Warlock
Base Class: Warlock

You have made a pact with spirits of nature, forces that take the form of the elements. Beings like this could range from a powerful elemental to a group of Chwingas.

Expanded Spell List

At 1st level, the spirits allow you to choose spells from an expanded spell list when you learn a new Warlock spell. Additionally, you learn the shillelagh spell. It counts as a Warlock spell for you. The following spells are added to the Warlock spell list for you:

Spell level Spells

1st

 absorb elements, chaos bolt

2nd

 dragon's breath, maximilian's earthen grasp

3rd

 elemental weapon, revivify

4th

 summon elemental, death ward

5th

 conjure elemental, wrath of nature

Spiritual Environment

At 1st level you choose which type of elemental spirit to pledge yourself to. You can choose between Tundra Spirits, Desert Spirits, Ocean Spirits or Forest Spirits. You gain different features as you level up depending on what type of spirit you pick. Additionally, the amount of damage dice rolled when magic stone hits a creature increases to 2d6 when you reach 5th level. The amount of dice increases to 3d6 at 11th level, and again to 4d6 at 17th level.

Desert Spirits

You have pledged yourself to Desert Spirits, when you make attacks with magic stone or shillelagh you can cast both spells on sand or volcanic rock instead of pebbles or wooden clubs. Attacks made with either spell this way deal fire damage instead but follow the rules as written otherwise. You also gain resistance to fire damage.

Forest Spirits

You have pledged yourself to Forest Spirits, when you make attacks with magic stone or shillelagh you can cast both spells on deceased, nonmagical plant life instead of on pebbles or wooden clubs. Attacks made with either spell this way deal acid damage instead but follow the rules as written otherwise. You also gain resistance to acid damage.

Ocean Spirits

You have pledged yourself to Ocean Spirits, when you make attacks with magic stone or shillelagh you can cast both spells on water. Attacks made with either spell this way deal force damage instead but follow the rules as written otherwise. You also gain resistance to force damage.

Tundra Spirits

You have pledged yourself to Tundra Spirits, when you make attacks with magic stone or shillelagh you can cast both spells on snow or ice instead of on pebbles or wooden clubs. Attacks made with either spell this way deal cold damage instead but follow the rules as written otherwise. You also gain resistance to cold damage.

Elemental State

When you reach 6th level in this subclass, your body has morphed to acclimate to your spiritual environment.

Fiery State

As you acclimate to your spiritual environment, you gain the following abilities:

  • You are immune to the effects of extreme heat.
  • You can hide when only lightly obscured by smoke or another dense gas.
  • You gain a darkvision of 60 ft., if you have it already.
  • You ignore the movement penalty of difficult terrain caused by hot surfaces or char. 

As an action on your turn, you can expend a spell slot to gain the following benefits for the next minute:

  • You gain immunity to fire damage.
  • You can breathe any gas as if it were air and suffer no penalty. (ex. stinking cloud, cloudkill)
  • You instantly evaporate all water within 5 ft. of you, in which it remains in that state until you move more than 5 ft. away. You also ignite all flammable objects that are not being worn or carried in 10 ft. of you at the end of your turn.
  • When you attack a creature with a weapon or spell that deals fire damage, you may add your Charisma modifier to the damage rolled.
  • When a creature hits you with a melee attack, they take 1d6 fire damage.

Glacial State

As you acclimate to your spiritual environment, you gain the following abilities:

  • You ignore difficult terrain caused by snow or ice.
  • You can see through areas heavily obscured by snow within 60 ft. of you.
  • You can hide when only lightly obscured by snow.
  • You are immune to the effects of extreme cold.

As an action on your turn, you can expend a spell slot to gain the following benefits for the next minute:

  • You gain immunity to cold damage.
  • When you attack a creature with a weapon or spell that deals cold damage, you may add your Charisma modifier to the damage rolled.
  • All water within a 15 ft. radius of you freezes instantly and melts by the end of your turn if it is more than 15 ft. away from you.
  • When a creature hits you with a melee attack, they take 1d6 cold damage.

Natural State

As you acclimate to your spiritual environment, you gain the following abilities:

  • You gain a climbing speed equal to your walking speed.
  • You gain a darkvision of 60 ft, if it isn't already higher.
  • You ignore difficult terrain caused by dense plant life.
  • You can hide when only lightly obscured by foliage.

As an action on your turn, you can expend a spell slot to gain the following benefits for the next minute:

  • You gain immunity to acid damage.
  • When you attack a creature with a weapon or spell that deals force damage, you may add your Charisma modifier to the damage rolled.
  • Your AC cannot be less than 16.
  • When a creature hits you with a melee attack, they take 1d6 slashing damage.

Oceanic State

As you acclimate to your spiritual environment, you gain the following abilities:

  • You can breathe both air and water.
  • You gain a swimming speed equal to your walking speed.
  • You suffer no negative effects from swimming in deep water.

As an action on your turn, you can expend a spell slot to gain the following benefits for the next minute:

  • You gain immunity to force damage.
  • When you attack a creature with a weapon or spell that deals force damage, you may add your Charisma modifier to the damage rolled.
  • You can fit through spaces as small as 1 inch in diameter without squeezing.
  • You cannot be grappled or restrained by physical means.

Master of the Elements

When you reach 10th level in this subclass, you can read, speak and write Aquan, Auran, Ignan and Terran. Additionally, you can learn the Gust,  Mold Earth, Shape Water and Control Flames cantrips and can cast them as a bonus action.

Reborn From Ash

When you reach 14th level in this subclass, you can refute death by infusing yourself with elemental powers. When you are reduced to zero hit points, you can instead drop to one hit point. You then restore hit points equal to twice your Warlock level + your proficiency bonus and release an explosion of elemental energy. All creatures of your choice in a 50 ft. radius must succeed a Dexterity saving throw against your spell save DC or take 5d10 damage or half as much on a success. The damage type correlates to your Spiritual Environment.

You can use this feature once and can't use it again until you finish a long rest.

Previous Versions

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3/9/2021 8:25:54 PM
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