Base Class: Warlock
Your pact is with a titanic and powerful creature that burrows far beneath the surface of Exandria. This powerful force, blind to the world above, may be a demon locked beneath the ground associated with decay and rot, a servant to a God of the Underdark, or a powerful primordial creature locked away by the Gods. You operate as this creature's agent, scouting the surface world for methods with which to free it from its prison. You may have come into contact with this creature's power when seeking to revive dying soil, mining deep beneath the ground, or becoming lost in a system of caverns.
Grasp of the Worm
At 1st level, you gain the ability to magically summon a spectral worm that strikes at your foes. As a bonus action, you create a 10-foot-long worm at a point you can see within 60 feet of you. The worm lasts for 1 minute or until you use this feature to create another worm.
When you create the worm, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the worm increases to 2d8.
As a bonus action on your turn, you can move the worm up to 30 feet and repeat the attack.
You can summon the worm a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Deep Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Decrepit Soul
At 6th level, your patron grants you greater abilities. You gain the following benefits:
• You gain a burrowing speed equal to your walking speed.
• You gain resistance to cold damage.
Decrepit Defense
At 6th level, the worm you create with Grasp of the Worm can defend you and others. When you or a creature you can see takes damage while within 10 feet of the worm, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the worm vanishes.
Devouring Maw
Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or bludgeoning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your warlock level.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Unleash the Caverns
Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest.
Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral worms and yanked through your patron’s realm. The worms teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The worms then vanish.
Fury. You can direct a barrage of spectral worms to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or bludgeoning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The worms then vanish.
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