Warlock
Base Class: Warlock

The Celestial Guardians of Nature have allowed you to become their conduit of power, controlling nature and its aspects as you deem fit; mountains crumble before you, the flora and fauna answer your beckoned call, flames erupt and blaze as you wish, great whirlpools twist and turn as you desire and the winds bend and flow to guide your path.

Expanded Spell List

The Elder Guardian 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.

Elder Guardian Expanded Spells
Spell Level Spells

1st

entangle, absorb elements

2nd

gust of wind, flame blade

3rd

tidal wave, erupting earth

4th

ice storm, wall of fire

5th

commune with nature, control winds

Aspect Of Nature

Starting at 1st level, when you finish a short or long rest you may choose one of the five fundamental portion of nature itself and gain benefits based on your choice.

  • Life. The plants and animals grant you a portion of what makes them special. You gain the druidcraft Cantrip and resistance to poison damage while you beckon the power of life.
  • Earth. The sheer strength of hills and mountains lend you their strength. You gain the mold earth Cantrip and resistance to force damage while you beckon the power of earth.
  • Flame. The raw destructive power of fire becomes yours to wield. You gain the produce flame Cantrip and resistance to fire damage while you beckon the power of flame.
  • Water. The immense depth of the oceans flow as you desire. You gain the shape water Cantrip and resistance to cold damage while you beckon the power of water.
  • Air. The winds flow and shape around you, becoming another tool at your disposal. you gain the gust Cantrip and resistance to thunder damage while you beckon the power of air.

You cannot choose the same aspect for two successive rests.

Elemental Protection

Starting at 6th level, you summon the power of your patrons to protect your servitude. Once per long rest when you would receive acid, cold, fire, lightning, poison or thunder damage you can use your reaction to absorb the energy, taking no damage from the effect. On your next turn you can then use your action to regain hit points equal to half the damage you would have received.

One With The Elements

Starting at 10th level, you gain additional benefits depending on your choice of natural aspect:

  • Life. You may add your Charisma modifier in place of Strength weh determining long jump and high jump distance, in addition your movement speed increases by 5 feet and you climb difficult surfaces without making an ability check.
  • Earth. You gain tremorsense out to 15 feet and cannot be knocked prone while you aren't incapacitated.
  • Flame. As a bonus action on your turn you can choose to magically teleport up to 30ft to a point you can see. You can do this a number of times equal to your Charisma modifier (minimum of once) and regain these uses after a short rest.
  • Water. You can breathe normally while completely submerged in water and gain a swimming speed equal to your walking speed.
  • Air. You gain a flying speed equal to your walking speed.

Nature's Smite

Starting at 14th level, you can call upon the fury of your patrons to smite your foes. Depending on your choice of Natural Aspect depends changes which of the following actions.

  • Life, Nature's Coliseum. As an action, choose a point within 120ft, a wall of trees and vines forms in a 20ft radius around that point, this barrier is 5ft thick and 20ft high (each 5ft section of the barrier has 60 hit points, immunity to psychic damage, vulnerability to fire damage). This barrier lasts for 1 minute during which time on your turn you can use a bonus action to force each creature within the radius to make a Constitution saving throw, on a failure a creature takes 2d12 Piercing and 2d12 Poison damage and is Poisoned for 1 minute as spiritual forms of natures beasts ravage the creature. On a successful save the creature take half damage and is not poisoned.

  • Earth, Tectonic Shift. Each creature in a 60ft cube originating from directly in front of you must make a Dexterity saving throw as the ground violently shakes and shatters beneath their feet, on a failure the creature takes 10d6 Magical Bludgeoning damage and is knocked prone. On a successful save a creature takes half damage and is not knocked prone.

  • Fire, Wildfire Strike. Choose five hostile creatures within 120ft, those creatures must succeed on a Dexterity saving throw on a failure a creature takes 5d10 fire damage, has its movement reduced by 10ft for 1 minute and during this time takes 1d8 fire damage at the beginning of each of its turns as a pillar of flame immolates them from above and sears their flesh, on a successful save a creature takes half damage and does not burn. A creature can use its action to put out these flames.

  • Water, Celestial Geyser. Choose a point within 60ft, a 10ft radius blast of holy water erupts from under this point all creatures within this area must succeed on a Strength saving throw, on a failure the creatures are thrown 20ft into the air, taking 3d10 cold damage, 3d10 radiant damage and then falling to the ground. On a success a creature takes half damage is not thrown into the air, instead being forced into the closest space available. Fiends, Undead and Aberration have disadvantage on this saving throw.

  •  Air, Thunderous Hurricane. Strong winds begin to swirl and rage around you, for 1 minute or until you lose concentration, you gain a 60ft flying speed and for the duration can cast thunderwave without expending a spell slot as a bonus action on each of your turns. Additionally during this time ranged weapon attacks against you have disadvantage and you have immunity to both thunder and lightning damage.

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

Previous Versions

Name Date Modified Views Adds Version Actions
11/24/2019 6:29:03 PM
19
0
A
Coming Soon
11/24/2019 8:03:54 PM
23
0
B2
Coming Soon
12/3/2019 4:51:18 PM
44
0
--
Coming Soon
2/25/2020 5:01:11 PM
63
2
--
Coming Soon
8/3/2020 11:00:09 AM
72
6
5E
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes