Warlock
Base Class: Warlock

You have asked the gods for power, but instead received a divine curse. Silvanus, god of wild nature pays no attention to the machinations of mortals or other deities. You have been the exception and have been granted control over the four seasons of nature. His reasoning for granting such power is currently unknown to you, but one day it may become clear. You quickly learned that this power comes with a price, the curse of the seasons engulfs your form and personality; you are no longer completely mortal. You no longer age and if you are killed your role will continue in the afterlife. Your service to the seasons shall be indefinite, that is the price of Silvanus’s power.

  • You can choose to change the elemental damage of all spells to that of the corresponding element of whichever season you’re in.
  • Know 1 fewer cantrips.
  • Roll a 1d4, remain your current season for that many days and then move to the next season in the cycle. If there is strong seasonal energy, you can request a specific season or the DM may tell you have switched seasons, up the DMs discretion. Cycle: 1. Spring 2. Summer 3. Fall 4. Winter
  • Alternate ruling: Every day at dawn roll a 1d4, change to that season until the next dawn. If there is strong seasonal energy, you can request a specific season if it matches up the DMs discretion. (1=Spring 2=Summer 3= Fall 4= Winter)

Four Seasons' Spells

               Starting at 1 level you know certain spells you otherwise would not. These spells count as Warlock spells for you, and they don’t count against the number of Warlock spells you know. You only know the spells of the season you are currently in.

Four Seasons Spell list

Levels

Spring

 

Summer

 

Fall

 

Winter

 

Cantrips

Mold Earth

Poison Spray

Fire bolt

Control flames

Gust

Lightning Lure

Shape Water

Frost bite

1st

Magnify Gravity

Earth Tremor

Hellish Rebuke

Burning hands

Feather fall

Thunder wave

Ice knife

Frost fingers

2nd

Max’s Earthen Grasp

Enlarge /Reduce

Heat metal

Aganazzar's Scorcher

Gust of wind

Misty Step

Rime's Binding Ice

Snilloc's Snowball Storm

3rd

Slow

Wall of sand

Fireball

Flame stride

Haste

Call lightning

Tidal wave

Water walk

4th

Gravity sinkhole

Stone skin

Fire shield

Widogast's Web of Fire

Storm sphere

Freedom of movement

Ice storm

Control water

5th

Hold monster

Transmute rock

Flame strike

Immolation

Steel wind strike

Control Winds

Maelstrom

Cone of cold

 

Summer - fire

Wild one’s curse: Starting at 1 level, your hotheaded nature and attitude can distract you in combat. However, this keeps your flames fueled and gives you edge when attacking. Take a -1 penalty to AC but gain a +1 to spell attack roles.

Mantle of Flame:

          Also starting at 1st level, you can unleash the deep wells of fire that blaze within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

Whenever a creature within 5 feet of you hits you with a melee attack or touches you it takes fire damage equal to your charisma modifier.

Whenever you roll fire damage on your turn, the roll gains a bonus equal to your proficiency bonus. 

You can use this feature a number of times equal to your charisma modifier per long rest.

Fall - Lightning

Wild one’s curse: Starting at 1 level, the whipping air around you grants you speed. Gain a +1 bonus to initiative and increase your movement speed by 5, but you have a -1 on attack rolls against targets more than 5 feet away from you as your wind is unpredictable.

Mantle of lighting:

          Also starting at 1 level, you can channel the natural energy around to create a coil of lighting surrounding your body.

As a bonus action, you magically wreathe yourself in a coil of lighting, causing a high-pitched noise for the duration. For 1 minute, you gain the following benefits:

Everyone within 30 feet of you has disadvantage on perception checks that require hearing. Anyone within 10 feet of you is deafened.

Whenever a creature starts their turn within 5 feet of you or enters that radius for the first time on their turn, they take lightning damage equal to 1d4 plus your charisma modifier if they are wearing or holding metal, and half that if not.

Whenever you roll lightning damage on your turn, add damage equal to your proficiency bonus if they are wearing or holding metal.

You can use this feature a number of times equal to your charisma modifier per long rest.

Winter - Cold

Wild one’s curse: Starting at 1 level, the ice forming on your body grants you protection, but makes you slow. you gain a +1 Bonus to AC, but your movement speed is reduced by 5.

Mantle of Ice:

          Also starting at 1 level, you can focus your icy powers towards the outer layers of your skin, granting you protection from incoming damage:

As a bonus action, you magically coat yourself in a thick armor of ice. While coated, any space you occupy becomes difficult terrain for a number of rounds equal to your charisma modifier, as the floor freezes beneath your new icy form. For 1 minute, you gain the following benefits:

Other creatures who enter a space where there is ice from Mantle of ice they must succeed on a dexterity saving throw Equal to your spell save DC or fall prone. On a successful save, they can count all other attempt to pass through ice from mantle of ice as a success until the end of their turn.

Your maximum hit points increase by an amount equal to your Charisma modifier.

Whenever you are hit by an attack, you can use your reaction to chill the air around you, the temperature of all enemies within 5 feet of you drop, causing them to lose their reaction and reduce their speed by half until the end of your next turn.

You can use this feature a number of times equal to your charisma modifier per long rest.   

Spring - Poison

Wild one’s curse: Starting at 1 level, your body is made entirely of stone which makes you sturdy and durable, but sluggish. Gain advantage on strength and constitution saving throws but take a -5 penalty to initiative.

Mantle of poison:

          Also starting at 1 level, you can force the poison in your veins to the upper layers of your skin, coating everything you touch.

As a bonus action, you cause the poison in your veins to seep from your stony skin. While in this form, any space you occupy become coated in pools of poisonous sludge for number of rounds equal to your charisma modifier. For 1 minute, you gain the following benefits:

Other creatures who enter a space where there is a pool of poisonous sludge from Mantle of poison must make a constitution saving throw. On a success, they may count all other attempts to walk through the poison as a success until the start of their next turn. On a fail, they gain the poisoned status effect until the end of their next turn.

You gain resistance to poison damage, and are immune to the poisoned status effect.

Anyone who targets you with a melee attack with have their weapon and armor coated in a cloud of poison which hinders their abilities. They cannot use a free action or take the Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Stabilize actions until the end of your next turn.

You can use this feature a number of times equal to your charisma modifier per long rest.

Elemental Absorption

Beginning at 6 level, you have become familiar with the elements, especially those of your seasons. If you take damage where the damage type matches the season you’re in, you heal half the damage dealt instead.

Perfected Form

Beginning at 10 level, you have gotten used to the physical changes in your form. You have learned to adapt and utilize these changes, allowing you to negate their short comings and become ever stronger.

Summer – You can now focus your flame on the task at hand and even use it to benefit allies; you no longer take a penalty to your AC and your heat relaxes you and friendly creatures within 30 feet of you, giving them +2 to saving throws. When you deal Fire damage, add damage equal to your proficiency modifier.

Fall – You can now flow with the winds perfectly; you no longer take a penalty to attack roles and your speed is increased by an additional 5 feet. In addition, you take no penalty to movement from difficult terrain. When you deal Lightning damage, add damage equal to your proficiency modifier.

Winter – You have learned to maneuver without the ice impeding you and can further harden it; you no longer have reduced movement speed, and your hit point maximum is increased by an amount equal to your warlock level. When you deal Cold damage, add damage equal to your proficiency modifier.

Spring – You have mastered the rock formations on your body giving you the ability to accumulate earth around you and smooth it out, increasing your size and weight and making the earth harder to chip; you no longer take a penalty to your initiative and your size and weight increase by 1 size (If small become medium, if medium become Large etc..). In addition, your AC increases by 1 and you may gain hit points equal to your proficiency at the start of your turn if you had not received damage between your previous turn and this one.  When you deal Poison damage, add damage equal to your proficiency modifier.

The God of Seasons

Beginning at 14 level, you have mastered the powers of the seasons and now you only require experience to truly perfect your roll as god of the seasons.

Summer – You have mastered your flames, and have come to see that their powers are not just that of destruction, but of life; whenever you drop to 0 hit points you melt into a pile of ash. Roll 3d4 and remain ash that many turns before coming back to life in that position (minimum 3). The number of turns is reduced by 1 for each creature within 20 feet of you at the start of your turn as you steal the heat from their body. They become chilled and their movement speed is reduced by half. They also have disadvantage on attack rolls and ability checks until the end of their next turn. When revived, you may roll any number of hit dice you have available and heal for that amount. The amount of dice you can roll increases by 1 for each creature you stole heat from while you were ash. This feature can only be used once per long rest.

Fall – You have mastered the power of wind and lighting and learned to harness them to perform feats beyond what normal magic is capable; you gain a flying speed equal to your walking speed. In addition, allies within 15 feet of you gain 5 movement speed and +3 to their initiative.

Winter – You have mastered control of ice and water and can further adapt to accommodate those conditions; you gain a swimming speed equal to your walking speed and can breathe under water. In addition, as a bonus action you may create a 5 x 5 x 5 cube of ice within 60 feet of you. The cube has an AC of 10 and hit points equal to double your warlock level. It also has vulnerability to fire and bludgeoning damage, resistance to slashing and Piercing damage and immunity to cold damage . If you create it in a space occupied by a creature, they are lifted by the cube. A cube created in this way lasts for 1 minute, or until it is dropped to 0 hit points. You may have no more than 3 cubes active at a time.

Spring – You have mastered control of earth and poison and can now use them to their full extent; You gain tremor sense up to 60 feet. In addition, whenever you hit a creature that has armor with a melee attack that creature receives a -1 penalty to their AC until the end of their next turn, as acid corrodes their armor. This penalty can be removed with the mending cantrip. If they are not wearing armor, they take 1d4 poison damage +2 acid damage instead.

Previous Versions

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3/11/2024 1:19:58 PM
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