Base Class: Warlock
Myra, the goddess of the elements is one of the major deities of her pantheon and controls the physical nature of all things through fire, water, air, and earth. There are many categories that these attributes fall under such as agriculture and even extra-planetary influences like the tides which have their own gods to rule over. Personality-wise, she is usually pretty mellow-headed and cares for humanity very much. If you get on her bad side though, she has been known to wipe out many civilizations and even whole cultures, making her one of the most feared gods. Despite her fury at those who wrong her, she barely ever tells her worshipers how to act, leading to more death and destruction for unknowing communities. Needless to say, it can be a tossup to follow her but with high risk comes high reward, and those who can correctly divine her will become some of the most wealthy and powerful people in the world.
Expanded Spell List
The Fiend 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. You also gain the spell find familiar and a familiar of your choice between the regular options or an Elemental Turtle (find in Homebrew Monsters)
Fiend Expanded Spells
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Element Allergies
The Goddess Myra gives you the ability to change the damage vulnerability of an enemy within 60 feet. No matter the enemy, you can change their vulnerability to either, cold, fire, lightning, or poison. This lasts for 12 hours after you cast it. You must finish a short or long rest before you can use this feature again.
At higher levels: You can use Element Allergies twice at level 4, three times at level 10, and four times at level 16.
Misty Forms
At level 6, the goddess bestows upon you the ability to cast Myra’s Gaseous Form on yourself at will without expending a spell slot.
Weather Cast
At level 10 the Goddess is pleased with your devotion. She grants you the power to manipulate the weather between five choices. As a bonus action, you can conjure up clear skies, rain, thunder storms, snow storms, and strong winds within a 300 foot area. The effect lasts for about two hours or until you use another bonus action to end it. You are not immune to the effects. The weather and their effects are as follows:
Clear Skies- All current non-magical weather conditions are immediately ended with no clouds left in the see-able sky.
Rain- A light rain falls onto the area. It will douse all non-magical fires that are unprotected and provide clean water to collect and drink from.
Thunder storm- A heavy rain shower will fall onto the area. It will douse all non-magical fires that are unprotected and provide clean water to collect and drink from. Any character wearing conductive metals or other materials must make a DC 10 Constitution Saving Throw or take 9 (2d8) lightning damage.
Snow storm- No matter the temperature outside, a snow storm of at least 3 inches of snow will lightly fall onto the ground. Any creature with minimal clothing will suffer 4 (1d6) cold damage.
Strong winds- A strong wind breezes through the area. This wind will blow out any small fires and torches and blow away any leaves, small twigs, umbrellas, fans, and other light materials and objects.
You must take a long rest before you can use this feature again.
At level 15, you gain the ability to create more dangerous weather conditions, which follows most of the same rules unless stated otherwise.
At level 15:
Heat Wave- All clouds in the area disappear, and the heat of the sun is exemplified. All creatures that fail to find nearby shade must make a DC 13 Constitution Saving Throw or take 12 (2d6 + 5) fire damage.
Flash Flood- A sudden storm rains down onto the area causing a flash flood, washing away all characters and debris in its path. All characters who can’t breathe underwater must make a DC 12 Constitution Saving Throw or fall unconscious for at least 24 hours (they knock their head on debris or lose oxygen while underwater). All characters are scattered across a 500 foot area, as a result from the flood.
Lightning Storm- A terrible storm forms above the area. All characters must make a DC 12 Dexterity Saving Throw every 10 minutes or every turn, otherwise they take 29 (5d8 + 6) lightning damage on a failed attempt.
Hail Storm- The surrounding area temperature drops to 20 degrees Fahrenheit (-7 degrees Celsius). All creatures with little protection from the cold must take an immediate 4 (1d6) cold damage. From the sky rains chunks of hail. All characters must make a DC 12 Dexterity Saving Throw or suffer 9 (2d8) bludgeoning damage and 20 (4d6 + 6) cold damage.
Tornado- A large tornado that stretches up to the sky forms. Its base at the clouds is 50 feet, and reaches downwards in a cone shape. Any character within 50 feet must make a DC 15 Strength Saving Throw or be swept up by the tornado, taking 18 (4d8) slashing damage from the sharp winds.
Terrain Rearrange
At level 14, the Goddess of Elements is pleased with your work and rewards you with the chance to rearrange the landscape within 250 feet of you to your advantage as a bonus action. You can choose to turn the landscape into:
- A barren desert.
- A dense forest.
- A vast ice land.
- A rocky mountain range.
The spell lasts for 24 hours before the terrain forms back into its original self. You can only use this feature again after a long rest.
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