Extended Spell List
Your patron 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.
Spell Level |
Spell |
1st |
Earth Tremor, Featherfall |
2nd |
Earthbind, Maxemillian's Earthen Grasp |
3rd |
Erupting Earth, Glyph of Warding |
4th |
Stoneshape, Stoneskin |
5th |
Passwall, Wall of Stone |
Bonus Cantrip
At 1st level, you learn the mold earth cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.
Grounded
At the first level, your senses become attuned to the ground beneath your feet. As long as you are standing on earthen material, you ignore the effects of difficult terrain, gain advantage on ability checks and saving throws against being knocked prone, and have a tremorsense of 10 feet.
The range of your tremorsense increases by 5 feet you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet)
Volcanic Cloud
At the sixth level, you receive the power to conjure a cloud of volcanic ash. As an action, pick a point of earth within 60 feet, from there opens a small fissure that spews forth a thick, black cloud. The cloud forms into a 20-foot-radius sphere that spreads around corners, and the area it encompasses is considered to be heavily obscured and difficult terrain. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Earthen Tomb
At the tenth level, your patron grants you the ability to entomb a creature in stone. When a medium or smaller creature that you can detect with your tremorsense is targeted by an attack or spell, you can use your reaction to summon a pillar of stone from beneath them. Unwilling targets must make a Strength saving throw against your warlock spell save DC or be sealed inside, becoming blinded, deafened, and restrained, while receiving full cover from every direction.
The pillar cannot be moved, is immune to psychic and poison damage, and has a number of hitpoints up to twice your warlock level (you decide the number). When its hitpoints are reduced to 0, it is destroyed, otherwise it remains intact for one minute after being summoned.
Once you use this feature, you can't use it again until you finish a short or long rest.
Deeply Grounded
At the fourteenth level, your tremorsense becomes hypersensitive, enabling you to read nuanced patterns of vibration at the cost of becoming susceptible to overstimulation. As an action, you can enter or leave your hypersensitive state; doubling the range of your tremorsense, while making you vulnerable to thunder damage.
Additionally, in any state, creatures detected by your tremorsense have disadvantage on Strength and Constitution saving throws against your class abilites and spells.
Comments