Warlock Earth Mother Patron

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The Earth Mother

Warlocks can make contract with many beings across space and time, but few manage to make a contract with the Earth itself. The Earth Mother is Earth incarnate. The Earth Mother doesn't usually make pacts with mortals, but the ones she does create pacts with she is fiercely protective of.

Expanded Spell List

The Earth Mother 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.

Earth Mother Expanded Spells
Spell Level Spells
1st absorb elements, earth tremor
2nd blindness/deafness, earthen grasp
3rd erupting earth, minute meteors
4th stone shape, stone skin
5th transmute rock, 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.

Stone Body

At first level, the Earth Mother gives you her power and protection. As a result, your body becomes more accustomed to stone being able to become one with it. As an bonus action, you can petrify your body and everything your are wearing or carrying on you. When petrified, you are conscious, but unable to move. You are indistinguishable from a very detailed stone statue and you radiate a faint aura of Transmutation magic if targeted by Detect Magic. You can use another bonus action to end this effect.

In addition, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier if you are not wearing armor.

Hardened Defense

Starting at 6th level, you can petrify yourself as a defensive measure. When you take damage, you can use your reaction to petrify yourself and gain temporary hit points equal to two times your Warlock level that last until the start of your next turn. You remain petrified until the start of your next turn or until you run out of temporary hit points.

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

Living Statue

At 10th level, you gain control over your petrified form. You can no longer be unwillingly petrified. While you are petrified, you can choose to become animate stone for one minute allowing you to move and take actions as normal. During this time, you gain the following benefits:

  • You gain temporary hit points equal to twice your warlock level.
  • You gain tremorsense up to 60 ft.
  • You have advantage on Strength and Constitution saving throws.
  • You have advantage on grapple checks.
  • You cannot be unwillingly moved or knocked prone.
  • Any temporary hit points gained from Hardened Defense last until this effect ends.

If you have the Pact of the Blade feature, you can summon your Pact Weapon as a free action when you use this ability. Once you use this ability, you cannot use it again until you finish a long rest.

Become Stone

Starting at 14th level, you can petrify others around you with only a touch. When you hit a creature with a melee attack, you can use this feature to petrify the target where they stand. The attack deals no damage. The target is petrified for one minute. At the end of it's turn it can make a Constitution saving throw against your spell save DC to end the petrification. Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Invocations

Children of Earth

Prerequisite: Earth Mother patron, Pact of the Chain feature

You can select a stack of pebbles as your familiar.

If you have a stack of pebbles as your familiar, it gains additional maximum hit points equal to your warlock level. The stack of pebbles can use it's action to allow a creature within 5 ft. to ignore difficult terrain until the end of their turn.

Earthen Guidance

Prerequisite: Earth Mother Patron, Pact of the Tome feature

You can perform a one minute ritual by pouring a handful of sand into your Book of Shadows. When you do so, the sand shapes itself into a map of the surrounding area. The map shows terrain and structures within a mile radius of you, including the inner layouts. Creatures are marked on this map as small pebbles that move in correspondence with their counterparts. You can choose to shift the elevation of the map to within 50ft of your current elevation.

The map dissipates after one hour.

Fists of the Mountain

Prerequisite: Earth Mother patron, Pact of the Blade feature

You can envelop your hands with rocks in the shape of large stone gauntlets using your Pact of the Blade feature. These weapons deal 1d8 bludgeoning damage and are considered light weapons.

Unbreakable Convictions

Prerequisite: Earth Mother patron, 7th level

You can cast the spell stone skin once per long rest without expending a spell slot.

Pull of the Earth

Prerequisite: Earth Mother patron

You can make grapple checks with Charisma. When you grapple someone, you can choose to pull them half their body length into the earth. Grappling a creature in this way does not require use of a free hand. You can move away from them and they are still considered grappled. Otherwise, grappling functions normally.

Safe Burial

Prerequisite: Earth Mother patron

When you are reduced to 0 hit points, if you are standing on dirt or stone, your unconscious body is buried in the ground and covered in a thick layer of soil. If it is in an area where dirt is normal, unknowing creatures must make an Intelligence (Investigation) check to discern where your body is buried.

While buried, a hostile creature cannot target you with an attack or spell and you are shielded from any area of effect damage until you are dug out. If a friendly creature approaches within 5 feet, the earth will automatically open to allow them access to your body. When you have more than zero hit points, the earth will release you again.

As a bonus action, you can choose to bury an friendly unconscious creature within 30 feet of you in this way. You can bury a number of creatures equal to your Charisma modifier (minimum one) using this feature, including yourself. If have already buried a number of creatures equal to your Charisma modifier when you are reduced to zero hit points, you are unaffected.


Stack of Pebbles

Small swarm of tiny elementals, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 40 8d6 + 12
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Damage Immunities poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained, Stunned, Unconscious
  • Senses darkvision 30 ft., tremorsense 30 ft., passive Perception 10
  • Languages understands Common and those known by its master, but can't speak.
  • Challenge 1 (200 XP)

False Appearance. While the stack remains motionless, it is indistinguishable from a normal pile of rocks.

Magic Resistance. The stack of pebbles has advantage on saving throws against spells and other magical effects.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny pebble.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

 

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