Base Class: Warlock
Your patron is an elemental entity of great power. This being could be a ruler of one of the Elemental Planes, a somewhat stable manifestation in Limbo, or an exceptionally powerful elemental that lies somewhere in the Material Plane. Your devotion to this elemental's schemes gives you great knowledge about other planes of existence, especially Elemental Planes, and gives you some control over the elements themselves.
Expanded Spell List
The Elemental Lord 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.
Elemental Lord Expanded Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Amplify Elements
Starting at 1st level, you can empower your elemental attacks. Whenever you deal cold, fire, lightning, or thunder damage, you can increase the damage of one type by an amount equal to half your warlock level, rounded down (minimum of 1).
You can use this feature a number of times equal to your Charisma modifier. You regain all spent uses after finishing a short or long rest.
Absorption
Starting at 6th level, you can use the power from outside elements to fuel your magic. Whenever you take acid, cold, fire, lightning, or thunder damage, you can use a reaction to regain a spell slot from your Pact Magic feature.
After you use this feature, you can’t use it again until you finish a long rest.
Harbinger of the Primordial Worlds
Starting at 10th level, your patron grants you access to an extended list of Mystic Arcanum spells for your upcoming Mystic Arcanum ability. These spells can be used as options whenever you learn a Mystic Arcanum spell. These are great gifts of immense power that allow you to bring with you the influence of the Elemental Planes.
| Spell Level | Spells |
|---|---|
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6th |
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7th |
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8th |
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9th |
Globe of Limbo
Starting at 14th level, you can conjure and control a small piece of the chaotic realm of Limbo. As an action, you target a space within 30 feet of you, and choose one of the phases on the table listed below, and it effects take place in a 10 foot radius sphere from that point. For three more rounds afterwards on the start of your turn, you can use an action move the sphere up to 30 feet in any direction and choose a new phase to take place that you have not already chosen. After all four phases have been used, or if you use an action to end the use of this feature, the effects of this feature end.
For this duration, you must maintain concentration as if you were concentrating on a spell. You cannot concentrate on spells while using this feature. The feature is immediately expended if you unwillingly break concentration, and you suffer the effects of the current phase. Any damage dealt this way to you is halved.
| Phase | Effect |
|---|---|
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Flame |
All creatures that are caught within in the 10 foot radius take 2d6 fire damage and make a Dexterity saving throw. On a failed save, the creature takes an additional 2d6 fire damage on the start of their next turn. |
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Blizzard |
All creatures that are caught within the 10 foot radius take 2d6 cold damage and make a Constitution saving throw. On a failed save, the creature's speed is halved until your next turn. |
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Storm |
All creatures that are caught within the 10 foot radius take 2d6 lightning damage and make a Strength saving throw. On a failed save, the creature is pushed 15 feet from the center point. |
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Earth |
All creatures that are caught within the 10 foot radius take 2d6 thunder damage and make a Constitution saving throw. On a failed save, the creature is petrified until your next turn. |
After you use this feature, you can’t use it again until you finish a long rest.
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