Warlock
Base Class: Warlock

Your patron is one of the ancient Elementals, created by the Antarans in the Genesis Atrocity. Your patron may be one of the few Elemental titans, living catastrophes, or a primeval elemental. The first and longest lived of them all. If you are truly insane, unlucky, or desperate. You may have contracted with one of the Princes of Entropy, those who could be said to Lord over the Elementals. The very personification of their element. Lastly you may have bonded with a lesser Elemental, who wishes to grow as you do. Your powers soaring together. Whichever is your fate, an Elemental has placed some, if not all, of their spark within you. Attuning you to their home plane, and their Element. You are now a living breathing embodiment of this element, and its desires.

Elemental Spark

Fire-

Your patron is a Elemental composed of fire. A being of raw power and burning passion. You tear through the battlefield like a raging inferno. At first level when you hit a creature with a successful attack you may channel your patrons powerful flame into the enemy, causing them to take a extra 1d6 fire damage. This damage increases to 2d6 at 10th level. You can use this feature a number of times equal to your charisma modifier. This feature recharges on a short or long rest.

You also gain access to the Create Bonfire cantrip. This cantrip does not count against Warlock cantrips known.

Water-

Your patron is a Elemental composed of Water. A being of flowing energy, and slow methodical undoing. At 1st level when a creature makes a successful attack against you, you may use your reaction to change the flow of their strike. The creature must roll to strike again, this time with disadvantage. If the creature misses you may direct its attack to another creature within range. You can use this feature a number of times equal to your Charisma modifier. This feature recharges on a short or long rest.

You also gain access to the Shape Water cantrip. This cantrip does not count against Warlock cantrips known.

Earth-

Your patron is a Elemental composed of Earth. A sturdy, unyielding foe. Relentless in its efforts. At first level your AC is 13 + your Constitution modifier. In addition whenever you take damage you can use your reaction to summon a shield of earth reducing the incoming damage by your Constitution modifier + warlock level. You can use this ability a number of times equal to your charisma modifier per short rest.

You also gain access to the Mold Earth cantrip. This cantrip does not count against Warlock cantrips known.

Air-

Your patron is a Elemental composed of Air. A being of swift wrath and freedom. Your move speed is increased by 10 feet. In addition, whenever you end your turn after moving 20 ft. You can spend your reaction to make an additional attack. You can use this ability a number of times equal to your charisma modifier per short rest.

You also gain access to the Gust cantrip. This cantrip does not count against Warlock cantrips known.

Entropic Blast

Whenever you attack using your Eldritch blast, you may change the damage type to your patrons element.

Fire: Fire

Water: Cold

Earth: Acid

Air: Lightning

 

Expanded Spell List

Fire- Your patron turned their enemies to cinders, and now grant you that same power.

1st: Burning Hands, Searing Smite

2nd: Aganazzars Scorcher, Flaming Sphere

3rd: Fireball, Melfs minute meteors

4th: Conjure Minor Elementals, Fire shield

5th: Immolation, Flame Strike

Water- Your patron used the water and tide to control the flow of a battle. They have bestowed this power upon you as well.

1st:  Create and Destroy water, Ice Knife

2nd:  Snilloc's snowball storm, Less Restoration

3rd: Tidal Wave, Wall of Water

4th: Conjure minor elementals, Watery sphere

5th: Malestrom, Cone of cold

Earth- Your patron was a unyielding warrior in battle. Taking as much damage as it dealt, and fortifying any battlefield they entered. You can now do the same.

1st: Earth Tremor, Entangle

2nd: Maximillians earthen grasp, Earthbind

3rd: Erupting Earth, Wall of Sand

4th: Conjure Minor Elementals, Stone Shape

5th: Wall of Stone, Transmute Rock

Air- Your patron flashed through enemies and struck them like a gale force wind. Now you too may call storms wrath upon your foes.

1st: Thunderwave, Featherfall

2nd: Gust of Wind, Warding Wind

3rd: Lightning Bolt, Call Lightning

4th: Conjure Minor Elementals, Storm Sphere

5th: Control Winds, Wall of Force

Elemental Attunement

You begin to attune to the element within you. At 6th level you gain resistance to the Elemental damage type you gained through the Entropic Blast feature. You have also learned how to bring the most out of your patrons element whenever you use your Entropic Blast feature It ignores resistance as with the Elemental Adept feat.

Fire-

Your flames burn ever hotter, scorching all to ash. You emanate bright light in a 30 feet circle, then dim light for another 30 feet. You can turn this on and off at will. Once per turn when you use the Entropic Blast feature you can add fire damage equal to your charisma modifier.

Water-

You feel at home in the tides and waves. You can breath in water and gain a Swimming speed equal to your walking speed. Once per turn you can choose to impose a -2 to any attack roll, or saving throw of a creature within 60 feet  of you.

Earth-

You learn how to mold the earth around you into a tough defense. You ignore difficult terrain created by the ground. You also gain resistance to non-magical piercing, slashing, and bludgeoning damage. You can boost a allies AC by 2 until your next turn.

Air-

You are a raging wind on the battlefield, your patrons winds guiding your movements. You can use a bonus action to take the dash or disengage action. Once per turn you can turn into a living wind. Instantly moving to a space within 15 feet of you. This does not count against your movement for this turn. This movement does still impose opportunity attacks unless you take the disengage action.

Entropic Nature

Your form changes as you attune to your patron more. At 10th level our race becomes Elemental in regards to spell effects like Hold Person or Protection From Good and Evil. You also no longer need to Eat, Drink, or sleep to survive. You still gain the benefits of a short or long rest.

Entropic Form

At 14th level when you gain this feature you can ignite the Elemental spark within you and merge forms with your patron. For the duration of 1 minute your body changes to reflect your Patrons form and you gain a benefit depending on your patrons element. You can use this feature once per Long Rest.

Fire-

Your body ignites into destructive fire that does not harm you, scorching everything in your path.  All creatures that start their turn within 15 ft of you take 2d12 fire damage on a failed constitution save. All flammable objects not being worn or carried ignite A number of creatures equal to your char modifier are immune to this affect.

Water-

Your body becomes a raging torrent of water. You can occupy the same space as another creature. If the creature is one size smaller than you you may attempt to grapple them. You count as one size larger than your own for this purpose and have advantage on grappling. If you succeed you engulf them into your body, where they begin to suffocate. Taking 2d12 bludgeoning damage from being thrown in around by the torrents in your body. You can Grapple up to 10 creatures this way. This can not affect creatures that have no need to breath.

Earth-

Your body becomes solid stone forming into the perfect defense. At the start of each of your turns you gain 15 temporary hit points, up to a maximum of 30. You become resistant to all damage except Physic in this form.

Air-

Your body transforms into gale force winds. Becoming as swift as lightning. Your speed increase by another 10 feet and you gain a flying speed of 50 feet. You gain a bonus attack action as with the Extra Attack feature.

Previous Versions

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