The Withering Bloom Profession in Zoetrope | World Anvil

The Withering Bloom

Warlock Subclass (Source: Strixhaven: A Curriculum of Chaos)
This is a variant of the Mage of Witherbloom subclass, for use in this setting. It is as follows:
Among the various Olyphian Mystics lurks a Mystery Cult calling itself The Folk of the Withering Bloom (or Witherbloomers for short), which has been gaining followers for a few hundred years. The public face of the cult is a benign seeming panththeistic faith offering up broad prayers to virtually the entire pantheon of deities, but with special emphasis on those with a role to play in the cycle of life, death, nature, and the seasons; Olyph is hidden in plain sight as one of these deities due to his unique dual nature among the gods of being both living and dead. The much more overt involvement of Olyph in the founding and ongoing affairs of the Mystery Cult is unknown among the layfolk, with only the inner circle of the initiated who lead the cult being privy to such details.
 
Mastery Over Life and Death
This is a path for those who want to master the ebb and flow of the energies of life and death. While they might take any stance on good or evil, lawful or chaotic, those who follow this tradition must remain at least somewhat centered. The most common alignment of those who follow this tradition is neutral with a more or less even mix of mild lawful, chaotic, evil, or good tendencies. When you would take a level in this subclass, including the 1st level, you may only take that level if some part of your alignment is currently neutral.
 
Bonus and Expanded Spells
As you gain favor with the Withering Bloom you are granted knowledge of certain spells automatically, and are also granted access to an expanded list of spells that you may choose from when you learn a warlock spell. Spells in the Bonus Known Spells column of the following table are automatically known to you when you gain access to spells of the indicated level. They are warlock spells for you, and they do not count against your known spells limit. Spells in the Expanded Spells column are added to the warlock spell list for you.
 
Spell Level
Bonus Known Spells
Expanded Spells
1
Healing Word
Cure Wounds, Inflict Wounds
2
Wither and Bloom
Gentle Repose, Lesser Restoration
3
Life Transference
Aura of Vitality, Revivify
4
Blight
Aura of Life, Aura of Purity
5
Enervation
Greater Restoration, Mass Cure Wounds
 
Blooming Vitality
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you, does not count against your maximum number of warlock cantrips known, and has a range of 30 feet when cast by you. You also have advantage on saving throws against disease and poison.
 
Witherbloom Brews
At 1st level, you gain proficiency with herbalism kits if you don’t already have it. Additionally, as you gain levels in this class you learn recipes for various Witherbloom Brews, which are potent potions, unguents, tinctures, tisanes, powders, and the like. You are able to craft such concoctions that you know the recipes for and infuse them with magical power. You can keep them for your own use or hand them out for others to use, and each such brew retains its magical potency for 24 hours or until expended (whichever comes first).
At 1st level, you can have two unused Witherbloom Brews in existence at a time. This limit increases by one when you gain your 6th and 10th levels in this class, and by two when you gain your 14th level in this class. Saving throws made to resist your Witherbloom Brews are made against your spell save DC.
 
Witherbloom Brew Recipes
At 1st level, you learn three Witherbloom Brew recipes of your choice from the Witherbloom Brews list, and you learn three more Witherbloom Brew recipes from that list that you don't already know when you take your 6th level, 10th level, and 14th level in this class.
 
Making Witherbloom Brews
To make Witherbloom Brews you know the recipe for, you must use an herbalism kit and spend 10 minutes per brew. At 1st level, you may do so any number of times as part of a long rest, up to your limit. This improves at 6th level, when you gain the ability to make one Witherbloom Brew as part of a short rest, and improves again at 14th level when you gain the ability to make up to two Witherbloom Brews as part of a short rest. However, an attempt to make a Witherbloom Brew in excess of your limit simply fails.
Each Witherbloom Brew must be put into its own container, but what form such a container might take depends upon the type of brew. Some are drinkable liquids and are best stored in a flask, wineskin, or bottle. Others are powders best stored in a pouch or a vial, or salves or oils best kept in a pot or jar. And so on.
 
Warlock Level
Known Recipes
Witherbloom Brews Limit
Make per Short Rest
1
3
2
0
6
6
3
1
10
9
4
1
14
12
6
2
 
Essence Manipulation
Starting at 6th level, your mastery over the ebb and flow of life forces grows further as you learn various techniques for manipulating healing and necrotic energies.
 
Essence Manipulation Techniques
At 6th level you learn two of the following Essence Manipulation techniques of your choice. You learn one additional technique of your choice that you don't know when you take your 10th level in this class, and one more when you take your 14th level in this class. You can swap an Essence Manipulation technique you know for one you don't know when you gain an Ability Score Improvement.
 
  • Antipathia: choose a creature that you can see within 60 feet, then spend one of your Hit Dice and roll it. The chosen creature suffers necrotic damage equal to the rolled result plus your Charisma bonus (minimum 1), or half that damage if they succeed on a Constitution saving throw against your spell save DC.
  • Contagio: if you cast a spell using a spell slot before the end of your turn that inflicts necrotic damage on another creature, you may choose a different creature that you can see within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or suffer an equal amount of necrotic damage.
  • Inversionis: if you cast a spell using a spell slot before the end of your turn that restores hit points to another creature, you may choose a different creature that you can see within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or suffer an equal amount of necrotic damage.
  • Similitudinis: if you cast a spell using a spell slot before the end of your turn that restores hit points to another creature, you may regain an equal number of hit points (up to your maximum).
  • Subversionis: if you cast a spell using a spell slot before the end of your turn that inflicts necrotic damage on another creature, you may choose yourself or a different willing creature that you can see within 60 feet of you. The chosen creature regains an equal number of hit points.
  • Sympathia: choose another creature that you can see within 60 feet, then spend one of your Hit Dice and roll it. The chosen creature regains a number of hit points equal to the rolled result plus your Charisma bonus (minimum 1).
Using Essence Manipulation
You can take a bonus action during your turn to choose one of the Essence Manipulation techniques you know and gain its benefits. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after completing a long rest.

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