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Warlock

Forbidden Depths

Those who dug too deep heard it too, but you answered and fled not. There are beings that no not the light, they have slept for ages undisturbed until something about you awoke them. Their voice speaks of ages long past, the groaning of the earth itself, and knowledge that should have been left buried. What secrets does it hold? What terrible truths does it know? You dug deeper and entered a pact with one of the Ones Who Creep Beneath.

The Worldspine Worm (Deep Worm)

The first Deep Worm that is said to have been created in the conflict between Jezerian and Asmodeus and sealed at the foundation of the material plane. It slumbers but even an imposed sleep and all-powerful chains cannot restrain its primordial mind and will. It speaks of hunger and freedom, of things only known to it and the powers that created all.

Terms: Seeking to uncover the knowledge of why it was sealed and how to free it.

Punishments: Temporary levels of Madness of a powerful and violent hunger.

The Deepest Fissure (Earthquake Dragon)

A sentient natural disaster that once threatened the whole of the material plane before it was sealed and buried. It hates all and wishes to be unleashed to finish what it started. Its mind is hatred consolidated and hardened over millennia of pressure and intensity.

Terms: Cause destruction and release beings that can cause more devastation until the earth is rented to the depths where it lays.

Punishments: The spell Earthquake being cast centered on you and on a grand scale.

The Endless One (Great Annelid)

A large earth-eater on a scale that is incomprehensible to mortals. It is said that it has coiled many times throughout the entire material plane and even throughout other planes such as the Elemental Plane of Earth.

Terms: Encouraging reckless mining and deep exploration so that more of it can be uncovered.

Punishments: Being teleported for periods to inhospitable areas deep within the earth.

Grothama, All Devouring (Great Annelid)

The devourer of mountains and creator of valleys, cursed to remain below the surface when it devoured a nation and wiped out all the worshippers of a fledgling, unnamed deity. For millennia its hunger has only grown along with its madness.

Terms: Destroying places of worship and marking the rubble with the triple interlocking oroboros of its symbol.

Punishments: Being imprisoned within its caustic stomach for a time to nourish it with your flesh and agony.

Spawn of Jergal (Phane)

The spawn of the former deity of death, The Lord of the End of Everything, Jergal. Once a tool meant to destroy the world, now a discarded tool. It lurks where light has never reached waiting to fulfill its one and only purpose. Its shadowy body held together by a dark and unrelenting will as it whispers to those that seek oblivion.

Terms: Seek and destroy sources of magical light so that darkness may prevail.

Punishments: Temporary blindness or incorporeality.

Spawn of Tharizdun (Phane)

The spawn of the Chained God, Tharizdun. It is one of the few beings that can burst the chains of the imprisoned god of pure evil and was sired for that express purpose. It is sealed within a demiplane intermittently connected with a cave in the depth of the earth. “Break them, break them all, rend them until all that remains is rust and debris” it screams in an endless loop.

Terms: Find it and free it.

Punishments: It summons rusty and spiked chains that envelope and constrict for a time.

Spawn of Kronos (Phane)

The spawn of the Titan of Time, Kronos. Some say that it is an unholy combination of a living scythe and Phane. Its body is a living weapon meant to slay each and every deity in existence until the multiverse is bathed in ichor.

Terms: Find it, it does not seem to know where it is but there are signs that point you to it as reality seems to repeat and bend wherever its forbidden knowledge is found.

Punishments: Reliving the worst event(s) in life in a sick loop.

Level Prepared Spells
3Borrowed Knowledge, Cause Fear, Dissonant Whispers, Earthbind, Mold Earth,
5Erupting Earth, Meld Into Stone
7Stone Skin, Summon Elemental (Earth only)
9Bigby's Hand (appears as an earthen worm), Wall of Stone

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Spines of the Earth

You can magically summon a jagged spike of stone that spears your foes. As a bonus action, you create a 10 ft tall spear at a point you can see within 60 ft of you forcing any creatures within 5 ft of it to make a DEX saving throw DC equal to your spell save DC or take 1D10 Piercing damage or half as much on a successful save. The ground becomes Difficult Terrain within 10 ft of the spike until the duration of this feature ends.

As a bonus action on your turn, you can call another spike up to 30 ft from the original and repeat the attack, the previous spike crumbles to dust. You can use this feature up to one minute or until you summon spikes a number of times equal to your Proficiency Bonus.

You regain the use of this feature after completing a long rest.

Gift of the Earth

You gain a Burrowing speed of 10 ft, and you do not need to breathe.

Lv 6

Craggy Guardian

The earth forms a dense crust over you while you are using your Spines of the Earth feature. You gain Temporary hit points equal to your Level + twice your WIS modifier (Minimum 2) and while you have those Temporary hit points you have +2 AC. Whenever a creature fails the saving throw from your Spines of the Earth feature you regain 1D8 Temporary hit points (You cannot exceed Temporary hit points equal to your Level).

The damage dealt by your spike is increased to 1D12.

Earthen Soul

You are now even more at home in the depths. You gain Resistance to Bludgeoning and Force damage.

Lv 10

Inexorable Force

You command gravity to crush your foes and aid your patron. You learn the spell Gravity Sinkhole. It counts as a Warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, if there are any spikes from your Spines of the Earth feature active, the spell throws them onto it dealing an additional 2D12 Piercing damage on a failed save.

Lv 14

Maw of the Earth

You can create a deep hole that is lined with spikes, dropping enemies into the depths of the earth. A cylindrical hole 60 ft in diameter and 90 ft deep within 60 ft of you. It opens up, forcing all creatures in the area to make a DEX saving throw DC equal to your spell saving throw or be impaled on the spikes that line the bottom of the hole taking 9D6 Bludgeoning damage and 1D12 Piercing damage on a failed save or half as much on a successful save. Creatures with a Flying or Hovering speed have advantage on the saving throw. The hole remains for 1 minute or until you dismiss it as an action.

If you create a second hole the first one vanishes harmlessly, gently depositing any creatures in range to the surface where the ground once was.

The Deep Descent

You can magically open temporary conduits to underground destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 ft of you. Amid a churning of earth, you all vanish and then reappear up to 1 mile away in a cave or tunnel you've seen (Large enough to accommodate all targets).

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