Base Class: Warlock
The Fire and Frost Warlock forms a pact with a powerful elemental being, granting them dominion over fire and water. This subclass allows warlocks to channel the raw energy of these elements, gaining resistance to both fire and cold damage, and the ability to control flames and water at will. Through unique invocations, they can unleash bursts of fire or transform into liquid to slip through barriers. As they gain experience, their elemental powers grow more potent; they can extend the range and power of fire spells or conjure protective water shields. Eventually, they learn to merge their elemental affinities, creating scalding steam clouds and transforming into elemental avatars of fire or water, showcasing their mastery of the elemental forces. This subclass offers a dynamic playstyle that balances offensive power with defensive versatility, perfect for warlocks seeking to command the primal forces of nature.
Elemental Affinity
At 1st level, when you choose this pact, you gain the following benefits:
Elemental Affinity: You have resistance to fire and cold damage. Additionally, you can cast Control Flames (fire) or Shape Water (water) without expending a spell slot or material components. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Expanded Spell List
The Elemental Sovereign 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:
- 1st Level: Burning Hands (fire), Create or Destroy Water (water)
- 2nd Level: Flaming Sphere (fire), Misty Step (water)
- 3rd Level: Fireball (fire), Water Breathing (water)
- 4th Level: Wall of Fire (fire), Control Water (water)
- 5th Level: Immolation (fire), Cone of Cold (water, but flavored as a torrent of icy water)
Elemental Invocation
Starting at 1st level, you learn an invocation that reflects your elemental pact:
- Fiery Soul: You can use your action to unleash a burst of fire. Each creature within 5 feet of you must make a Dexterity saving throw against your warlock spell save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest. Fiery Soul’s damage increases to 3d6 at level 7, 4d6 at level 14, 5d6 at level 18.
- Aqua Step: You can use your action to turn into water and move at your walking speed. You can move through the space of any creature, or through any space that will admit water. However, you must end your turn outside of another creature's space. Once you use this feature, you can't use it again until you finish a short or long rest.
Elemental Mastery
At 6th level, your mastery over fire and water deepens:
- Burning Hands: When you cast Burning Hands, its range increases to 30 feet. Additionally, you can cast it as a bonus action if you cast any other spell on your turn.
- Aqua Shield: When you are hit by an attack, you can use your reaction to create a shield of water around you. The attacker must make a Strength saving throw or be pushed 10 feet away from you. Once you use this feature, you can't use it again until you finish a short or long rest.
Elemental Fusion
At 10th level, you can combine your elemental powers:
- Steam Cloud: As an action, you can create a 20-foot-radius cloud of scalding steam centered on a point you can see within 60 feet. The area is heavily obscured, and any creature that starts its turn in the cloud or enters it for the first time on a turn must make a Constitution saving throw or take 4d6 fire damage. The cloud lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). Once you use this feature, you can't use it again until you finish a long rest.
Elemental Sovereign
At 14th level, your control over the elements reaches its zenith:
- Elemental Form: As an action, you can transform into a being of living fire or water for up to 10 minutes. While in this form, you gain the following benefits:
- Fire Form: You are immune to fire damage, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and you can move through a space as narrow as 1 inch without squeezing. Your attacks deal an extra 1d6 fire damage.
- Water Form: You gain a swim speed equal to your walking speed, you can breathe underwater, and you can move through water without being slowed. Your attacks deal an extra 1d6 cold damage.
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