Base Class: Warlock
You may have made a pact with Gnome Gnomusun to protect your ever loved rock collection, maybe you are a dwarf who wishes to protect his mountain which holds your mine that has went many generations back or maybe you believe this is the best you can do to protect the world, whatever the reason if Gnome Gnomusun believes your reasons are right he will give you the power to protect stones, no matter what kind, with his celestial power. It might seem stupid to some people bbut in Gnome Gnomusuns eyes a mountain is worth more than a couple of lives because it will last more than there life time if protected however a mountain is not worth hundreds unless it has some significance in history or law. However the most important rock of all to Gnome Gnomusun is the planet itself so that should be the most important thing to protect.
Expanded spell list
Gnome Gnomusun will allow you to have more spells as you show your loyalty to his beliefs in order to protect his ever so special rocks.
Gnome Gnomusun expanded spells
1st - Thunderous smite, find familiar (but can only take form of a miniature rock dragon or gnome, see below)
2nd - prayer of healing, find steed (celestial)
3rd - call lightning, wall of sand
4th - summon minor elemental, stone shape
5th - wall of stone, mass cure wounds
miniature rock dragon - a miniature version of rock rockus who is gnome gnomusuns noble steed. He can create 1/4 pound of any rock every day and it can only last for as long as the spell lasts. If he is dismissed to another pocket dimension so is the rock.
Attack of the storms
Starting at 6th level you can call upon Gnome Gnomusun to strike down your foes down with lightning. A storm builds up overhead and it starts to rain. Lightning hits within 100 ft , within 10 feet squared of your choice is where the lightning strikes. Everyone within that area must make a DEX save equal to 10 + your charisma modifier. On a success it deals 3d8 + spell attack modidfier, on a failure it deals half damage. On top of this everyone within 20 ft take 1d6 thunder damage.
Gnomely rocks
Starting at 10th level you can create rocks or a rock up to 150 lbs and 5 ft cubed anywhere within 50 ft of you including the air. You can also make this rock attached to other rocks or to fill gaps in rocks. If the rock is dropped on to another creature it deals a d6 every 10 ft it is dropped, the DEX save will be your spell save DC.
The True Power of the Gnome
Starting at 14th level you gain 5 charges for different abilities such as stone skin, lightning from within and celestial powers. The charges needed are shown below.
stone skin
your skin turns to stone making your skin solid as rock and harder to pierce. lasts 30 minutes
- 1 charge, + 1 to AC, your skin turns cobbly leaving large gaps between areas of stone.
- 2 charges, +2 to AC, your skin is like a cobbled street with rocks closely together but gaps of skin still between.
- 3 charges, +3 to AC, your skin is almost pure stone but it has a few cracks and is still fin enough to be penetrated by a sword, you have now got vulnerability to bludgeoning damage
- 4 charges, +4 to AC, your skin is fully stone with no cracks, you have know got resistance to slashing damage but a vulnerability to bludgeoning damage.
- 5 charges, +5 to AC, your skin is now rough, strong granite with rare stones like amethysts and diamonds popping out, you have now got resistance to slashing damage and piercing damage but vulnerability to bludgeoning damage. You also loose 5 feet of movement if your strength is 17 and if it is 16 or below loose 10 feet of movement, if your strength is 11 or below loose 15 ft movement.
Lightning from within
from the energy within you given to you by Gnome Gnomusun you can imbue your weaopns with electrical energy. Lasts for 3 turns and makes your attacks magical
- 2 charges, + 2d6 lightning damage, you charge your weapon with the energy from within.
- 3 charges, + 2d10 lightning damage, your weapon is charged with even more of Gnome Gnomusuns electrical energy.
- 4 charges, + 3d10 lightning damage, your weapon is charged with thousands of volts, any creature of your choice within 5 ft takes 1d4 lightning damage from being to close. the creature hit with the weapon should make a strength check equal to your spell save DC, on a success they are knocked back 5 ft, on a failure they are knocked back 10 ft and are knocked prone however you are knocked back 5 ft.
- 5 charges, +6d12 lightning damage, the lightning inside your weapon is like a storm from Thor himself, your body is rushed with electricity that is to much to hold and must be expelled in one action. Everyone in a 20 ft radius takes 1d6 lightning damage and when the strike is made the creature must make a strength save equal to your spell save, on a success the targeted creature is knocked back 20 ft, on a failure they are knocked back 30 ft and are stunned until your next turn. Everyone in a 20 ft must also make a strength check equal to your spell save DC, on a success they are knocked back 5 ft, on a failure they are knocked back 10 ft. You must also make a strength check equal to your spell save DC, on a success you are knocked back 10 ft and are knocked prone, on a failure you are knocked back 15 ft and are stunned until your next turn.
Celestial powers
You are temporarily given powers that gennerally come from angels.
- 1 charge - You can cast either commune or raise dead once.
- 2 charges - You can kill or knockout any undead or fiend that is CR 2 or lower. You can also deal an extra 2d8 radiant damage to any undead or fiend. This lasts for one hour.
- 3 charges - The celestial energy within you makes you glow, making you have 5 ft dim light in dark light and bright light in dim light, and gives you a pool of 40 HP to give out. This lasts until you have a short or long rest.
- 4 charges - Your attacks are also full of the good of the celestial world and any attack on an evil foe, including both melee and magical attacks, do an extra 3d8 radiant damage. There is also a 1% chance that the goodness that carried through the attack changes the alignment of the creature to what the DM decides, however this does not mean that the creature will stop fighting you, it might just abandon it's evil ways.
- 5 charges - You let of a bright light within 20 ft of you dealing 4d6 radiant damage to any evil creature in that area. You also sprout large, feathery, angelic wings that give you a flight speed of double your walking speed. this lasts for 10 minutes. If you finish in mid-air you float majestically to the ground equal to your walking speed. Your attacks also deal an extra 3d6 radiant damage. However when you finish the celestial power turns out to be slightly to much for a mere mortal and you suffer 2 levels of exhaustion until you have a long rest. If you have a short rest then you suffer from 1 level of exhaustion.
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