The dweorg race has long cultivated a healthy relationship to their ancestors. In the dark recesses of the Underworld, with threats all around, this liaison becomes even more important—and, as a consequence, dweorg tend to gravitate towards fiercely personal, pragmatic exchange with the spirits they channel. The stout dweorg spirits have been known to take a hands-on-approach when protecting their chosen vessels, and, while warlocks tend to be generally shunned, there are few individuals as cherished in a dweorg community as the lucky few that have been chosen as a voice for their beloved ancestors.
Expanded Spell List
|1st||detect dwarves, dweorg stew|
|2nd||gentle repose, locate object|
|3rd||mass healing word, speak with dead|
|4th||death ward, guardian of faith|
|5th||communion with the elders*, hallow|
*Communion with the elders behaves, in essence, like the light of knowledge spell of the colliatur, save that it is a 5th-level divination (ritual) spell that may only be cast by the voice of the ancestors. Instead of melding minds, the participants channel the spirits of the ancestors.
Instead of psychic damage, failed checks inflict necrotic damage and for each dwarf (regardless of whether it’s a dweorg, dvergr, gitwerc or zwerc) participating in the ritual, you reduce the necrotic damage incurred on a failure by 1d6.
The Speaker For Those That Came Before
Beginning at 1st level, you are chosen by your dweorg ancestors, and they extend their protection to their favored servant. You have proficiency in Intimidation and Persuasion and gain advantage on Intimidation and Persuasion checks made against other dwarves, as your sacred role lends weight to your words.
Shielded By The Ancestors
Also at first level, you can use your action to can call out to the ancestors to shield you from harm. The ancestral spirits of dweorg champions rise from the netherworld and swirl around you, granting you a spirit pool. Your spirit pool holds a number of points equal to your proficiency bonus + your Charisma modifier. All hit point damage that you take is stored within the spirit pool instead of being immediately subtracted from your hit points. Resistances and immunities are taken into account before damage is stored within the spirit pool. The shield the spirit pool represents shares your resistances and immunities, but also your vulnerabilities, if any. At the end of each round, half of the damage stored within your spirit pool is immediately removed and subtracted from your current hit points. This damage cannot be prevented, reduced, or transferred in any way. Any excess damage you receive is subtracted directly from your hit points as usual. This shielding of your ancestors lasts for a number of hours equal to your proficiency bonus. Damage stored within the spirit pool when the duration elapses is taken immediately.
Once you have used this feature, you may not use it again until you have finished a short or long rest.
Starting at 6th level, you increase the size of your spirit pool. Your spirit pool can now hold a number of points equal to twice your proficiency bonus + your Charisma modifier. Additionally, whenever you have at least 5 or more hit points worth of damage in your spirit pool, you gain a +1 bonus to AC and advantage on both Constitution and Wisdom saving throws. You may also use your Shielded by the Ancestors class feature an additional time (for a total of 2 uses) before you need a short or long rest to replenish its uses.
Health of The Ancestral Stones
At 10th level, you can tap into the power of the ancients and your connection to the earth to prevent injury.
You may, as a bonus action, reduce the number of hit points in your spirit pool by 1d6 + your proficiency bonus. You may use this feature a number of times equal to your Charisma modifier, before needing a long rest to replenish its uses. You may also use your Shielded by the Ancestors class feature an additional time (for a total of 3 uses) before you need a short or long rest to replenish its uses.
Starting at 14th level, your life-force becomes suffused by your ancestors. While they look forward to welcoming you, they are in no hurry to lose their speaker. You only die on your fifth failed death saving throw and become stable on your second successful death saving throw. Additionally, you have advantage on the final, fifth death saving throw.
Underworld Races and Classes Copyright 2017 AAW Games, LLC; Thilo Graf, Mike Myler, and Jonathan G. Nelson Occult Secrets of the Underworld Copyright 2018, AAW Games, LLC; Thilo Graf and Jonathan G. Nelson.