Base Class: Warlock
You made a pact with an entity that lurks somewhere on the Elemental Planes, such as a mighty Kraken, an ancient primordial, or a monstrous being from creation’s earliest days. You serve as this creature’s eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly died in a natural disaster.
An Elementals GiftThe class features listed below can be customized to reflect a patron from any one of the four elemental planes or a patron that has ties to all of them. The spells listed below focus more on elementals from the planes of air and water. Discuss with your dungeon master alternative spells for the expanded spell list to better represent the plane your patron is from.
Expanded Spell List
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.
Archfey Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Primal Forces
Elemental Protection. The elemental energies of your plane provide an extra layer of protection. While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
Elemental Force. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your charisma modifier. The type of damage is determined by your elemental patrons plane: bludgeoning (earth), lightning (air), fire (fire), or cold (water).
Elementally Adapted
Starting at 6th level, you can resist the harshest aspects of the elements. You gain the following benefits:
You gain swim, fly, and burrow speed equal to half of your walking speed.
You can speak, read, and write Primordial.
You’re also acclimated to high altitudes, deep oceans, and extremes in temperature.
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Elemental Control
Beginning at 10th level, your patron teaches you how to summon creatures manifested from their planar energies. You can cast the spell conjure elemental as an action once per long rest.
Elemental Master
Starting at 14th level, you can transform into the very elements of the planes themselves. Once per long rest, as an action, you may transform into an air elemental, an earth elemental, a fire elemental, or a water elemental for 1 hour or until you dismiss the effect as an action.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
You must finish a long rest before you can use this feature again.