Expanded Spell List
The All-Maker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|
All-Maker Expanded Spells |
Spell Level |
Spells |
1st |
absorb elements, entangle |
2nd |
gust of wind, heat metal |
3rd |
erupting earth, tidal wave |
4th |
watery sphere, stone shape |
5th |
wall of stone, wrath of nature |
Boons of Nature
Starting At 1st level, you learn the thorn whip and druidcraft cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Bounty of Sky and Soil
Also at 1st level, the very wind knows you, and is able to embrace you should you stumble. You're always under the effects of the featherfall spell while you aren't incapacitated.
Additionally, you can call your patron to embrace and restore you. As a reaction to taking damage, you can sink into the ground so that you are fully submerged. While underground, you have total cover and are blinded, deafened, and can't breathe. At the start of your next turn, you regain hit points equal to 1d6 + your Charisma modifier + your warlock level, and reappear in the space you previously occupied. If that space isn't empty, you appear in the closest empty space.
Once you use this feature, you can't do so again until you finish a long rest.
Volcanic Tremor
At 6th level, you're able to melt the earth beneath a creatures feet, shifting it out from under them. When a creature first moves within 15 feet of you or ends its turn there, you can use your reaction to force that creature to make a Dexterity saving throw against your warlock spell save DC. On a failed save, you can move that creature up to 5 feet in a direction of your choice.
Additionally, you can cause a hot blast of magma to burst from the ground. When a creature fails its saving throw against being moved, you can also cause it to take fire damage equal to 1d6 + your Charisma modifier + half your warlock level and knock it prone.
Once you cause magma to burst from the ground, you can't use either part of this feature again until you finish a short or long rest.
Grasping Tide
Beginning at 10th level, you can throw tendrils of water out towards an ally that either pulls you towards them, or them towards you. As a bonus action on your turn, you can choose a willing creature within 30 feet of you. You are either pulled to an unoccupied space within 5 feet of them, or they are pulled to an unoccupied space within 5 feet of you. This movement doesn't provoke attacks of opportunity.
Once you use this feature, you can't do so again until you finish a short or long rest.
Secluded Grove
Starting at 14th level, you can channel the power of the All-Maker to allow you to step into their realm. You can cast mordenkainen's magnificent mansion, without requiring material components. After you cast the spell with this feature, you can't do so again until you finish a long rest.
When you cast mordenkainen's magnificent mansion this way, you create a secluded grove of ancient and old magic. You can only have one grove at a time, and gain the following benefits while in your grove:
- Creatures of your choice inside the grove are immune to poison and disease.
- Creatures of your choice that finish a short or long rest inside the grove gain temporary hit points equal to your Charisma modifier + your warlock level.
- Creatures of your choice that finish a long rest inside the grove regain additional hit dice equal to your Charisma modifier, and can recover up to two levels of exhaustion.
The grove takes the appearance of your choosing, but must be completely natural, and fit within the space as described by the spell.
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