Base Class: Warlock
Elemental patron warlocks gain varied powers from their pacts, such as channeling elemental power through attacks, summoning elemental spirits, and infusing spells with the power of the primal elements. Usually, a pact with an elemental entity is made for the warlock to spread the element of their patrons type across the world and wield its power in order to further the patrons grasp on the material plane.
Level 3: Channel Elements
When casting a spell that deals damage or making a weapon attack, you can change the damage type to one of the following other damage types, chosen at 3rd level: Fire (for fire elementals), Cold (for water elementals), Thunder (for earth elementals), or Lightning (for air elementals).
Air Element
You can change the damage type of your spells and weapon attacks to lightning.
Earth Element
You can change the damage type of your spells and weapon attacks to thunder.
Fire Element
You can change the damage type of your spells and weapon attacks to fire.
Water Element
You can change the damage type of your spells and weapon attacks to cold.
Elemental Spells
You learn the following spells at each listed level, and you always have them prepared.
- Level 3: Ice Knife, Searing Smite, Dragon's Breath, Shining Smite
- Level 5: Call Lightning, Protection from Energy
- Level 7: Conjure Minor Elementals, Fabricate
- Level 9: Cone of Cold, Conjure Elemental
Level 6: One With Elements
You gain a resistance based on the element you chose at level 3: Fire (Fire), Cold (Water), Thunder (Earth), or Lightning (Air). You also gain a wider range of movement, giving you a specific movement speed depending on your chosen element: Fly 20 feet (Fire or Air), Swim 30 feet (Water), or Climb 25 feet (Earth). In addition, if you chose Water, you can breathe in both water and air.
Air
You gain resistance to lightning damage and a flying speed of 20 feet.
Earth
You gain resistance to thunder damage and a climbing speed of 25 feet.
Fire
You gain resistance to fire damage and a flying speed of 20 feet.
Water
You gain resistance to cold damage and a swimming speed of 30 feet. In addition, you can breathe in both water and air.
Elemental Affinity
When dealing damage of the type associated with your chosen element, you can roll the total damage twice and choose the higher result. This only applies if the damage type would naturally be the associated type without using Channel Elements, except for with weapon attacks using Channel Elements. In addition, you ignore resistance to the damage type of your element when dealing damage.
Unbound Elementalism
You ignore immunity to the damage type of your element, and you have advantage on attack rolls that deal your elements damage type. In addition, you gain immunity to the damage type of your chosen element.
Air
You are immune to lightning damage.
Earth
You are immune to thunder damage.
Fire
You are immune to fire damage.
Water
You are immune to cold damage.
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