving throw, you may expend a grace charge and take a reaction to pull them away from harm and teleport them within 5ft of you, potentially removing them from the harm. If they are still subject to the effect, they add your Charisma modifier to the save, potentially making it a success.
As soon as you use your reaction to use this feature, you gain a mother’s shield, which lasts for 1 minute; when you take an instance of damage, you may expend the shield to reduce the damage taken by (WarlockLevel*2). You can only have one of mother's shield active at a time.
Mother's Complexion
At 14th level, The Mother has seen you worthy and envelops you in her nurturing aura; you may now use an action to expend a grace charge to emanate a 30 ft radius aura granting benefits to your allies and Children of The Mother, lasting 1 minute. Upon expending a grace charge, you and your allies, who are already in the aura as this feature activates, may choose to remove a condition, harmful spell effect, or curse that is affecting them.
While this feature is active, allies gain half cover and a bonus to their attack rolls equal to half of your proficiency bonus, rounded down; if a Child of The Mother is in your aura, they gain the same benefits but equal to your proficiency bonus instead. Allies will also gain temporary hp at the end of each turn equal to your (Charisma Modifier*2). At level 20, allies will gain temporary hp at the end of each turn equal to your Charisma Score, replacing the old effect.
You may use a bonus action to end one condition, harmful spell effect, or curse affecting an ally while they are in the range of your aura; if they are a Child, they may spend one of their hit dice + constitution modifier to heal themselves.
Enemies within your aura take psychic damage equal to twice your charisma modifier at the start of their turn. Strays do not get the full benefits of this feature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/20/2024 6:32:28 AM
|
25
|
3
|
1
|
Coming Soon
|
|
|
10/21/2024 12:02:03 AM
|
29
|
3
|
2
|
Coming Soon
|
|
|
10/21/2024 12:11:10 AM
|
21
|
1
|
3
|
Coming Soon
|
|
|
11/22/2024 1:38:54 PM
|
28
|
9
|
3.5
|
Coming Soon
|
|
|
11/23/2024 4:18:28 PM
|
29
|
1
|
4
|
Coming Soon
|
|
|
11/24/2024 3:26:53 PM
|
33
|
2
|
5
|
Coming Soon
|
|
|
11/30/2024 2:42:41 PM
|
33
|
2
|
6
|
Coming Soon
|
|
|
11/30/2024 3:54:50 PM
|
50
|
1
|
7
|
Coming Soon
|
|
|
12/1/2024 10:28:32 AM
|
60
|
1
|
--
|
Coming Soon
|
Comments