Warlock
Base Class: Warlock

Your pact has bound you to one of the ancient Primordials - powerful, chaotic masters of the elements who ruled and shaped the earth at the dawn of time. Most were killed by the gods, but a few were sealed away, and now seek to influence their lost dominion through you, however slowly or subtly. Do they plan to have you release them from captivity? Or perhaps they just want to exercise revenge against the gods by causing trouble? Whatever the reason, this Primordial has bestowed upon you the power of their respective element, and the skill to wield it to their own ends. 

This particular Primordial was a master of lightning and weather, meaning its gifts will enable you to unleash incredible, swift destruction on your enemies, as you bend the very skies themselves to your will.

Expanded Spell List

The Primordial (Storm) 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.

Primordial (Storm) Expanded Spells
Spell Level Spells

1st

absorb elements, thunderwave

2nd

dust devil, gust of wind

3rd

lightning bolt, wind wall

4th

storm sphere, ice storm

5th

conjure elemental, control winds

Command the Storm

Starting at 1st level, you gain the ability to exert control over the chaotic powers you wield. Whenever you roll for lightning or thunder damage, you can reroll any number of 1s or 2s on the damage dice and must use the new roll(s), even if the new rolls are 1s or 2s.

Thunderous Rebuke

At 1st level, your combat prowess is bolstered with elemental might. Whenever a creature makes a weapon attack against you, if they are within 5 feet of you, you can use your reaction to make a weapon attack against them. On hit, you deal an additional 2d6 lightning or thunder damage (your choice), and the creature cannot take reactions until the start of its next turn. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a short or long rest.

Primordial Fury

At 6th level, you are granted the strength needed to exert your will over the storm. You gain resistance to lightning or cold damage (your choice), and whenever you roll for lightning or thunder damage, you can choose to deal maximum damage instead.

Once you use this feature, you can’t use it again until you finish a short or long rest.


Lightning Step

At 10th level, you have become suffused with raw elemental energy, and can unleash a devastating effect. As an action, you can choose a point within 100 feet of range, and transmute into a bolt of lightning to travel there at blinding speeds. When you arrive at your destination, any creatures within 5 feet of your impact must succeed on a Dexterity saving throw or take 3d12 lightning damage and become Stunned until the start of your next turn. If a creature succeeds the saving throw, they take half damage and don’t become Stunned. You revert to your normal form as soon as you reach your destination. If an object or creature intercedes, treat them as your destination.

Once you use this feature, you can’t use it again until you finish a long rest.

Strike the Earth

At 14th level, your mastery of the storm now emanates through the very ground you walk on. As an action, you can strike the ground to create an ancient rune, which causes the ground in a stationary 30ft. radius around you to become electrically charged. Whenever a creature of your choice starts their turn on the ground within this radius, they must succeed on a Constitution saving throw or become Restrained as a strong current holds their legs in place. If the creature is Medium or smaller, they make the saving throw at disadvantage. If an affected creature becomes Prone in this radius, they are Paralyzed until the effect ends. Each affected creature may make another Constitution saving throw at the end of each of their turns. Medium or smaller creatures make these saving throws at disadvantage. On a success, they are no longer Restrained or Paralyzed. 

This feature requires Concentration to maintain. You can maintain Concentration for up to 1 minute, but may choose to end the effect early as an action, and force all affected creatures to take 6d6 lightning damage. When the effect ends after a minute, all affected creatures take 3d6 lightning damage. Regardless of when the effect ends, when it does, all affected creatures stop being Restrained or Paralyzed at the start of their turn.

Once you use this feature, you can’t use it again until you finish a long rest.




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