The Ancient Ones (5e Subclass)

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The Ancient One

You have entered a sacred pact with an entity of the Great Mother; beings of nature, of creation and destruction, these great beings hold the flow of life and death in check as they await for their Mother to rise again. These beings are not often seen by the races of man and are content to simply be caretakers of the planet, beings of this sort are many and varied such as Isona the Shepard of the waves, Zwellia seer of Endings and her husband the ancient Trent Eznia seer of beginnings. Though peaceful there are those who do not enjoy the way man has grown and are waiting for the day they are allowed to act, beings on this side consist of the Eternal hunter Ethar and the naiad Iwella keeper of the raging storms and Irus guardian of the last tree.

Nature’s guidance,

Starting at 1st level,

your patron bestows upon you the Ability to commune with the ancient spirit of the Great Mother. As an action, you can learn the location of a being that resides in a location you have been to or the weakness of an enemy if you know its name. Creatures must make a wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws, the Great mother will answer one question on the beings location or about the Creatures weakness. Once you use this feature, you can’t use it again until you finish a short or long rest.

Sylvan’s Grace.

Starting at 6th level,

you can vanish in a shower of leaves as a response to harm or as a bonus action to appear anywhere on the battle field within 200ft. When you take damage, you can use your reaction to teleport up to 100ft feet to an unoccupied space you can see. You remain as a spectral of leaves until the start of your next turn or until you attack or cast a spell, in your spectral state you cannot be harmed by any type of damage that is not a fire type. Once you use this feature, you can't use it again until you finish a short or long rest.

Blessings of the Mother.

Beginning at 10th level,

your patron teaches you how to become one with the energies of the world. You gain immunity to poisons and Disease. Thanks to the blessings of your patron you have come to an intimate understanding of the basic 4 elements (water,fire,earth,wind) because of this every short rest or long rest you may change your resistance type to one of the four basic elements.

The Great Mothers Truth.

Starting at 14th level,

you can exude a powerful pheromone that plunge a creature into an illusory state. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is diseased and frightened by seeing the Great truth of The Mothers awe inspiring or terrifying Energy. For 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage other than the diseased damage. Until this illusion ends, the creature thinks it is lost in the worlds energy, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.


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