Warlock
Base Class: Warlock

May say there are powerful beings who control the physical world and how it's formed. What happens when the gods acid, cold, fire, lightning, and thunder give a mortal powers to alter the land like they have?

Elemantal splits

At 1st level, you learn the Eldritch Blast cantrip. Instead of dealing force damage, you pick either acid, cold, fire, lightning, or thunder for each projectile. Each has there own effects as seen below. 

  • Acid: your eldritch blast coats the target in acid. On hit, the target must roll a con save against your spell save DC or takes a -1 to there armor till the end of your next turn. You can apply this again on the same target on the same turn but your spell DC goes down one for each successive hit.
  • Fire: your eldritch blast burns with unwieldy flames. On hit, the target must roll a con save against your spell save DC or gets set on fire this deals 1d6 fire damage at the end of each turn. You can apply this again on the same target but your spell DC goes down one for each successive hit. At the start of the targets turn, they can roll a con save against your spell DC to lower the damage by 2d6 and the fire can be put out with non magical means.
  • Cold: your eldritch blast freezes into a shard of ice. On hit, the target must roll a con save against your spell save DC or moves 5 feet slower and moves down the turn order till the end of your next turn. You can apply this again on the same target on the same turn but your spell DC goes down one for each successive hit.
  • Lightning: Your eldritch blast sparks with stunning electricity. On hit, the target must roll a con save against your spell save DC or takes disadvantage on attacks till the end of your next turn. You can apply this to the same target on the same turn, but this will only do lightning damage and no other effects.
  • Thunder: Your eldritch blast bloats into an air pocket. On hit, the target must roll a con save against your spell save DC or gives advantage on attacks aimed at them till the end of your next turn. You can apply this to the same target on the same turn, but this will only do thunder damage and no other effects.

Free soul

At sixth level, you are immune to the elements. This gives you the following abilities:

  • You ignore all non magical difficult terrain.
  • You don't take any damage from non magical terrain. (fall damage is considered magical for this ability)
  • You get a swim speed equal to your walk speed, and a fly speed equal to half that rounded down unless you already have a fly speed.

Elemental fortafacation

Starting at 10th level, you can choose two elemental damage types when you finish a long rest. You gain resistance to those damage types until you choose a different one or two with this feature.

(The elemental damage types are acid, cold, fire, lightning, and thunder)

The five way torment

At 14 level, you have proven yourself to the gods enough for them to help you with there powers combined. 

Once per long rest, you can target someone within 60 feet of you and call the elements to strike them dealing 2d10 acid damage, 2d10 cold damage, 2d10 fire damage, 2d10 lightning damage, and 2d10 thunder damage.

You can only use this ability once per long rest.

Expanded spell list

When you pick this subclass at level one, the elemental 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.

Celestial Expanded Spells
SPELL LEVEL SPELLS
1st Absorb Elements, Catapult
2nd Dust Devil, Magic Weapon
3rd Lightning Bolt, Protection from Energy
4th Conjure Minor Elementals, Elemental Bane
5th Conjure Elemental, Immolation

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