Warlock
Base Class: Warlock

You made a deal with a roiling elemental from the Elemental Plane of Air, or a being of storm. These being are often chaotic in nature, whose purposes switch at the drop of a hat along with their plan for you. These beings could be Akadi, Queen of Air, Great Caliph Husam al-Balil ben Nafhat al-Yugayyim, Shu, or Yan-C-Bin, or other primal elementals. 

Warlocks of the Tempest primarily are reckless free spirits, who have no qualms about destroying those in their way. While the power of your patron is a huge boon, it is often a shackle at the same time, causing stress between the two of you. 

Expanded Spell List

The Tempest 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.

Tempest Expanded Spells
SPELL LEVEL SPELLS

1st

thunderwave, chaos bolt

2nd

gust of wind, levitate

3rd

call lightning, lightning bolt

4th

freedom of movement, storm sphere

5th

destructive wave, steel wind strike

Storm Form

You harness the power of your patron and imbue your own body with a raging storm. As a bonus action, you can enter your storm form. for the rest of your turn, your movement speed is increased by 10 feet, opportunity attacks are made against you at disadvantage, you can pass through cracks as large as 4 inches wide, and you can pass through other creatures space during this turn. Doing so forces them to make a Dexterity saving throw equal to your spell save DC, if they fail they take 1d8 lightning damage, half of much on a success. A creature can only take this damage once per turn. The movement speed increases to 20 feet at 6th level, and to 30 feet at 10th level. The damage increases by 1d8 at 10th and 14th level. You can use this ability a number of times equal to your proficiency modifier.

Reckless Abandon

Starting at 6th level, you can add your charisma modifier to any time you deal lightning or thunder damage. Additionally, you now have resistance to all attack of opportunities.

Lightning Reflexes

Starting at 10th level, you gain proficiency in dexterity saving throws, and can add your charisma to your initiative rolls. If you succeed a Dexterity saving throw against a spell or harmful effect, you can use your reaction to move up to half your speed, but still take half the damage.

Kinetic Magic

Starting at 14th level, if you have moved at least half of your movement this turn, when you cast a spell using your pact magic, you can roll the damage twice, and take the higher of the two. Additionally, when you activate your storm form, you now gain a fly speed equal to your movement speed plus an additional 30 feet.

Comments

Posts Quoted:
Reply
Clear All Quotes