Warlock
Base Class: Warlock

Fairies are living embodiment's of the forces of nature and are not held by the same boundaries of longevity like most. Thus fairies have the potential to live eternally, however most actually chose not to, returning back to nature in a variety of ways. But on occasion, either through their own curiosity or boredom, these fairies may find themselves lending their vast knowledge of fey magic to those in need, or to those who simply catch their eye.

Expanded Spell List

The Fairy 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.

Spell level       I        Spell

      1st             I       faerie fire, absorb elements

      2nd            I        pass without trace, moonbeam

      3rd             I        blink, call lightning

      4th             I        polymorph, greater invisibility 

      5th             I        awaken, wrath of nature

Natures Attendant

Starting at 1st level, your patron allows you to better understand the many beasts and animals residing in the Fey and material planes. You can cast animal friendship at will once.

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

Elemental Chaos

Starting at 6th level, you begin to understand elemental control and manipulation. Because of this, you are able to cast chaos bolt. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without expending a spell slot. On a successful attack roll, you may force the chaotic energy to leap from the target to a different creature within 30 feet of it, regardless of if the results were the same (this effect only happens once).

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

Energetic Dispersal

Beginning at 10th level, you can explode into a violent storm of elemental magic in response to harm. When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see. Immediately after you disperse, a crackling ball of elemental energy explodes, and creatures within 5 feet of the space you left must make a constitution saving throw, taking 2d8 damage on a failed save, or half as much damage on a successful one. The type of damage is determined by rolling a d8, the number rolled on that die determines the damage type, as shown below.

          d8        I           Damage Type

           1          I          Acid

           2          I          Cold

           3          I          Fire

           4          I          Force

           5          I          Lightning

           6          I          Poison

           7          I          Psychic

           8          I          Thunder

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

Chaotic Eruption

Starting at 14th level, you fully attune to the chaotic nature of the elements, bending and shaping them to your will. As an action, you may have an element of your choice from the table below erupt from within yourself, creating a protective shell and granting various benefits. The effect lasts for 3 turns, until you are knocked unconscious or you dismiss it.

Element Effect
Ice A thorny carapace of icicles forms around your body and ice permeates the ground beneath you. You gain immunity to cold damage. Hostile creatures within 25 feet of you and touching the ground must make a constitution saving throw (warlock spell save DC) or be frozen in place, their movement reduced to 0, for 1 minute or until they succeed. Creatures starting their turn within 25 feet of you must make a constitution saving throw or be refrozen.
Fire Flames engulf and erupt from within, surging outward, searing the ground around you. You gain immunity to fire damage. Creatures within 10 feet of you must make a dexterity saving throw or take 6d6 fire damage on a failed save, or half as much on a successful one. If you dismiss this ability early, you expel the excess heat from your body. Creatures within 5 feet of you must make a dexterity saving throw or take 3d6 fire damage on a failed save, or half as much on a successful one.
Wind Phantasmal force surrounds your body creating a wall of seething wind forcing harm away. You gain mmunity to force damage. Hostile creatures within 25 feet of you must make a strength saving throw or be moved 10 feet away from. On a failed save that creature is knocked prone. Ranged attacks made against you have disadvantage.
Lightning Static charge hisses and crackles, using your body as a conductor to assault those in you way. You gain immunity to lightning damage. A creature of your choice within 15 feet of you must make a dexterity saving thrown or take 4d8 lighting damage on a failed save, or half as much on a successful one. You may have the lightning leap from the target to a different creature within 15 feet of it. You may only have the lightning leap to up to 2 other different unaffected creatures.

 

In addition, you add 1d6 to your damage rolls you make with melee, ranged or eldritch blast attacks, corresponding to the chosen element from this ability, and any spell you cast that requires you to roll a die to determine a damage type may be changed to the type of element chosen from this ability (this ability triggers once a turn).

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