Base Class: Warlock
Warlocks have a wide and varied selection of creatures to choose as their patrons. Few warlocks choose elementals, though. Chaotic, uncontrollable, trying to make a pact with an elemental is sometimes even more dangerous than doing it with a demon, since the last one may kill you out of a cruelty that can be somehow predicted, while the elemental may destroy you without noticing, unable of comprehending that not all creatures can survive on the presence of its unlimited elemental energy. Those brave enough to make that deal with an elemental and is lucky enough to find a sentient elemental entity like a Djinni or a Prince of the Apocalypse, find out that the risk they put themselves in is nothing compared to the unlimited power they unlocked.
Elemental Affinity
Starting at 1st level, when you choose this class, you choose one element from the list below. This power reflects the nature of your patron and will affect the powers gained as you level up in this class.
Air
If you choose this element, you gain resistance to lightning or thunder damage (you may change the damage resistance as a bonus action), and when you fall, you may use your reaction to reduce the damage taken by 1d6+your warlock level + your Charisma modifier. This trait may manifest in your clothes billowing even if there is no air or your hair charging with electricity and floating. Additionally, you learn the Gust cantrip and you choose 2 spells of 1st, 2nd, 3rd, 4th and 5th level that deal lightning or thunder damage from any other class. They count as warlock spells for you and you can learn them following the rules of pact magic.
Earth
If you choose this element, you gain resistance to bludgeoning, piercing or slashing damage even from magic weapons (you may change the damage resistance as a bonus action), and you gain burrowing speed of 20 feet on dirt and earth. This trait may manifest in your skin turning tough and stone-looking after you are exposed to the damage you are resistant or dig using your burrowing speed. Additionally, you learn the Mold Earth cantrip and you choose 2 spells of 1st, 2nd, 3rd, 4th and 5th level that deal bludgeoning damage from any other class (Meld into Stone also counts as one spell that you can choose). They count as warlock spells for you and you can learn them following the rules of pact magic.
Fire
If you choose this element, you gain resistance to fire or cold damage (you may change the damage resistance as a bonus action). This trait may manifest with your chest glowing as you breathe, revealing the elemental flames that burn within you. Additionally, you learn the Firebolt cantrip and you choose 2 spells of 1st, 2nd, 3rd, 4th and 5th level that deal cold or fire damage from any other class. They count as warlock spells for you and you can learn them following the rules of pact magic.
Water
If you choose this element, you gain resistance to poison or acid damage (you may change the damage resistance as a bonus action), and you gain swimming speed equal to four times your Charisma modifier and the ability to breath underwater for 10 minutes. You regain the ability to do so after breathing air for another minute. These effects may manifest as your body becomes somehow translucent when you are submerged in any liquid, as the elemental water in your body fuses with its surroundings. Additionally, you gain the cantrip Shape Water and you choose 2 spells of 1st, 2nd, 3rd, 4th and 5th level that deal acid, cold or poison damage from any other class. They count as warlock spells for you and you can learn them following the rules of pact magic.
Elemental Discharge
When you reach 6th level on this class your elemental powers increase even more, to the point where you can channel your might through the elemental magic. When you roll damage for a spell that deals the same damage type as the damage you are resistant to, you add you Charisma modifier to the damage of the spell. Finally, you get one of the following benefits according to the damage type you chose at 1st level:
Air
You gain flying speed (hover) equal to three times your Charisma modifier and as a bonus action you may surround yourself with lightning or thunderous energy when you deal damage of this type. This lasts until the end of your next turn and deals damage of the same type as the aura equal to your Charisma modifier to any creature of your choice that starts their turn within 5 feet of you. You can use this feature as many times as your Charisma modifier, regaining all uses after a short rest.
Earth
You double the burrowing speed you got from the Elemental Affinity feature. Additionally, as an action you can make the ground on a 15-foot radius around you tremble, forcing any creature in that area to make a Dexterity saving throw against your spell DC or be knocked prone. Structures in this area take 1d8+ your Charisma modifier points of bludgeoning damage, which may cause them to break. You can use this feature a number of times equal to your Charisma modifier and you regain the ability to do so after a short or long rest.
Fire
You gain the ability of lighting flammable objects on fire by using your bonus action while in direct contact with them. The object catches on flames and deals 1d6 points of cold or fire damage on touch. Additionally, you may evaporate or freeze a cube of water up to a 5-feet on the side by using your action and being in full contact with the water. You can do this a number of times equal to your Charisma modifier and you regain the ability to do so once you finish a short or long rest. You may spend more than one use to increase the area of the cube. Finally, if a creature hits you with a melee attack, they take cold or fire damage equal to your Charisma modifier, as the fiery energy flowing on your veins burns them.
Water
You double your swimming speed and water breathing time. Additionally, you can partially absorb electricity and store it in your almost liquid body. When you receive lightning damage, you gain as many charges as lightning damage you receive. The maximum number of stored charges equals your Charisma modifier times your level. When a creature hits you with a melee attack, you can use your reaction to deal lightning damage equal to the stored charges, losing them. These charges vanish after a long rest.
Entropic Mastery
At 10th level you learn how to control the chaos of your powers, making them more precise tools of destruction, focusing them and making them even stronger as well as becoming more attuned with your element of choice, losing the necessity to eat, drink or sleep, though you still need to take a long rest to avoid exhaustion, but it can be spending time doing light activities. Additionally, you gain the following features according to the element you chose at 1st level.
Air
You can become almost immaterial as a bonus action, gaining resistance to bludgeoning, piercing and slashing from non-magical weapons and doubling your flying speed. You can pass through a space as narrow as 1 inch and for the purposes of hiding you count as heavily obscured, as you look like air that carries a lot of dust. You can still interact with physical objects and weapons you carry become solid when you attack with them, so this feature does not affect how you interact with the world. This effect lasts for 1 minute or until you dismiss it as a bonus action. Once you have spent its total duration in immaterial form, you cannot use it again until you finish a short rest.
Earth
You can use your bonus action to call upon the elemental earth, summoning its destructive potential. The ground in a 30-foot sphere around you becomes infused with your magic. As a bonus action on the rest of your turns for a minute, you can target a number of creatures equal to your Charisma modifier that are in the area of this feature, forcing them to do a Dexterity saving throw, making them take 1d6 points of piercing damage on a failed save or half as much on a successful save damage as the earth below them rises as sharp spikes, or a Strength saving throw as the earth rises and pushes them up to 10 feet in the direction you choose on a failed save. The DC for the saves is your spell DC. Once you use this feature, you must spend a short or long rest to be able to use it again. Additionally, when you are targeted by an attack, you can use your reaction to make a stone slab appear between you and the attacker, provided that you are not in the same space as them. This stone is 2-inch thick and 1 feet taller and wider than you and has an AC of 12 and 10 hit points, thus providing total cover against the attack. You must use the reaction before the attack roll is made, cancelling the attack, but the attacker may still position themselves to perform the attack in a different place. You may use this feature a number of times equal your Charisma modifier, and you regain expended uses after a short or long rest.
Fire
You can use a bonus action to release the fire that burns within you, creating something that resembles an inferno. This effect lasts for 1 minute. During this time, any spell you cast that deals cold or fire damage, deals extra 1d6 points of damage plus any bonuses obtained from previous features. Additionally, your spells and cantrips ignore any cold or fire resistance and damaging enemies with immunity to fire or cold damage only count as resistant against spells that deal cold or fire damage. Finally, any flammable object within 30 feet of you catches on flames and deals 2d6 fire damage on a creature that starts it’s turn in contact to them or touches them. While this effect is active, you shed bright light for a 10-foot radius and dim light for other 10 feet, additionally, the damage you deal when a creature hits you with a melee attack is doubled while this effect is active. All these effect except the flames that have extended naturally fade once a minute has passed or you dismiss all of them as a bonus action on your subsequent turns.
Water
You gain the ability to breathe under water for an unlimited period of time. You can breathe virtually in any liquid, including acid and poison, but you would still take damage from it. As a bonus action, you can become more attuned with the elemental water that flows inside of you, being able to partially turn liquid. For 1 minute, when a creature hits you with an attack, your body breaks into water and instantly rebuilds. You gain resistance against fire, force and bludgeoning, piercing and slashing damage from non-magical weapons. Additionally, you can pass through a space as narrow as 1 inch without squishing. Finally, when you are submerged in a liquid, you become almost invisible, as your body absorbs and assimilates its surroundings. You count as heavily obscured for the purposes of hiding, giving you advantage on Stealth checks.
Elemental Mastery
When you reach 14th level in this class, you get full control of your power, not only the chaotic power but also the least destructive aspects of it. You gain immunity to the damage type you gain resistance with the Elemental Affinity feature (though magic weapons may pass through your immunity to bludgeoning, piercing and slashing, but not your resistance to them) and you also gain the following benefits according to the element you chose at 1st level:
Air
Your flying speed becomes 60 feet (you can still double it using the Entropic Mastery feature or spells like Haste and any bonuses to speed like the Unarmored Movement from the monk class still applies). Additionally, you can hold your breath for 15 minutes and you can use a bonus action to be surrounded by a constant flow of elemental wind. This causes ranged attacks against you to be made with disadvantage and objects in an area within 15 feet of you that weight less than 10 pounds may be thrown flying in a random direction. This effect lasts until you use a bonus action to dismiss it. Finally, when you cast a spell that requires you to spend a spell slot, you make lightning or thunder energy erupt from you, dealing 5d8 points of lightning or thunder damage (your choice) to up to 5 creatures within 15 feet of you.
Earth
Your burrowing speed becomes 40 feet now, and you may cast Meld into Stone once without using a spell slot, regaining the ability to do that again when you finish a short rest. Additionally, you may teleport from the place you are currently standing it to a place within 60 feet of you as a bonus action, as long as the two places are in the same terrain (there are no separations between the place you are standing in and the place you want to teleport to, and both are made of the same terrain (stone, dirt, etc.). Finally, you may use your action and spend one warlock spell slot to make stone and crystals come out of your skin, coating it and granting you immunity to bludgeoning, piercing and slashing even from magic weapons. This benefit lasts for as many turns as your charisma modifier (minimum of 1), including the turn you activate the benefit.
Fire
Your fiery power can now be channelled in a more focused way. You can use your action and spend a warlock spell slot to create a controlled fiery explosion. The explosion is centred on you and every creature in a 20-foot radius must make a Constitution saving throw against your spell save DC, taking 10d8 points of cold or fire damage (the element you are immune to) on a failed save or half as much on a success. You can protect a number of creatures equal to your Charisma modifier (minimum of 1), giving them advantage on the save. Finally, the explosion creates 20-foot radius of blue or red flames (blue for cold, red for fire). In that area the rules of extreme cold apply to the blue flames and the rules of extreme heat apply to the red flames, but the creatures in the area need to make a saving throw at the end of their turn instead of every hour. This effect lasts for a number of rounds equal to your Charisma modifier and you can end it earlier as a bonus action. Finally, when you use your bonus action to activate the Entropic Mastery feature, you surround yourself in a fiery aura, making one creature within the bright light area take 1d6 points of cold or damage at the start of your turn (no action required). Additionally, you gain the cantrip Control Flames, and it does not count against the number of cantrips you can learn.
Water
You gain complete control of the elemental water, allowing you to gain swim speed equal to 60 feet and you can now become invisible while submerged in liquid. Additionally, you can release a water jet from your hand as an action, rolling a ranged spell attack roll against one creature, dealing 3d10 points of bludgeoning damage on a hit and forcing them to make a Strength saving throw against your spell DC or be pushed up to 15 feet away from you. This damage increases to 4d10 at 17 level. Finally, once per short rest, you can use your action and spend a spell slot to create an area of 60 feet that lasts until the beginning of your next turn where your elemental energy manifests at its most dangerous state. Each creature of your choice within that area must make a constitution saving throw against your spell save DC or suffer 10d6 points of poison or acid damage on a successful save or half as much on a failed one. A creature that takes poison damage and fails the save becomes poisoned for a minute, and they must use their action to repeat the save at the end of their turns. A creature that takes acid damage must roll a d4 for every non-magical and magical piece of equipment exposed to this effect. Any armor takes a penalty to its AC of the number rolled, and non-magical armor may break if the AC bonus becomes 10 or lower it breaks. A non-magical shield may break if it’s total AC becomes 0. Any weapon gets a penalty to attack and damage rolls equal to the number rolled and non-magical weapons may break if the creature hits with an attack roll while having that penalty. This penalty lasts until the weapons or armor are repaired at a blacksmith or targeted by the Mending cantrip (one cast of the spell reduces the penalty by 1).
Previous Versions
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