Warlock
Base Class: Warlock

Elementals are very frequently confined to specific environments. Most of them accept this, but others strongly desire news of an outside world. When they do have an opportunity to make an ally, they do their best to ensure return trips from their visitors. One such way is promising more power. When they choose an individual to patron, a piece of the patron travels with the individual, in  order to fuel the strength of the pact.

Elemental Master

You choose your patron’s kind or determine it randomly, using the Elemental table.

d4   Element
1   Earth
2   Air
3   Fire
4   Water
Air Elemental

Your patron is an Air Elemental.

Earth Elemental

Your patron is an Earth Elemental.

Fire Elemental

Your patron is a Fire Elemental.

Water Elemental

Your patron is a Water Elemental.

Expanded Spell List

1st-level Elemental feature

The Elemental lets you choose from an expanded list of spells when you learn a warlock spell. The Elemental Expanded Spells table shows the elemental spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: earth, air, fire, or water.

Spell Level ELEMENTAL Spells EARTH Spells AIR Spells FIRE Spells WATER Spells
 1st  absorb elements   earth tremor   fog cloud   faerie fire   ice knife
 2nd   enhance ability   Maximilian’s Earthen Grasp   skywrite   flame blade   acid arrow
 3rd   protection from energy   erupting earth   haste   fireball  tidal wave 
 4th   conjure minor elementals   stoneskin   storm sphere   wall of fire   watery sphere
 5th   commune with nature   transmute rock   telekinesis   immolation   greater restoration
 9th   storm of vengeance        

Elemental Bridge

1st-level Elemental feature

Your patron gifts you with the ability to channel them through your magic.

Elemental Bridge. Once during each of your turns when you hit with a spell attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (Earth Elemental), thunder (Air Elemental), fire (Fire Elemental), or cold (Water Elemental).

 

Air Bridge

Once during each of your turns when you hit with a spell attack roll, you can deal extra thunder damage to the target equal to your proficiency bonus.

Earth Bridge

Once during each of your turns when you hit with a spell attack roll, you can deal extra bludgeoning damage to the target equal to your proficiency bonus.

Fire Bridge

Once during each of your turns when you hit with a spell attack roll, you can deal extra fire damage to the target equal to your proficiency bonus.

Water Bridge

Once during each of your turns when you hit with a spell attack roll, you can deal extra cold damage to the target equal to your proficiency bonus.

Patron Follower

1st-level Elemental class feature

A piece of your patron travels with you, acting as a direct line. They are considered a Tiny creature, and are immune to everything except anti-magic. They cannot hurt  They can communicate with you, but only telepathically. This communication is possible as long as you are both on the same plane of existence. They can perform minor magical effects in relation to their element (i.e. A fire elemental can start a camp fire, a water elemental could help avoid rain)

Nature's Advance

6th-level Elemental feature

You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (Earth Elemental), thunder (Air Elemental), fire (Fire Elemental), or cold (Water Elemental).

In addition, you gain a movement feature depending on your chosen patron:

Earth Elemental - Your walking speed increases by 10 ft. You can also burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Air Elemental - You gain a flying speed equal to your walking speed.

Fire Elemental - When dashing, you leave a trail fire. Any creature within 5 ft. of the fire must make a Dex save equal to your spell save DC or take fire damage equal to your proficiency bonus, and remain on fire until they take an action to put themselves out.

Water Elemental - You gain a swimming speed equal to double your walking speed.

Nature's Advance (Air Elemental)

You begin to take on characteristics of your patron’s kind.

You now have resistance to thunder damage. You gain a flying speed equal to your walking speed.

Nature's Advance (Earth Elemental)

You begin to take on characteristics of your patron’s kind.

You now have resistance to bludgeoning damage. Your walking speed increases by 10 ft. You can also burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Nature's Advance (Fire Elemental)

You begin to take on characteristics of your patron’s kind.

You now have resistance to fire damage. When dashing, you leave a trail fire. Any creature within 5 ft. of the fire must make a Dex save equal to your spell save DC or take fire damage equal to your proficiency bonus, and remain on fire until they take an action to put themselves out.

Nature's Advance (Water Elemental)

You begin to take on characteristics of your patron’s kind.

You now have resistance to cold damage. You gain a swimming speed equal to double your walking speed.

Nature's Shroud

10th-level Elemental feature

You can add +5 to your AC, similar to the shield spell, for up to one minute. This requires concentration to maintain, as if concentrating on a spell. You can only activate this in response to taking damage as the result of an attack roll.

 You may only do this 2 times per long rest.

Form Shift

14th-level Elemental feature

You spend one action and turn into the same type of elemental as your patron for 1 minute. You use their stat block, but retain your Intelligence, Wisdom, and Charisma. You cannot cast spell, but may use other class features.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

Form Shift (Air Elemental)

You spend one action and turn into the same type of Elemental as your patron for 1 minute. You use their stat block, but retain your Intelligence, Wisdom, and Charisma. You cannot cast spell, but may use other class features.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

 
 

Form Shift (Earth Elemental)

You spend one action and turn into the same type of Elemental as your patron for 1 minute. You use their stat block, but retain your Intelligence, Wisdom, and Charisma. You cannot cast spell, but may use other class features.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

 
 

Form Shift (Fire Elemental)

You spend one action and turn into the same type of elemental as your patron for 1 minute. You use their stat block, but retain your Intelligence, Wisdom, and Charisma. You cannot cast spell, but may use other class features.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

 
 

Form Shift (Water Elemental)

You spend one action and turn into the same type of elemental as your patron for 1 minute. You use their stat block, but retain your Intelligence, Wisdom, and Charisma. You cannot cast spell, but may use other class features.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

 
 

Comments

Posts Quoted:
Reply
Clear All Quotes