I've recently created a new patron for the warlock using the Homebrewery. This patron is, as the title suggests, an elemental. I kind of expected something like this to be in official content, such as SCAG or EEPC. The Elemental patron is a bit more versatile than others, because, at 1st level when you choose this patron, you choose one of four elements: Air, Earth, Fire, and Water. Each element has its own list of associated spell lists to expand the warlock spell list. The element you chose affects your warlock features as you level up.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The Elemental aura seems weak as both an offensive and defensive option. Requiring an action to maybe deal damage equal to your charisma modifier if a creature decides to end it's turn next to you and resistance to an elemental type. I think it's no problem to have the aura last longer.
My suggestion would even be to move this ability to 6th level and just let them activate/deactivate (for social situations) as an action. As a replacement lvl 1 ability you could have them learn the relevant elemental cantrip (Control Flames, Gust, Mold Earth and Shape Water). To be fair, I'm also not a huge fan of the Primordial Bondage ability, so replacing it is another plus for me.
For lvl 1 I would also add learning the language of your elemental (Auran, Aquan, Ignan or Terran). Just to add some flavour.
I also dislike Thunder for Earth, I would have the abilities deal bludgeoning damage and give resistance to non-magical piercing, slashing and bludgeoning. If you look at Earth Elemental then you'll see there is even a vulnerability to thunder damage.
For your 10th lvl ability I find it weird that Air has an extra modifier (move 10 feet), but the other elements don't have anything like that (e.g. Fire could induce Blinded, Earth could knock a target prone or cause the Deafened condition and Water might lead to being Poisoned). Additionally for a lvl 10 ability I would still have it deal half damage on a successful save.
Your 14th lvl ability also seems fairly weak. Assuming a charisma of 20, you'd already have 5 uses of your aura (or in my version unlimited). Increasing your aura is nice, but not all that powerful. The additional 5 damage is also not that great at lvl 14. The immunity is nice, but also lackluster since it only lasts for a single round. I would change the bonuses to the auras somewhat like the Investiture spells (Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind).
I would also like to say that I really like the general premise of the Patron. I would probably prefer this over a Hexblade for my Pact of the Blade Warlock, but that might just be because I like aura's.
I think I'll keep the thunder damage for earth because a lot of earth-based monsters in Princes of the Apocalypse are connected with thunder damage. Also, I'd consider it a bit OP to have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I think I'll keep the thunder damage for earth because a lot of earth-based monsters in Princes of the Apocalypse are connected with thunder damage. Also, I'd consider it a bit OP to have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Really? Which one? I can't remember a single one. I don't think there are any sources of thunder damage in the Earth-aligned temple (except for Chromatic Orb). If you are afraid that bludgeoning, piercing and slashing is too strong you might want to choose acid. Thunder just seems really strange to me.
I think I'll keep the thunder damage for earth because a lot of earth-based monsters in Princes of the Apocalypse are connected with thunder damage. Also, I'd consider it a bit OP to have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Really? Which one? I can't remember a single one. I don't think there are any sources of thunder damage in the Earth-aligned temple (except for Chromatic Orb). If you are afraid that bludgeoning, piercing and slashing is too strong you might want to choose acid. Thunder just seems really strange to me.
Ah, I forgot the Myrmidons extra damage was thunder. Shatter also confirms my point about Earth being weak to thunder. Something about stone and disadvantage. But hey, not my homebrew.
I did find it weird that the elemental spellcasters in PoTA were all sorcerers rather than warlocks. I guess for "monsters," the mechanics are easier, and you end up with CHA-based spellcasting either way.
I think I'll keep the thunder damage for earth because a lot of earth-based monsters in Princes of the Apocalypse are connected with thunder damage. Also, I'd consider it a bit OP to have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Really? Which one? I can't remember a single one. I don't think there are any sources of thunder damage in the Earth-aligned temple (except for Chromatic Orb). If you are afraid that bludgeoning, piercing and slashing is too strong you might want to choose acid. Thunder just seems really strange to me.
Marlos Urnrayle's war pick deals thunder damage as well as piercing damage.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
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Hello everyone,
I've recently created a new patron for the warlock using the Homebrewery. This patron is, as the title suggests, an elemental. I kind of expected something like this to be in official content, such as SCAG or EEPC. The Elemental patron is a bit more versatile than others, because, at 1st level when you choose this patron, you choose one of four elements: Air, Earth, Fire, and Water. Each element has its own list of associated spell lists to expand the warlock spell list. The element you chose affects your warlock features as you level up.
Here is a link to the Elemental Patron.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
For the first level ability, it would make more sense for the saving throw to be a Constitution saving throw.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
It all looks pretty solid to me. I don't think there's anything I could add to improve upon it at the moment.
Homebrew Warlock Subclass Homebrew Warlock Subclass: Persona of Existence
The Elemental aura seems weak as both an offensive and defensive option. Requiring an action to maybe deal damage equal to your charisma modifier if a creature decides to end it's turn next to you and resistance to an elemental type. I think it's no problem to have the aura last longer.
My suggestion would even be to move this ability to 6th level and just let them activate/deactivate (for social situations) as an action. As a replacement lvl 1 ability you could have them learn the relevant elemental cantrip (Control Flames, Gust, Mold Earth and Shape Water). To be fair, I'm also not a huge fan of the Primordial Bondage ability, so replacing it is another plus for me.
For lvl 1 I would also add learning the language of your elemental (Auran, Aquan, Ignan or Terran). Just to add some flavour.
I also dislike Thunder for Earth, I would have the abilities deal bludgeoning damage and give resistance to non-magical piercing, slashing and bludgeoning. If you look at Earth Elemental then you'll see there is even a vulnerability to thunder damage.
For your 10th lvl ability I find it weird that Air has an extra modifier (move 10 feet), but the other elements don't have anything like that (e.g. Fire could induce Blinded, Earth could knock a target prone or cause the Deafened condition and Water might lead to being Poisoned). Additionally for a lvl 10 ability I would still have it deal half damage on a successful save.
Your 14th lvl ability also seems fairly weak. Assuming a charisma of 20, you'd already have 5 uses of your aura (or in my version unlimited). Increasing your aura is nice, but not all that powerful. The additional 5 damage is also not that great at lvl 14. The immunity is nice, but also lackluster since it only lasts for a single round. I would change the bonuses to the auras somewhat like the Investiture spells (Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind).
I would also like to say that I really like the general premise of the Patron. I would probably prefer this over a Hexblade for my Pact of the Blade Warlock, but that might just be because I like aura's.
I think I'll keep the thunder damage for earth because a lot of earth-based monsters in Princes of the Apocalypse are connected with thunder damage. Also, I'd consider it a bit OP to have resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Ah, I forgot the Myrmidons extra damage was thunder. Shatter also confirms my point about Earth being weak to thunder. Something about stone and disadvantage. But hey, not my homebrew.
Compare what it gets at 1st level to what the Celestial gets at 1st level. Then, take a closer look at the 10th-level water ability.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I did find it weird that the elemental spellcasters in PoTA were all sorcerers rather than warlocks. I guess for "monsters," the mechanics are easier, and you end up with CHA-based spellcasting either way.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I've edited it, this time replacing the 14th level ability with a damaging ability. Also, I've made elemental aura a 6th-level ability.
Warlock Patron: The Elemental
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.